Tier 2 – Tier 2 play (2)
**Tier 2 play**
In the vibrant realm of Eldoria, where magic flows like rivers and the skies shimmer with the hues of enchantment, a peculiar event has drawn the attention of the Council of Eternity. A mysterious rift has appeared in the heart of the Whispering Woods, a place said to be sacred to the ancient spirits of the universe. The council fears that this rift could spell disaster, not only for Eldoria but for all realms interconnected through the fabric of existence.
The party finds themselves in the bustling town of Elden Hollow, where rumors swirl like autumn leaves. Townsfolk speak in hushed tones of strange creatures emerging from the woods and the haunting whispers that echo through the night. A local scholar, a frail old elf named Elowen, approaches the adventurers with a desperate plea. "You must help us," she implores, her voice trembling. "The rift is a tear in the very fabric of reality. If left unchecked, it could consume our world."
As the party delves into the Whispering Woods, they are greeted by an otherworldly sight: trees that shimmer with a silvery glow and flowers that hum with a melodic tune. But the beauty is deceiving. Shadows lurk just beyond the light, and the air is thick with tension. Strange creatures, known as the Voidlings, have begun to emerge from the rift, drawn by the chaotic energies swirling within.
**Investigation Component:**
The party must gather clues about the rift's origins. They can interact with the local flora and fauna, which may provide insights into the rift's nature. A successful Nature or Arcana check will reveal that the rift is a remnant of a universe that ended too soon, a place where time and space have folded in on themselves. The party will also discover that the rift is guarded by a powerful entity known as the Rift Warden.
**Exploration Component:**
As they navigate deeper into the woods, the adventurers will encounter various magical phenomena, such as streams that flow with liquid light and glades filled with dancing will-o'-the-wisps. However, they must also face the Voidlings, which are manifestations of the rift's chaotic energy. These creatures are quick and elusive, attacking in swarms to overwhelm the party.
**Enemy Encounter:**
The Rift Warden, a formidable foe, stands as the final guardian of the rift. This ancient being takes the form of a towering figure cloaked in shifting shadows, with eyes that burn like stars.
**Rift Warden Stats:**
– **Armor Class:** 16
– **Hit Points:** 120
– **Speed:** 30 ft.
– **Attack:** Multiattack (2 melee attacks)
– **Shadow Strike:** +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) necrotic damage.
– **Void Pulse (Recharge 5-6):** All creatures within 30 ft. must make a DC 15 Constitution saving throw, taking 22 (4d10) force damage on a failed save, or half as much on a successful one.
Once the party confronts the Rift Warden, they must use their wits and teamwork to overcome this powerful enemy. Upon defeating the Warden, the rift will begin to stabilize, and the spirits of the forest will thank the party for restoring balance, granting them a boon of magical essence that can be used in future adventures.
With the rift closed, Eldoria breathes a sigh of relief, but the Council of Eternity warns that the balance of the multiverse is delicate. The party's actions will ripple through time and space, leading them on new quests filled with wonder and peril. Will they rise to the challenge and become legendary protectors of their world? The adventure awaits!