Tier 2 – Shadows Over Rivermere
**Tier 2 play**
In the vibrant realm of Eldoria, where magic flows through the air like a gentle breeze, a dark undercurrent threatens the peace. The party finds themselves in the bustling city of Rivermere, known for its grand library and the famed Eldorian Chronicle—an ancient tome containing the wisdom of ages. However, whispers of danger have arisen from the city's shadowy corners: a plot by a clandestine group known as the Veiled Hand, rumored to be agents sent from a distant land, is afoot. Their goal? To kidnap a prominent journalist, Elara Windrider, whose exposes have made them a target.
As the sun sets, casting long golden shadows across the cobblestone streets, the party gathers at the Whispering Wisp tavern, where the intoxicating aroma of spiced ales mingles with the laughter of townsfolk. The tavern is lively, filled with the sound of clinking glasses and the strumming of a bard's lute. Yet, amidst the revelry, a sense of urgency lingers in the air.
The party learns from an anxious local, a fellow patron named Orlin, that Elara has uncovered evidence of a conspiracy involving the Veiled Hand and powerful political figures in the realm. With the potential for chaos looming, the party must act quickly to protect her from being abducted during her evening reporting rounds.
**Adventure Hook:**
The party must track Elara's movements and uncover the Veiled Hand's plans. They will need to gather information from the library, where arcane wards protect the texts, and perhaps even consult the mysterious oracle, Madame Selene, who resides in the enchanted glade outside the city.
**Exploration Component:**
As the party navigates Rivermere, they can interact with various townsfolk to gather intel. They may face challenges like deciphering coded messages or engaging in a brief encounter with a pair of Veiled Hand spies trying to blend in among the townsfolk.
**Investigation:**
Key locations include the Grand Library, where magical wards must be overcome to access restricted texts, and the tavern where rumors flow as freely as the ale. The party can also investigate the nearby docks, a potential escape route for the kidnappers.
**Enemy Encounter:**
As the party closes in on Elara's location, they are ambushed by two Veiled Hand spies—a duo skilled in stealth and subterfuge. Here are their basic stats:
**Veiled Hand Spy**
– **HP:** 30
– **AC:** 14
– **Speed:** 30 ft.
– **Attack:** Dagger +5 to hit, 1d4 + 3 piercing damage
– **Special Ability:** Shadow Step – Once per encounter, the spy can teleport up to 30 feet to an unoccupied space in dim light or darkness.
**Boss Enemy:**
If the party manages to confront the leader of the Veiled Hand, they will face Razmir, an enigmatic figure shrouded in dark robes, whose ambitions extend beyond mere kidnapping.
**Razmir, Master of Shadows**
– **HP:** 70
– **AC:** 16
– **Speed:** 30 ft.
– **Attack:** Shadow Bolt (ranged spell attack) +7 to hit, 3d8 necrotic damage
– **Special Abilities:**
– **Dark Veil:** Once per encounter, Razmir can create a zone of darkness (as per the spell) for 10 rounds.
– **Illusory Duplicate:** Razmir can create an illusory duplicate of himself that attacks the party, requiring them to discern which is the real Razmir.
As the party uncovers the truth behind the Veiled Hand and strives to protect Elara, they will find themselves woven into a tapestry of intrigue, danger, and the ever-present thrill of magic that defines Eldoria. Will they thwart the kidnapping and reveal the conspiracy, or will darkness claim the city of Rivermere? The fate of the realm lies in their hands.