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Tier 2 – The Heart of the Veil

**Tier 2 play**

As the vibrant hues of twilight bathe the bustling town of Eldergrove, your party finds themselves drawn to a curious flyer fluttering upon the marketplace's central notice board. It depicts the silhouette of a looming castle, cloaked in shadows, alongside words that whisper of secrets and dangers lurking within. The townsfolk speak in hushed tones of a misaligned artifact: the Heart of the Veil, a powerful relic said to amplify magic and control the very fabric of reality. Recently, it has been misused by a rogue sorcerer, Garion Malgrave, whose ambitions have caused chaotic rifts in the magical energies surrounding Eldergrove.

Your party’s journey begins as the mayor, a stout dwarf named Thrain Stonehelm, summons you to his office. The tension in the air is palpable as he recounts the troubling tales. “It seems every time someone tries to address the disturbances, they’re met with indifference,” he sighs. “Those who dare to speak out against Garion have found themselves silenced… or worse. We need brave souls to investigate the castle and retrieve the Heart of the Veil before it causes irreparable harm.”

As you prepare for your venture, the scent of spiced meats and grilled vegetables wafts through the air, and lanterns flicker to life in the encroaching night. You gather a few supplies from the local shops—healing potions, enchanted trinkets, and rations—before setting out toward the ominous castle, nestled deep in the Mistwood Forest.

The road to the castle is fraught with peril, twisting through gnarled trees that seem to whisper secrets of their own. Just as the path begins to narrow, foreboding shapes emerge from the underbrush—shadowy figures known as the Night Wraiths, guardians bound to protect Garion's lair. Their elongated forms glide silently, eyes glowing with an eerie light that pierces through the enveloping darkness.

**Combat Encounter: Night Wraiths**

– **Number of Wraiths**: 3

– **HP**: 20 each

– **AC**: 14

– **Attack**: Ethereal Touch – +5 to hit, 1d8 necrotic damage

– **Abilities**:

– **Incorporeal Movement**: Can move through other creatures and objects.

– **Frightening Gaze**: Any creature that starts its turn within 30 feet must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.

After defeating the wraiths, your party finally reaches the castle's towering gates, its ancient stones glistening with arcane runes. The air crackles with energy as you step inside, revealing a grand hall adorned with fading murals that recount tales of the artifact’s history.

As your party navigates through the winding corridors filled with magical traps and illusions, you encounter Garion himself—a gaunt figure draped in flowing, dark robes. He stands before a swirling vortex of magic, the Heart of the Veil pulsating with chaotic energy.

**Boss Enemy: Garion Malgrave**

– **HP**: 65

– **AC**: 15

– **Spells**:

– **Fireball** (3rd level; DC 15 Dexterity saving throw, 8d6 fire damage)

– **Counterspell** (1/day)

**Final Confrontation**: Utilize clever tactics to dodge his spells and break through his defenses. With the Heart of the Veil in play, the party must time their attacks to disrupt Garion's control over the artifact, leading to a climactic battle that could either save or doom the town of Eldergrove.

As the final blow lands, the Heart of the Veil's chaotic magic surges, threatening to erupt. Your party must work quickly to stabilize it or risk unleashing a wave of raw, uncontrollable magic upon the world.

Return to Eldergrove as heroes, their wings of fate forever altered by the choices made within the castle’s dark embrace. The whispers of the townsfolk will sing of your bravery, and perhaps, the darkness that once obscured their cries will finally see the light of hope.

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