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Tier 2 – The Curse of Station Road Bridge

**Tier 2 play**

In the heart of the vibrant city of Ely, where magic flows through cobblestone streets and the air is thick with the scent of enchantment, a peculiar incident has sparked both intrigue and urgency among the townsfolk. Just beyond the bustling marketplace and past the shimmering riverbanks, the infamous Station Road Bridge has once again claimed another victim—a van, caught beneath its arching stone structure, wedged tight and refusing to budge.

As the party gathers in the shadow of the bridge, they are greeted by a cacophony of murmurs. Local merchants, their stalls draped in colorful wares, exchange tales of the bridge’s notorious history—an ancient curse, they say, placed upon it by a long-forgotten sorcerer. The stories speak of misfortune that befalls those who dare to traverse the narrow passage without the blessing of the bridge’s guardian spirit.

The van, an unassuming vehicle adorned with the markings of a local merchant, holds an air of mystery. Its windows are fogged with an unnatural chill, and the faint glow of arcane runes flickers along its sides. The townsfolk claim that the driver, a hapless trader named Alaric, vanished moments after the crash, leaving behind only a trail of eerie whispers carried by the wind.

As the party approaches the van, they feel a sudden drop in temperature, and an unsettling presence envelops them. The air crackles with magic, and ghostly figures flicker at the edges of their vision. It becomes clear that the van's predicament is no mere accident; it is a manifestation of the bridge’s curse, calling forth malevolent spirits trapped in the ethereal realm.

**Objective:** The party must investigate the van and uncover the secrets of the bridge's curse. They will need to interact with the townsfolk, gather clues, and determine what happened to Alaric. Their journey may lead them to ancient texts in the library, forgotten tombs nearby, or even to the depths of the river itself.

**Key Locations:**

1. **The Library of Ely:** A dusty sanctuary filled with tomes that speak of the bridge’s history and the spirit that guards it. Here, a sage might reveal that the bridge once served as a portal to the Feywild, and the spirit's anger stems from a broken promise by the townsfolk long ago.

2. **The Riverbank:** A tranquil spot where the river’s waters shimmer with magic. Beneath the surface, the party can find remnants of the sorcerer's magic, possibly leading them to a hidden underwater shrine dedicated to the spirit.

3. **The Town Square:** A bustling hub where they can gather rumors, interact with quirky NPCs, and perhaps even discover a rival merchant who would like to see the bridge's curse continue for his own gain.

**Encounter:**

As the party delves deeper into their investigation, they will be confronted by the **Wraith of the Bridge**, a spectral guardian driven mad by the lingering pain of betrayal.

**Wraith of the Bridge Stats:**

– **Challenge Rating:** 3

– **HP:** 45

– **AC:** 12

– **Attack:** Ethereal Grasp (Melee Attack): +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage.

– **Ability:** *Haunting Whispers* – Each round, all party members must make a DC 13 Wisdom saving throw or be frightened until the end of their next turn.

As the party engages with the wraith, they must find a way to appease it—perhaps by restoring the broken promise or uncovering the truth behind Alaric's disappearance. Only then will they be able to free the spirit and lift the curse from the bridge, allowing the town of Ely to thrive once again.

**Conclusion:**

The resolution of this one-shot hinges on the party’s choices—will they forge a new path for the bridge and the town, or will they succumb to the fate of those who have come before? The fate of Ely rests in their hands, as they navigate the magic, mystery, and peril of this enchanted realm.

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