Tier 2 – The Wraith of Eldergrove (1)
**Tier 2 play**
As the sun dipped below the horizon, casting a golden hue over the vibrant town of Eldergrove, the air hummed with an unusual tension. Locals whispered of shadows lurking in the alleys and strange occurrences plaguing the once-peaceful village. Your party, gathered at The Gilded Griffin tavern, overhears a hushed conversation between two hooded figures. They mention a mysterious entity known only as "The Wraith," said to be connected to a string of bizarre happenings and sudden disappearances.
Your friend, a charismatic bard named Lyra, seems unusually anxious as you approach her table. With a heavy sigh, she reveals a shocking truth: she has been hiding her true identity as a changeling. The Wraith, she explains, has been targeting those who possess unique magical abilities, and now you and your friends have unknowingly drawn its attention. The Wraith had attempted to kill you but fled in fear upon recognizing Lyra, who was supposed to be one of its victims.
Determined to confront this malevolent force, you decide to investigate the recent events. The townsfolk have reported seeing strange flickers of light emanating from an abandoned mansion at the edge of the forest, rumored to be the Wraith's lair. As you gather your gear and head out, the night air becomes thick with anticipation, and the distant hoot of an owl echoes in the stillness.
Upon arriving at the mansion, the once grand structure looms ominously, with windows boarded up and vines creeping along its stone facade. The scent of damp earth and decay fills your nostrils as you step inside. The air crackles with magic, and faint whispers seem to echo from the walls, beckoning you deeper into the darkness.
As you explore the mansion, you uncover clues about the Wraith's past—a tragic tale of betrayal and loss that transformed it into a vengeful spirit. In one dimly lit room, you find a tattered journal detailing its attempts to reclaim its stolen power, revealing that the Wraith is not merely a mindless killer but a creature driven by sorrow.
Suddenly, the atmosphere shifts. The temperature drops, and a chilling breeze sweeps through the hall. The Wraith materializes before you, an ethereal figure cloaked in shadows, its eyes glowing with a haunting light. It speaks in a voice that seems to echo from beyond, asking you to prove your worth before it will let Lyra go.
**Boss Encounter: The Wraith**
– **Armor Class:** 15
– **Hit Points:** 80
– **Speed:** 0 ft., fly 40 ft. (hover)
– **Attack:** Shadow Strike: +6 to hit, reach 5 ft., one target. Hit: 2d8 + 4 necrotic damage. The target must succeed on a DC 14 Constitution saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.
As the battle begins, the Wraith utilizes its ability to phase in and out of reality, striking from the shadows and disappearing before your attacks can land. Your party must work together to uncover its weaknesses, perhaps using the clues you found in the mansion to turn this confrontation into a moment of redemption rather than destruction.
Will you defeat the Wraith and free Lyra from its grasp, or will you find a way to help it find peace? The fate of your friend and the town of Eldergrove rests in your hands as you delve into this high-stakes adventure filled with intrigue, magic, and the echoes of a tragic past.