Tier 2 – The Wraith of Despair (2)
**Tier 2 play**
As the sun dips below the horizon, casting a warm golden hue across the bustling town of Eldergrove, you receive a letter sealed with a wax emblem—a crest of a soaring phoenix. The familiar handwriting sends a rush of nostalgia through you, for it belongs to your child, a hero of great renown. They have fought in distant lands, faced down dragons, and thwarted dark sorcery, but tonight, they will return home for a brief dinner.
However, the air is thick with an unsettling tension. Whispers of a shadowy figure stalking the outskirts of Eldergrove have reached your ears. Villagers speak of strange occurrences: livestock disappearing, eerie lights flickering in the woods at night, and a sense of dread that hangs over the town like a storm cloud. You know that your child’s return may not be as peaceful as you had hoped.
As the evening approaches, you gather your party—friends and allies who have stood by your side through countless adventures. Together, you must investigate the source of this darkness before your child arrives, ensuring their homecoming is not marred by danger.
**Adventure Hook:**
The party begins their investigation at the local tavern, The Gilded Griffin, where townsfolk gather to share tales and rumors. Here, they can gather information about the shadowy figure and the strange happenings. A nervous farmer recounts how he saw a cloaked figure near the old ruins at the edge of the forest, where ancient magic still lingers.
**Exploration Component:**
The party must venture into the Whispering Woods, where the trees seem to murmur secrets. As they navigate the dense foliage, they encounter magical phenomena—glowing mushrooms, mischievous fae, and enchanted streams that twist reality. They must solve puzzles and overcome obstacles to reach the ruins, where the source of the disturbance lies.
**Enemy Encounter:**
At the ruins, the party confronts the shadowy figure—a malevolent spirit known as the Wraith of Despair. This entity feeds on fear and sorrow, seeking to plunge Eldergrove into eternal darkness.
**Wraith of Despair Stats:**
– **Armor Class:** 15
– **Hit Points:** 85
– **Speed:** 0 ft., fly 60 ft. (hover)
– **Abilities:**
– **Strength:** 10
– **Dexterity:** 16
– **Constitution:** 14
– **Intelligence:** 12
– **Wisdom:** 18
– **Charisma:** 20
– **Actions:**
– **Life Drain:** Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d10) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or have their maximum hit points reduced by the amount taken.
– **Fear Aura:** Each creature within 30 feet of the wraith must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
**Climactic Moment:**
As the party battles the Wraith, they must also contend with the emotional weight of their mission. The spirit taunts them with visions of their deepest fears and regrets, attempting to weaken their resolve. Only by standing together and confronting their own shadows can they hope to defeat the Wraith and restore peace to Eldergrove.
**Conclusion:**
With the Wraith vanquished, the party returns home just as your child arrives. The air is lighter, and the townsfolk breathe a sigh of relief. A warm dinner awaits, filled with laughter and stories of bravery. But as you sit together, you can’t shake the feeling that the world is still full of mysteries and dangers, and your adventures are far from over.