Tier 2 – Shadows Over Verenthia
**Tier 2 play**
In the heart of Eldoria, a realm where magic weaves seamlessly through the fabric of everyday life, an unsettling shift has begun to ripple through the cobblestone streets of the capital, Verenthia. The once-bustling marketplace, filled with vibrant stalls and lively vendors, now echoes with whispers of discontent. A new leader, the enigmatic Lord Valen, has taken charge of the Council of Elders, promising a "rewiring" of government operations. However, the townsfolk speak of dark shadows and strange occurrences since his arrival.
The party finds themselves drawn to Verenthia, either out of curiosity or a desire to aid the distressed citizens. As they navigate the city, they notice an unusual amount of magical energy swirling near the council building—a grand structure adorned with shimmering crystals and guarded by sentinels of arcane energy. The air crackles with tension, and a feeling of foreboding looms as they approach.
Rumors suggest that Lord Valen has been using forbidden magics to bend the will of the council members, turning them into unwitting puppets. The party must uncover the truth behind his rise to power and the source of his dark influence. Are the council members truly willing participants, or have they been ensnared in a web of arcane manipulation?
### Adventure Components
1. **Investigation**: The party can gather information by speaking with various citizens, each with their own perspective on Lord Valen. Some may provide helpful leads, while others might be too frightened to speak up. Key locations to explore include:
– The Whispering Tavern: A cozy inn where locals gather. Here, a drunkard may reveal a secret meeting of the council members.
– The Arcane Library: Dusty tomes and scrolls hold records of Lord Valen’s previous endeavors. A successful Arcana check may uncover his dark past.
2. **Exploration**: As the party delves deeper into the heart of Verenthia, they might discover hidden passages leading to the council building’s underbelly. Here, they will encounter traps and magical creatures, testing their skills and teamwork.
3. **Confrontation**: Upon discovering the truth, the party must confront Lord Valen in his council chambers, surrounded by enchanted council members. Valen wields a formidable staff that channels dark energies, making him a challenging foe.
### Boss Enemy: Lord Valen
– **Armor Class**: 15
– **Hit Points**: 70
– **Speed**: 30 ft.
– **Attack**:
– **Arcane Blast**: +7 to hit, range 120 ft., one target. Hit: 2d10 + 4 force damage.
– **Spellcasting**: Lord Valen can cast spells such as *Charm Person*, *Hold Person*, and *Darkness*. He has a spell save DC of 15.
– **Legendary Actions**: Lord Valen can take 2 legendary actions per round, choosing from the following options:
– **Cast a Cantrip**
– **Forceful Command**: Target one charmed council member; they must make a Wisdom saving throw (DC 15) or attack an ally on their next turn.
### Conclusion
The outcome of the confrontation will determine the fate of Verenthia. If the party can defeat Lord Valen and break his hold over the council, the citizens may regain hope, and the city can once again bask in the light of true governance. However, if they fail, darkness will shroud the city in despair, and the party will have to reckon with the consequences of their actions.
As the sun sets over the horizon, casting a golden hue across the city, the adventure unfolds. Will the heroes restore peace to Verenthia, or will they become another tale of caution in the annals of Eldoria? The choice is theirs to make.