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Tier 2 – The Wrath of Morwenna A Quest for Eldermere

**Tier 2 play**

In the vibrant coastal city of Eldermere, where the waves crash against the rocky shore and the salty breeze carries whispers of ancient magic, a sense of unease has settled over the bustling port. The townsfolk speak in hushed tones of a mysterious storm that seems to have a mind of its own, wreaking havoc on ships and disrupting trade routes. Rumors swirl of a dark force manipulating the weather, and the local council has called upon brave adventurers to uncover the truth and restore peace to the port.

As the party arrives, they are greeted by the sight of fishermen mending their nets and merchants shouting their wares, but the atmosphere is thick with tension. The once-bustling docks now lie eerily quiet, with several ships damaged or missing. The party is approached by Llinos Medi, the town's representative, a determined figure with a weathered face and eyes that shimmer with urgency.

"We need your help," Llinos implores. "The storms have grown more violent, and our ships are disappearing. We believe something sinister lurks beneath the waves. Will you investigate the source of this chaos?"

The adventurers are led to the docks, where they can gather information from the locals. They learn of a legendary sea witch named Morwenna, said to dwell in a hidden cove, who has the power to control the storms. Some believe she is angered by the town's neglect of the ocean's sacred sites. Others fear she seeks revenge for a long-forgotten slight.

The party must embark on a quest to find Morwenna's cove, navigating treacherous waters and facing the elements. Along the way, they encounter various challenges, including:

1. **A Stormy Encounter**: As they sail toward the cove, a sudden tempest strikes. The party must work together to keep their ship afloat, making skill checks (such as Athletics or Acrobatics) to avoid capsizing.

2. **The Siren's Call**: While navigating the rocky coastline, the party hears enchanting singing. A group of sirens attempts to lure them into the sea. The adventurers must resist the charm effect or face the consequences.

3. **Guardians of the Cove**: Upon reaching Morwenna's cove, the party discovers it is protected by enchanted sea creatures. They must either negotiate with these guardians or defeat them in combat to gain access to the witch.

**Boss Encounter: Morwenna, the Sea Witch**

Once inside the cove, the party confronts Morwenna, a striking figure with flowing hair that resembles seaweed and eyes like stormy seas. She is surrounded by swirling water and crackling energy, her power palpable in the air.

– **Morwenna's Stats**:

– **Armor Class**: 15

– **Hit Points**: 120

– **Speed**: 30 ft., swim 60 ft.

– **Spellcasting**: Morwenna can cast spells such as *Control Water*, *Call Lightning*, and *Fog Cloud*.

– **Special Ability**: *Storm's Wrath* – Once per encounter, Morwenna can summon a storm, creating difficult terrain and dealing lightning damage to all within a 30-foot radius.

As the battle ensues, the party must use their wits and teamwork to overcome Morwenna's powerful magic. They can choose to fight her or attempt to reason with her, discovering the truth behind her anger and the storms that plague Eldermere.

Will the adventurers restore balance to the sea and earn the gratitude of the townsfolk, or will they succumb to the wrath of the sea witch? The fate of Eldermere lies in their hands.

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