Tier 2 – The Tidebringer’s Lair
**Tier 2 play**
In the vibrant coastal city of Eldoria, a wave of sorrow has washed over the populace. The once-bustling docks, now shrouded in a heavy mist, echo with the cries of grieving families and the whispers of lost souls. The recent surge of sea deaths among migrants attempting to cross the treacherous waters of the Azure Sea has ignited a fierce determination among the local students. Fueled by anger and compassion, they band together, determined to uncover the truth behind these tragedies and to aid those in need.
As the adventurers gather in a dimly lit tavern, The Salty Seagull, they overhear hushed conversations about a mysterious figure known only as "The Tidebringer." This enigmatic sorcerer is rumored to have the power to control the ocean's currents and is suspected of orchestrating the perilous journeys of the migrants, leading them to their doom. The party must investigate the Tidebringer's motives and put an end to their sinister plans.
The journey begins at the docks, where the adventurers can speak with distraught fishermen and concerned townsfolk. They learn of a hidden cave near the cliffs, said to be the Tidebringer's lair. As they venture forth, the salty breeze carries the scent of adventure and danger. The cliffs rise sharply from the sea, jagged and imposing, while the crashing waves below create a symphony of chaos.
Upon reaching the cave, the party must navigate through treacherous terrain, avoiding loose rocks and sudden drops. Inside, bioluminescent algae glows softly, illuminating ancient carvings on the walls that tell the tale of the Tidebringer's rise to power. The air is thick with tension, and they can hear the distant sound of chanting echoing through the cavern.
As they delve deeper, the adventurers encounter a group of merfolk, desperate to save their kin from the Tidebringer’s grip. The merfolk plead for assistance, revealing that the Tidebringer is using dark magic to summon monstrous sea creatures to guard their lair. The party must decide whether to aid the merfolk or confront them as potential foes.
The final confrontation with the Tidebringer awaits in a grand chamber, where the sorcerer stands atop a rocky dais, surrounded by swirling waters. The Tidebringer, a tall figure draped in flowing robes of deep blue, commands the very essence of the sea. With piercing eyes that reflect the stormy sky, they raise their hands, summoning waves and whirlpools to ensnare the adventurers.
**Boss Enemy: The Tidebringer**
– **HP:** 75
– **AC:** 15
– **Attack:** Arcane Wave (Spell Attack, +6 to hit, 2d10 damage)
– **Special Ability:** Summon Sea Creature (Once per encounter, summon 1d4 Giant Octopuses to aid in battle)
The adventurers must use their wits and teamwork to overcome the Tidebringer’s control of the battlefield. Will they manage to stop the dark magic and bring peace back to the shores of Eldoria, or will they succumb to the depths of despair? The fate of the city and the migrants rests in their hands.