Tier 2 – The Curse of Luminara
**Tier 2 play**
In the vibrant realm of Eldoria, where magic flows as freely as the rivers and the skies shimmer with the hues of enchantment, a dire situation has unfolded. The once-thriving city of Luminara, known for its healing arts and benevolent hospices, now stands on the brink of despair. Rumors swirl through the cobblestone streets that the hospices, once filled with the warmth of care and compassion, are closing their doors, leaving hundreds of sick and weary souls without refuge.
The party finds themselves drawn to Luminara, where whispers of a dark force manipulating the very essence of life and death have reached their ears. The leaders of the hospices, desperate for help, have summoned brave adventurers to investigate the source of this malevolence. As they gather in the grand hall of the Luminary Hospice, the air is thick with tension and the scent of herbs. The hospice leader, a frail but determined elf named Elowen, speaks urgently.
“Adventurers, we are in grave peril. Our beds lie empty, not from lack of patients, but from a sinister curse that drains the life force from our healers and patients alike. We believe a malevolent spirit, once a healer in life, has turned against us, seeking revenge for a past grievance. We need you to uncover the truth and put an end to this nightmare.”
The party is tasked with exploring the abandoned wing of the hospice, where the spirit is said to dwell. As they step into the dimly lit corridor, the air grows cold, and the flickering candles cast eerie shadows on the walls. The scent of decay mingles with the lingering aroma of medicinal herbs, creating an unsettling atmosphere.
As they delve deeper, they encounter spectral apparitions of former patients, their faces twisted in anguish. The party must navigate through the haunted halls, solving puzzles and overcoming challenges that test their wits and resolve. They may find clues hidden in the journals of the hospice’s founders, revealing the tragic history of the spirit that now haunts the premises.
Eventually, they reach the heart of the hospice, where the spirit manifests as a wraith-like figure, cloaked in tattered bandages and glowing with an otherworldly light. This is the spirit of Seraphis, a once-great healer who was betrayed by those he trusted.
**Boss Enemy: Seraphis the Cursed Healer**
– **HP:** 75
– **AC:** 15
– **Attack:** Life Drain (Melee Attack, +6 to hit, 2d8 necrotic damage)
– **Special Ability:** Wail of Despair (Recharge 5-6, all creatures within 30 feet must make a DC 14 Wisdom saving throw or be frightened for 1 minute)
As the party confronts Seraphis, they must not only defeat him but also find a way to redeem his spirit, perhaps by uncovering the truth of his betrayal and offering him a chance for forgiveness. The resolution of this encounter will determine the fate of the hospices and the lives of countless souls in Luminara.
Will the party succeed in their quest, restoring hope to a city on the brink of despair, or will they succumb to the darkness that has taken root in the heart of healing? The fate of Luminara rests in their hands.