Tier 2 – The Shadows of Eldoria (27)
**Tier 2 play**
In the vibrant realm of Eldoria, where the skies shimmer with magical hues and the air hums with arcane energy, a peculiar disturbance has caught the attention of the local townsfolk. The once-peaceful village of Eldenwood has fallen under a shadow of fear, as a series of mysterious disappearances have plagued the community. Whispers of a dark sorcerer, known only as Malakar, have spread like wildfire, claiming he has returned to reclaim his lost power.
As the sun sets, casting a golden glow over the cobblestone streets, the party finds themselves gathered in the bustling tavern, The Gilded Griffin. The air is thick with the scent of roasted meats and spiced ale, while the laughter of patrons mingles with the crackling of the hearth. A frantic villager bursts through the door, his face pale and eyes wide with terror.
“Please! You must help us! My sister has gone missing, and I fear Malakar has taken her! We need brave souls to venture into the Whispering Woods and uncover the truth!”
### Adventure Hook
The party is drawn into the mystery as they agree to investigate the Whispering Woods, a place known for its enchanting beauty and treacherous paths. Legends speak of ancient spirits that guard the forest, but recent tales suggest that dark forces have corrupted their magic.
### Exploration Component
As the party navigates the woods, they encounter a series of magical phenomena: glowing flowers that hum with energy, trees that seem to whisper secrets, and ethereal lights that dance just out of reach. However, they must also contend with the forest's guardians—twisted fey creatures that have fallen under Malakar’s influence, attacking intruders on sight.
### Encounter: Corrupted Fey Guardians
– **Corrupted Sprites** (x3)
– **HP:** 15 each
– **AC:** 13
– **Attack:** +5 to hit, 1d6 + 3 piercing damage
– **Special Ability:** Illusory Escape – Once per encounter, a sprite can create an illusory duplicate of itself, forcing the players to make a Wisdom saving throw (DC 12) to discern the real sprite.
### Investigation Component
As the players delve deeper into the woods, they discover remnants of Malakar’s dark magic—a series of enchanted stones forming a circle, pulsating with energy. The stones are the key to locating his lair, but they are protected by a riddle spoken by the spirits of the forest. The players must solve the riddle to dispel the enchantment and reveal the path to Malakar’s hideout.
### Riddle Example
“I am not alive, but I can grow; I don’t have lungs, but I need air; I don’t have a mouth, but water kills me. What am I?”
(Answer: Fire)
### Boss Encounter: Malakar, the Dark Sorcerer
Once the players navigate the riddle and reach Malakar’s lair, they find the sorcerer in the midst of a dark ritual. The air crackles with energy as he summons shadows to do his bidding.
– **Malakar**
– **HP:** 60
– **AC:** 15
– **Attack:** +6 to hit, 2d8 + 4 necrotic damage
– **Special Abilities:**
– **Shadow Bolt:** Ranged attack that deals 2d10 necrotic damage.
– **Dark Whispers:** Malakar can attempt to charm one player per turn (Wisdom saving throw DC 14).
### Conclusion
Upon defeating Malakar, the party discovers the missing villagers trapped in a magical slumber, bound by the sorcerer's dark magic. With a simple dispel, they awaken, grateful for the party's bravery. The villagers reward the heroes with enchanted items and heartfelt gratitude, restoring peace to Eldenwood once more.
As the party returns to the village, the sun rises, casting a warm light over the land, signaling the dawn of a new beginning. The adventure not only tests their mettle but also deepens their bonds as they face the darkness together.