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Tier 2 – The Wraith of the Waters

**Tier 2 play**

In the vibrant realm of Eldoria, where magic dances in the air like fireflies at dusk, a peculiar disturbance has rippled through the tranquil village of Willowbend. Once known for its crystal-clear streams and lush greenery, the village now finds itself shrouded in an unsettling gloom. The townsfolk whisper of a dark force that has tainted their waters, turning the once-pure springs into murky pools. As the party arrives, they are greeted by anxious faces and the scent of damp earth mingling with the sweet aroma of blooming wildflowers.

The village elder, a wise old gnome named Elder Thistlefoot, beckons the adventurers closer. His voice trembles with urgency as he explains, "Our water has been poisoned! The streams that nourish our crops and sustain our lives have turned foul. We believe the source lies in the ancient ruins of Eldergrove, deep within the Whispering Woods. Please, brave souls, investigate the ruins and cleanse our waters!"

As the party ventures into the Whispering Woods, the air thickens with enchantment. Sunlight filters through the dense canopy, casting dappled shadows on the forest floor. The sounds of chirping birds and rustling leaves create a symphony of nature, but an eerie silence looms as they approach the ruins. Vines twist around crumbling stone, and the scent of damp moss fills the air.

Upon reaching the heart of Eldergrove, the party discovers a hidden chamber, its entrance obscured by ancient roots. Inside, they find a dark altar surrounded by flickering candles, where a malevolent spirit known as the Wraith of the Waters has taken residence. This spectral entity, once a guardian of the springs, has been corrupted by a dark artifact—a cursed gemstone that siphons the purity of the water.

**Boss Enemy: Wraith of the Waters**

– **HP:** 60

– **AC:** 15

– **Attack:** Ethereal Touch (Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 2d10 necrotic damage.)

– **Special Ability:** Corrupting Aura (Any creature that starts its turn within 10 feet of the Wraith must succeed on a DC 15 Constitution saving throw or take 1d6 necrotic damage and have disadvantage on the next attack roll.)

To defeat the Wraith, the party must first locate the cursed gemstone, which is hidden within the altar. As they engage in battle, the Wraith will summon spectral minions to aid it, creating a chaotic and thrilling encounter. The adventurers can use their wits and teamwork to overcome the spirit's dark magic and cleanse the waters of Willowbend.

Once the Wraith is vanquished, the gemstone will shatter, releasing a wave of pure energy that restores the natural balance of the springs. The villagers will rejoice, and Elder Thistlefoot will reward the party with enchanted trinkets and a heartfelt feast, celebrating their bravery and restoring hope to Willowbend.

As the sun sets over the horizon, casting a warm glow on the village, the adventurers will leave with tales of their heroism, knowing they have made a lasting impact in this enchanted land.

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