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Tier 2 – Tier 2 play (7)

**Tier 2 play**

In the heart of the enchanted kingdom of Aeloria, amidst the shimmering spires and lush, verdant valleys, news has spread of troubling occurrences in the Mystwood Forest. It is said that an ominous energy has been seeping from the ancient ruins nestled deep within the woods, corrupting the flora and fauna alike. The once vibrant land has grown dim and hushed, as fearful whispers speak of a legendary creature reawakening from its ageless slumber—the Shadow Wyrm.

As the adventurers step into the glimmering dawn, they find themselves in the bustling town of Eldergrove. The sun casts golden rays through the treetops, illuminating the cobblestone paths and lively marketplace. Local merchants hawk their wares, but the mood is dampened by the recent turmoil. Villagers dart glances toward the forest, their faces etched with fear and concern. A town elder, weary and wizened, approaches the party, urging them to investigate the source of the darkness.

**Hook:** The elder reveals that the Wyrm was once a guardian spirit of the forest, now corrupted by dark forces. To restore the balance, the party must venture into Mystwood, confront the creature, and uncover the truth behind the resurgence of this malevolent power.

**Exploration Component:** As the party weaves through the shadowy canopy of Mystwood, they are met with a plethora of challenges. Enchanted vines grasp at their ankles, and ghostly apparitions rustle in the underbrush, hinting at the residual magic that now plagues the forest. Puzzles await them: ancient stone tablets whisper riddles that may unveil hidden paths, while ethereal lights flicker through the trees, possibly leading them astray or offering guidance.

**Investigation Component:** Among the ruins, they discover remnants of arcane rituals—altered sacrifices, corrupted relics, and scattered notes that hint at a sinister coven that sought to harness the Wyrm's power for their own ends. Clues suggest that a dark artifact, the Amulet of Shadows, must be destroyed to weaken the creature's hold on the forest.

**Enemy Encounter:** As twilight falls, a tension fills the air, and the party finds themselves face-to-face with the Shadow Wyrm. Its scales shimmer with obsidian, reflecting the dim light of the encroaching night. Resilient and cunning, the Wyrm is the manifestation of the forest's anguish, seeking to defend its territory fiercely.

**Boss Stats:**

– **Name:** Shadow Wyrm

– **Hit Points:** 120

– **Armor Class:** 15

– **Attack:** Multiattack (2 bite attacks)

– **Bite:** +8 to hit, reach 10 ft., one target. Hit: 2d10 + 5 piercing damage.

– **Special Ability:** **Shadow Breath** (Recharge 5-6) – The Wyrm exhales a cloud of dark energy in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one.

As the adventurers engage the Wyrm, they must use their skills and strategy to weaken it while also being aware of the curse that may linger in the air. Once defeated, the Wyrm reveals its true form—a majestic spirit longing for freedom. The party is faced with a choice: destroy the Amulet and release the Wyrm from its torment or attempt to purify the corrupted magic that binds it.

As the echoes of the Wyrm's final roar linger in the air, the forest begins to revive, vibrant greens and life returning to the once shadowy canopy. The adventurers emerge as heroes, forging a bond with the spirit of the Mystwood itself while preparing they celebrate their victory back in Eldergrove, knowing that there are always more adventures on the horizon.

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