Tier 2 – The Abyssal Wyrm Awakens
**Tier 2 play**
In the vibrant town of Eldergrove, nestled between lush forests and shimmering lakes, a peculiar event has captured the attention of its residents. Recently, a massive sinkhole erupted in the heart of the town, swallowing seven houses and leaving the community in disarray. After weeks of uncertainty, the townsfolk are finally allowed to return to their homes, but whispers of dark magic and strange occurrences linger in the air.
As the party gathers in the town square, they are approached by Mayor Elara, a determined woman with worry etched across her face. "Adventurers! Thank the stars you’re here! The sinkhole has revealed something far more sinister than we anticipated. Strange creatures have been spotted near the site, and several residents have reported eerie sounds echoing from the depths of the earth. We fear that something ancient has awakened."
The party is tasked with investigating the sinkhole and ensuring the safety of the returning residents. As they make their way to the site, they encounter a mix of emotions from the townsfolk—relief, fear, and curiosity. The air is thick with tension, and the scent of damp earth fills their nostrils as they approach the gaping maw of the sinkhole.
Upon reaching the edge, the party notices that the sinkhole is not just a simple pit; it is a gateway to an underground realm. Glowing fungi illuminate the walls, and strange, ethereal whispers beckon them closer. The ground trembles slightly, hinting at the power that lies beneath.
As they descend into the sinkhole, the party finds themselves in a vast cavern filled with ancient ruins and remnants of a long-lost civilization. The air is charged with magic, and the walls are adorned with intricate carvings that tell the story of a powerful sorcerer who once ruled this land. However, the atmosphere quickly shifts as they encounter the source of the disturbances: a malevolent creature known as the Abyssal Wyrm.
**Boss Enemy: Abyssal Wyrm**
– **Type:** Dragon (Undead)
– **Armor Class:** 15
– **Hit Points:** 120
– **Speed:** 40 ft., fly 60 ft.
– **Attack:** Bite +8 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage plus 7 (2d6) necrotic damage.
– **Special Ability:** Shadow Breath (Recharge 5-6) – The wyrm exhales a 30-foot cone of shadowy energy. Each creature in that area must make a DC 15 Dexterity saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
As the party engages with the Abyssal Wyrm, they must utilize their skills and teamwork to overcome this formidable foe. The cavern shakes with each clash, and the echoes of their battle resonate through the ruins.
Once defeated, the wyrm disintegrates into a cloud of shadow, revealing a hidden treasure trove of magical artifacts and ancient tomes that can help restore peace to Eldergrove. The party can choose to return these items to the townsfolk, ensuring the safety of the community and solidifying their place as heroes.
As they emerge from the sinkhole, the sun breaks through the clouds, illuminating the town with a warm glow. The residents cheer, their fears alleviated, and the party is celebrated as saviors. But the adventure does not end here; the ancient magic they uncovered hints at deeper mysteries waiting to be explored.