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Tier 2 – The Warden of Whispers Shadows Over Eldenwood

**Tier 2 play**

In the vibrant realm of Eldoria, where magic flows like rivers and the skies shimmer with the colors of enchantment, a peculiar disturbance has rippled through the peaceful town of Eldenwood. The townsfolk whisper of strange occurrences at the local prison, a once-impenetrable fortress known as Ironhold Keep. Rumors abound that a shadowy figure, known only as the Warden of Whispers, has been using enchanted drones to smuggle in dangerous artifacts, compromising the security of the prison and releasing unspeakable horrors into the world.

As the sun sets, casting a golden hue over the cobblestone streets, the party finds themselves summoned by the town's mayor, a stout dwarf named Thrain Stonefist. With a furrowed brow and a voice thick with concern, he implores the adventurers to investigate the prison and uncover the truth behind the Warden's machinations. The fate of Eldenwood hangs in the balance, and only they can restore order.

**Setting the Scene:**

The journey to Ironhold Keep is fraught with tension. As the party approaches the prison, they are greeted by the imposing stone walls, adorned with ancient runes that flicker with a faint blue light. The air is thick with the scent of damp earth and the distant echoes of prisoners lamenting their fate. A heavy iron gate creaks open, revealing a dimly lit courtyard where shadows dance ominously.

**Exploration Component:**

Inside the prison, the party must navigate through a series of dark corridors, each lined with cells that hold the remnants of those who have succumbed to madness. They may find clues scattered throughout—scraps of parchment with cryptic messages, remnants of the drones, and the faint hum of magic lingering in the air. The party can choose to investigate the cells, speak with the remaining guards, or even attempt to decipher the runes that pulse with arcane energy.

**Enemy Encounter:**

As they delve deeper, the party stumbles upon a hidden chamber where the Warden of Whispers conducts his dark rituals. The room is filled with swirling shadows and the remnants of the drones, now twisted and corrupted by dark magic. The Warden, a tall figure cloaked in tattered robes, stands at the center, commanding the drones with a flick of his wrist.

**Boss Enemy: Warden of Whispers**

– **HP:** 80

– **AC:** 15

– **Attack:** Shadow Bolt (Ranged Spell Attack, +6 to hit, 2d10 necrotic damage)

– **Special Ability:** Drone Swarm (Summons 2d4 corrupted drones that attack the party)

– **Legendary Action:** Whisper of Madness (Targets one player, forcing a Wisdom saving throw DC 14 or be frightened until the end of their next turn)

**Conclusion:**

The party must defeat the Warden and his drones to restore peace to Eldenwood. Upon victory, they will discover the source of his power—a powerful artifact that can either be destroyed or claimed for themselves. The choice they make will shape the future of the realm, and the echoes of their adventure will be sung in tales for generations to come.

As the adventurers leave Ironhold Keep, the first rays of dawn break over the horizon, a symbol of hope and renewal. The town of Eldenwood awaits their return, eager to hear the tale of bravery and magic that unfolded within the prison’s dark embrace.

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