Tier 2 – Shadows Over Windhaven
**Tier 2 play**
In the heart of the vibrant kingdom of Eldoria lies the quaint village of Windhaven, nestled between the emerald hills and golden fields. The air is rich with the scent of blooming wildflowers, and the cheerful chirping of birds fills the atmosphere. However, a dark shadow looms over this idyllic scene. Whispers of a cult known as the Crimson Hand have begun to circulate, their influence spreading like wildfire. As the sun sets, casting a warm glow across the horizon, a sense of foreboding settles in.
The party finds themselves summoned by Lady Elara, a noblewoman with a reputation for her fierce defiance against tyranny. She meets them in her candle-lit study, framed by tomes of ancient lore and maps of Eldoria. Her voice trembles with urgency as she reveals her plight: her brother, a soldier turned cultist, has gone missing. Rumor has it that he was last seen in the ominous Shadowwood Forest, a place shunned by locals for its unsettling aura and the chilling cries that echo through its ancient trees.
Lady Elara implores the adventurers to investigate his disappearance, promising a handsome reward and her gratitude. As they prepare to set out, a flicker of lightning illuminates the night sky, hinting at the storm brewing not just in the heavens, but within the heart of the kingdom itself.
Upon entering the Shadowwood Forest, the atmosphere shifts dramatically. The trees loom taller, their gnarled branches twisting like skeletal fingers against the darkening sky. The party must navigate through dense underbrush, with the sounds of rustling leaves and distant howls heightening the tension. They might come across enchanted creatures, such as mischievous fae or spectral wolves, testing their resolve and skills.
As they delve deeper, the adventurers uncover a series of runes carved into ancient stones, revealing clues of a dark ritual tied to the cult. The party encounters a group of cultists performing a ceremony, and among them stands the party’s target—the missing soldier, now an unwilling servant of the Crimson Hand. His eyes, once bright with honor, now burn with a twisted fervor.
**Cultist Leader (Boss Enemy) Stats:**
– **Name**: Zephyr, Bringer of Shadows
– **Hit Points**: 75
– **Armor Class**: 15 (Mage Armor)
– **Attack**: Shadow Bolt (Range: 120ft, Damage: 2d10 necrotic)
– **Abilities**:
– **Dark Command**: Can attempt to charm a party member once per turn (Wisdom saving throw).
– **Shadow Step**: Can teleport up to 30 feet to an unoccupied space within dim light or darkness.
– **Spellcasting**: Can cast spells such as *Darkness*, *Hex*, and *Misty Step*.
The adventurers must battle Zephyr and the cultists to save the soldier from his corrupted fate. As the fight unfolds, they can feel the very forest responding to their actions, the trees whispering and the ground trembling beneath them.
Should they succeed, the soldier awakens, free from the cult's grasp but haunted by memories of his transformation. Grateful yet remorseful, he shares his knowledge of the cult’s plans to expand their influence across Eldoria, setting the stage for further adventures to come.
With the battle won and the truth revealed, the party returns to Lady Elara to share their findings. As they step out of the forest, a sense of hope mingles with the fragrance of the wildflowers, reminding them that even in the darkest of times, light can prevail.