Tier 2 – The Tempest of Windhaven
**Tier 2 play**
Nestled between the Peaks of Eldoria and the luminous Azure Sea lies the quaint village of Windhaven. Known for its serene beauty and enchanting views, the village has recently been gripped by a strange turmoil. An ancient prophecy whispers of a looming tempest, heralded by the arrival of Storm Darragh—a storm of unprecedented fury that has its sights set on the very heart of Windhaven. As the winds begin to howl and dark clouds swirl ominously overhead, the village elders turn to a brave band of adventurers, seeking their aid in uncovering the mystery behind the storm.
### Setting the Scene
As the party arrives in Windhaven, the air is thick with the scent of rain and damp earth. The skies, once bright and clear, have turned a deep slate gray, and the distant rumble of thunder echoes ominously. Villagers huddle in small groups, their worried whispers mingling with the gusty winds. A light drizzle begins to fall, and the trees sway uneasily, their branches creaking like old bones.
The village elder, a wise old woman named Elara, beckons the adventurers to her modest hut filled with trinkets and charms. She explains the legend of Storm Darragh, an ancient storm spirit said to awaken only when the balance of nature is disrupted. Reports have emerged of unusual occurrences: livestock disappearing, crops wilting, and the village’s protective wards flickering like candle flames in a tempest.
### The Investigation
The party is tasked with uncovering the source of the storm. They can choose to investigate three main areas:
1. **The Whispering Woods**: A dense forest on the outskirts of Windhaven where villagers have seen strange lights at night. The woods are filled with magical creatures and the air buzzes with an otherworldly energy.
2. **The Abandoned Temple**: An ancient ruin hidden in the hills, dedicated to the storm deity. Legends say that artifacts within might control the weather. The temple is said to be guarded by elemental spirits who test the worthiness of those who seek its power.
3. **The Old Mill**: Once a thriving mill, now overgrown and decaying. Locals suggest it might be a hideout for those who have been tampering with nature’s balance.
### The Encounter
As the party investigates, they eventually discover that a rogue druid, Thalion, has been disrupting the natural order in a desperate attempt to harness the storm's power. He believes he can control Storm Darragh to gain immortality.
The confrontation with Thalion takes place in the heart of the Whispering Woods, where the winds howl like a living creature. Thalion is surrounded by a swirling vortex of wind and rain, his eyes wild with the storm’s energy.
**Thalion, the Storm Druid**
– **HP**: 45
– **AC**: 15
– **Abilities**:
– **Wind Blast**: A ranged attack that deals 3d8 wind damage and pushes players back 10 feet.
– **Summon Tempest**: Once per encounter, conjures a localized storm area, causing 2d6 lightning damage to all in the area at the start of each of their turns for 3 turns.
– **Wild Shape**: Transform into an air elemental for 1 minute, gaining increased AC and resistance to non-magical damage.
### Conclusion
As the party confronts Thalion, they must strategize, using their abilities to either subdue him or convince him to let go of his dangerous ambition. Should they succeed, they will not only save Windhaven from the storm but may also restore balance to nature itself.
In the aftermath, the villagers celebrate their heroes, and the winds begin to calm, the storm’s fury abating. The party will leave Windhaven not just with the gratitude of its people, but with the knowledge that they have defeated a looming darkness and restored peace to a troubled land.