Tier 2 – The Enigma of Master Therion
**Tier 2 play**
In the heart of the mystical realm of Eldoria, where shimmering skies meet lush emerald landscapes, a curious tension hangs in the air. The renowned Inquisitor, a stalwart figure clad in gleaming armor and adorned with symbols of justice, finds themselves at a crossroads. For weeks, they have pursued whispers of a lich rumored to be a harbinger of chaos, only to uncover a perplexing truth: this undead being, known as Master Therion, appears to lead a life of piety and virtue, providing aid to the needy and promoting peace in the region.
Determined to unearth the truth behind this enigma, the Inquisitor sends word to local adventurers, requesting their assistance in unraveling the mystery. The party gathers in the quaint village of Greenhaven, where rumors of the lich’s benevolent deeds swirl like autumn leaves. As night falls, they sit in the village tavern, the scent of spiced stew filling the air, and the crackle of the hearth casting flickering shadows.
The adventurers learn that Master Therion resides in the Sanctum of Serenity, a grand temple that once housed ancient relics and was a sanctuary for the devout. However, strange occurrences have begun to plague the temple: eerie lights flickering in the night, whispers echoing through the halls, and villagers disappearing without a trace. The Inquisitor believes that confronting Therion within the sanctum may reveal his true nature, but the party must be prepared for whatever truths lie within.
As they approach the Sanctum of Serenity, the moonlight bathes the temple in a silvery glow, illuminating intricate carvings depicting celestial beings and heroic deeds. A palpable sense of dread looms, but so does the promise of revelation. The party must navigate through the temple’s winding corridors, overcoming magical wards and illusions designed to protect its secrets.
**Encounters:**
1. **Illusory Guardian:**
– As the party traverses the temple, they encounter an illusory guardian, a spectral knight who challenges their intentions. The guardian must be convinced of their noble purpose or defeated in combat.
**Stats:**
– AC: 15
– HP: 30
– Attack: +5 to hit, 1d8+2 slashing damage
2. **The Chamber of Whispers:**
– In a dimly lit chamber, the party confronts spectral echoes of past believers. They must solve a riddle whispered by the spirits to unlock the door to Master Therion's inner sanctum.
**Riddle:** "I have keys but open no locks, I have space but no room. I can be cracked but never broken. What am I?" (Answer: A piano)
3. **Master Therion:**
– Upon reaching the inner sanctum, the party finally meets Master Therion. To their surprise, he is a composed figure draped in flowing robes, his eyes holding an ancient wisdom. He speaks of a dark curse placed upon him, a remnant of a past life. Rather than a malevolent lich, he embodies a complex blend of tragedy and grace.
– However, the peace he has cultivated is threatened by a lurking malevolence—a dark entity that feeds off the fear surrounding him. The adventurers must choose whether to help him break the curse or to confront him as an enemy.
**Boss Encounter: Dark Entity**
– A shadowy figure emerges, fueled by the whispers and fears of the villagers. The party must confront this being to save both Therion and the village.
**Stats:**
– AC: 16
– HP: 60
– Attack: +7 to hit, 2d6 necrotic damage
– Special Ability: Shadow Grasp – Can restrain a player on a failed DC 15 Strength saving throw, dealing 1d8 necrotic damage per turn until freed.
As the battle unfolds and the truth about Master Therion is revealed, the adventurers will face not only physical challenges but moral dilemmas. Will they choose to protect a misunderstood being or uphold the law as dictated by fear? The fate of Greenhaven hangs in the balance, and their choices will echo through the realms of Eldoria long after the dust settles.