Tier 2 – The Shadows of Rivermoor
**Tier 2 play**
As the sun sets behind the distant peaks of the Ashen Mountains, casting a golden glow across the lush valleys of Eldoria, your party finds themselves gathered in the quaint village of Rivermoor. Whispers of a foreboding darkness have spread among the townsfolk, tales of shadowy figures haunting the nearby Whispering Woods. Children dare not venture close, and the wind carries a scent of damp earth mixed with an unsettling chill.
The local tavern, The Gilded Griffin, is warm and inviting, contrasting starkly with the fears outside. As you enter, the crackling of the fire and the vibrant laughter of patrons draw you in. The barkeep, a burly dwarf named Borin, notices your entry and beckons you over with a glint of worry in his eyes. “Adventurers, I’ve been meaning to speak with you. Just yesterday, a young girl named Lyra went missing while gathering herbs near the woods. Her mother is distraught and fears the worst. Will you help us find her?”
Your mission now lies ahead—to investigate the haunting woods and rescue the lost child. As you gather your gear and prepare for the day’s adventures, speculation grows regarding the source of the malevolence that plagues this quaint village.
The journey to the Whispering Woods is fraught with tension; the trees loom tall, their branches weaving like twisted fingers against the twilight sky. The air is thick with an eerie silence, broken only by the occasional rustle of leaves and distant whispers that tease at your senses. As you delve deeper, the path becomes less defined, and shadows seem to flit just beyond your vision.
After moments of trepidation, you encounter a clearing where the remnants of an ancient stone altar lie nestled. Crumbling and overrun with vines, it exudes an aura of forgotten magic. Flickers of light dance along the edges of your perception, revealing glimpses of long-lost rituals when the earth still brimmed with power.
Suddenly, in the midst of your exploration, a low growl rumbles through the air, vibrating through your bones. From the shadows, a grotesque creature emerges—it is a Shadow Wyrm, an amalgamation of shadow and rage, its form ever-shifting as it stalks nearer. With eyes glowing like ember coals, it doesn’t just threaten your physical forms but seems to siphon away warmth and hope.
**Shadow Wyrm Stats:**
– **HP:** 90
– **AC:** 15
– **Attack:** Shadow Bite (Melee, +7 to hit, 2d10 + 4 necrotic damage)
– **Special Ability:** Constricting Shadows (Recharge 5-6; The Wyrm can attempt to ensnare a creature within 30 ft, forcing it to make a DC 15 Strength saving throw. On failure, the target is restrained and takes 3d6 necrotic damage at the start of each of its turns until freed.)
The fight for Rivermoor is upon you, driven by the need to uncover the mystery behind the Shadow Wyrm and the fate of young Lyra. Will your party emerge victorious, unraveling the threads of darkness lurking in the Whispering Woods, or will the shadows claim another soul?
As you prepare for the encounter, the fate of the village rests in your hands. The warmth of camaraderie and purpose fuels you as you take your stand against the chilling threat, determined to conquer the darkness—both for the village and for yourselves.