Tier 2 – The Shadow of Malakar (2)
**Tier 2 play**
In the heart of the vibrant city of Eldoria, where the streets pulse with the energy of magic and the air is thick with the scent of exotic spices, a shadow looms over the annual Festival of Lights. This celebration, known for its dazzling displays of magic and joyous gatherings, has been marred by a series of mysterious disappearances. Citizens whisper of a dark force lurking in the nearby Whispering Woods, a place once teeming with life and now shrouded in an eerie silence.
As the party gathers in the bustling marketplace, the vibrant colors of the festival seem to fade in the face of growing fear. Townsfolk speak of a sinister figure seen at the edge of the woods—a cloaked sorcerer known only as Malakar, who is rumored to be harnessing dark magic to siphon the life force of the festival-goers. The party is approached by a desperate merchant, his eyes wide with fear, who pleads for their help. He offers a reward of 500 gold pieces for anyone brave enough to confront this menace and rescue the missing townsfolk.
The journey to the Whispering Woods is fraught with challenges. As the party ventures deeper, the trees seem to close in around them, their gnarled branches twisting like skeletal fingers. The air grows heavy with an unnatural chill, and the sounds of the festival fade into an unsettling silence. Suddenly, the ground trembles, and a group of enchanted creatures—twisted versions of the woodland animals—emerges to defend their master.
**Enemies to Defeat:**
1. **Enchanted Wolf**
– HP: 30
– AC: 13
– Attack: Bite (+5 to hit, 1d8+3 piercing damage)
– Special Ability: Howl of Fear (once per encounter, all creatures within 30 feet must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute).
2. **Corrupted Dryad**
– HP: 40
– AC: 15
– Attack: Thorn Whip (+6 to hit, 1d10+4 piercing damage)
– Special Ability: Ensnaring Roots (once per encounter, can restrain a target within 30 feet; DC 14 Strength saving throw to escape).
After overcoming these foes, the party discovers a hidden glade where Malakar conducts his dark rituals. The air crackles with energy as he attempts to drain the life force of the captured townsfolk, who are bound in magical chains. The sorcerer, cloaked in shadows, turns to face the party, revealing a gaunt face twisted by power and desperation.
**Boss Enemy: Malakar the Shadowbinder**
– HP: 80
– AC: 16
– Attack: Shadow Bolt (+7 to hit, 2d10 necrotic damage)
– Special Ability: Life Drain (once per encounter, can target one creature within 30 feet; the target must succeed on a DC 15 Constitution saving throw or take 3d8 necrotic damage, and Malakar regains hit points equal to half the damage dealt).
As the battle ensues, the party must navigate the chaotic energy of the glade, using their wits and teamwork to defeat Malakar and free the townsfolk. Upon victory, the grateful citizens return to the festival, their spirits lifted, and the party is hailed as heroes. The Festival of Lights resumes, brighter than ever, with the promise of new adventures on the horizon.
This one-shot offers a blend of combat, exploration, and the opportunity for role-playing as the party interacts with the townsfolk and uncovers the mystery behind Malakar's dark magic.