Tier 2 – The Curse of Eldoria (1)
**Tier 2 play**
In the vibrant kingdom of Eldoria, a peculiar phenomenon has gripped the land: for six long months, no male children have been born. This unsettling trend has sparked fervent debates among scholars and ignited religious fervor among the populace. Whispers of divine punishment echo through the streets, while conspiracy theories flourish in the shadows. As tensions rise, the kingdom's stability hangs by a thread.
Amidst this chaos, the party finds themselves in the bustling city of Valenwood, where a gathering of influential figures has convened to discuss the crisis. The air is thick with tension, and the flickering torches cast dancing shadows across the stone walls of the grand hall. The townsfolk are restless, and rumors of a dark cult, The Sons of Eris, who claim to possess the knowledge to reverse this curse, are spreading like wildfire.
### Hook:
The party is approached by a desperate noblewoman, Lady Seraphine, who implores them to investigate the cult. She believes that the cult's leader, a charismatic figure known as Malakar, has uncovered a dark ritual that could be the key to unlocking the mystery behind the male births. However, she fears that Malakar's intentions may be far more sinister.
### The Investigation:
The party must gather clues by speaking with various citizens, each holding a piece of the puzzle. They can visit:
1. **The Scholar’s Guild**: Here, they can consult ancient texts and speak with an eccentric historian named Eldrin, who believes the phenomenon is linked to a long-forgotten prophecy.
2. **The Market Square**: The bustling hub of gossip, where they might encounter a street urchin who has seen cult members meeting in secret.
3. **The Temple of Aeloria**: A place of worship where the High Priestess, Mira, is organizing a prayer vigil. She possesses knowledge of the old gods and might provide insight into the cult’s motivations.
### The Encounter:
After gathering enough information, the party tracks the cult to an abandoned temple hidden deep within the Whispering Woods. As they approach, the air grows thick with an unnatural chill, and the trees seem to whisper warnings. The temple looms before them, overgrown with vines and shrouded in a dark mist.
Inside, they confront Malakar and his followers, who are in the midst of a ritual intended to summon an ancient entity. The party must disrupt the ritual and defeat Malakar to prevent the dark forces from being unleashed upon the world.
### Boss Enemy: Malakar, Cult Leader
– **HP**: 75
– **AC**: 15
– **Attack**: Dark Magic (Spell Attack +6, Range 60 ft., 2d8 necrotic damage)
– **Special Ability**: **Summon Shadows** – Once per encounter, Malakar can summon 2 Shadow Minions (HP 20 each, AC 12) to aid him in battle.
### Conclusion:
Upon defeating Malakar, the party discovers a hidden chamber containing ancient texts that reveal the truth: the curse is tied to the balance of nature and the divine. The party must decide whether to reveal this truth to the world, risking further chaos, or keep it hidden to maintain peace.
As they leave the temple, the first rays of dawn break through the trees, symbolizing hope and the potential for change in Eldoria. The choices they make will shape the fate of the kingdom and its people, leading to new adventures yet to unfold.