Tier 2 – The Mystery of Typhoo’s Brews
**Tier 2 play**
As the sun dips below the horizon, casting vibrant hues of orange and purple across the sky, the village of Eldergrove stirs with an unusual energy. Rumors have spread like wildfire that the once-beloved tea shop, Typhoo’s Brews, has been taken over by a mysterious new owner—an eccentric vape maker named Riven, who is more interested in profit than preserving the village’s cherished traditions.
Your players find themselves drawn into the heart of Eldergrove by whispers of discontent. As they enter the village square, they encounter villagers discussing the sudden changes: the once aromatic air filled with the scent of brewing teas now lingers with strange, sweet-smelling vapors. The old tea shop, with its wooden sign swaying gently in the evening breeze, stands eerily still, its windows darkened.
### Scene Setting
The players are approached by an elderly villager named Maelis, who clutches a worn teacup. Her eyes sparkle with desperation as she recounts the story of how Riven has taken Typhoo’s Brews and is rumored to be infusing the traditional teas with dubious, mind-altering substances to increase sales. “We must restore our tea shop to its former glory!” she pleads. “But Riven has locked himself inside, surrounded by his strange gadgets and concoctions. We need brave souls to confront him!”
### Objective
The players are tasked with infiltrating Typhoo’s Brews, uncovering Riven’s true intentions, and liberating the stolen essence of Typhoo's tea. They must gather evidence of his wrongdoings and confront him, ultimately choosing whether to reclaim the shop or drive him away for good.
### Exploration & Investigation
As the party approaches the tea shop, they must navigate through a series of challenges:
1. **Vaporous Garden**: The garden surrounding the shop is now filled with bizarre plants that produce sweet vapors. Players need to succeed on a Nature or Arcana check (DC 15) to identify the flora and avoid inhaling the harmful vapors, which can cause hallucinations.
2. **Locked Door**: The entrance to the shop is barricaded. Characters can use a Dexterity check (DC 14) to pick the lock, or they can work together to force the door open using Strength (DC 16).
3. **Scented Hallway**: Inside, the air is thick with a mix of herbal and synthetic scents. Players may encounter strange illusions or animated objects (like teapots and cups) that resist their passage. A successful Wisdom saving throw (DC 12) allows players to navigate without being distracted by the illusions.
### Confrontation
At the heart of the shop, Riven awaits, surrounded by swirling mists of colorful vapor. He is a wiry figure, wearing a long coat lined with pockets filled with strange vials. He is obsessed with turning the village's beloved tea into a profitable enterprise, regardless of the consequences.
**Riven’s Basic Stats:**
– **Armor Class**: 13
– **Hit Points**: 45
– **Speed**: 30 ft.
**Actions:**
– **Vapor Blast (Recharge 5-6)**: Riven exhales a cloud of vapor in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 14) or take 3d8 poison damage and become poisoned until the end of their next turn.
– **Cup of Confusion**: Riven throws a small, enchanted teacup at a target within 30 feet. The target must succeed on a Wisdom saving throw (DC 12) or be confused for 1 minute.
### Conclusion
Should the players defeat Riven or negotiate with him, they can reclaim Typhoo’s Brews. The villagers rejoice, and the harmony of Eldergrove is restored as the sweet aroma of traditional tea wafts through the air once more. Players can also discover hidden recipes among Riven's gadgets, potentially granting them unique tea blends that provide magical effects for future adventures.
This one-shot offers a blend of exploration, combat, and role-playing opportunities, allowing your players to engage deeply with the world of Eldergrove while preserving the essence of high magic and high fantasy.