Tier 2 – The Curse of Hammersmith Bridge
**Tier 2 play**
In the vibrant realm of Eldoria, where magic weaves through the very fabric of existence and myth dances with reality, a peculiar event has set the stage for adventure. The Capital City of Valeria, known for its lush gardens and gleaming spires, has been thrown into a state of disarray. Rumors swirl like autumn leaves, whispering of a perilous situation at Hammersmith Bridge, where the river's enchanted waters shimmer with an unsettling glow.
The story begins on an evening where the sun sinks low, painting the sky in hues of amber and crimson. Adventurers gather in the bustling tavern, The Gilded Griffin, as townsfolk share tales of a beloved radio DJ, known for his charming voice and electrifying presence, who vanished while out for a run. With every sip of mead, the intensity of the situation grows. It is said that he plunged into the River Thames, not out of desperation, but to save a struggling Labrador from drowning—a symbol of loyalty and bravery now lost to the deep.
As the party decides to investigate, they learn that the river has been cursed, casting a dark mist across the waters and drawing in anything brave—or foolish—enough to venture too close. The townsfolk speak of eerie lights beneath the surface and spectral figures that entice the unwary. To unravel this mystery, the adventurers must venture to Hammersmith Bridge, confronting both the supernatural and the challenges of the city’s underbelly.
Upon reaching the bridge, the air thickens with tension, and the sounds of the bustling city fade into a haunting silence. The river's waters bubble ominously, and ethereal lights dance just beneath the surface. As the players explore, they encounter a group of river sprites, agitated and protective of their domain. These mischievous beings, while not malevolent, have become desperate to guard the watery depths from intruders, believing the DJ's attempts to save the dog awakened an ancient guardian that now stirs beneath the waves.
**Enemy Encounter: River Guardian**
– **Name:** Dread Tide
– **Type:** Elemental
– **Armor Class:** 15
– **Hit Points:** 85
– **Speed:** 30 ft., swim 60 ft.
– **Abilities:**
– **Multiattack:** The Dread Tide makes two attacks: one with its tendril and one with its water blast.
– **Tendril:** +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) cold damage.
– **Water Blast:** Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 18 (4d8) cold damage and must succeed on a DC 15 Constitution saving throw or be restrained in swirling water until the end of their next turn.
As the party confronts the Dread Tide, they must also navigate the river sprites, who, with a mix of trickery and charm, may either hinder or assist the adventurers, depending on their approach. The players have the option to negotiate with the sprites, potentially gaining valuable information, or they can engage in battle against these mischievous guardians of the river.
As the battle unfolds, the party learns that the DJ is trapped in an enchanted slumber deep beneath the waves, held captive by the very guardian they must defeat. With every action, they inch closer to not only freeing the DJ but also lifting the curse from the river and restoring peace to Valeria.
Will the adventurers triumph over the Dread Tide, save the loyal Labrador, and bring the radio DJ back to the land of the living? The fate of the river and its guardians rests in their hands.