Tier 2 – Secrets of the Eldermere Lighthouse
**Tier 2 play**
In the coastal town of Eldermere, where the waves crash against rocky cliffs and the salty breeze carries whispers of old tales, an ancient lighthouse stands sentinel over the sea. It has weathered storms and time, but now it harbors secrets that cry out to be uncovered. The townsfolk speak in hushed tones of a note found tucked behind a weathered stone—a note that belonged to a group of enigmatic figures who vanished over a century ago.
Your party finds themselves drawn to this mystery, perhaps by the promise of treasure hidden deep within the lighthouse, or the allure of unraveling a tale long forgotten. As they gather in the town square, the air thick with anticipation, an elderly fisherman approaches. His weathered hands tremble slightly as he speaks of the lighthouse and the note. "They say the spirits of the past still roam those halls, searching for something they lost," he warns, eyes glinting with the weight of untold stories.
As your adventurers make their way to the lighthouse, the path winds through dense, twisted trees that seem to lean in, as if eavesdropping on their quest. The lighthouse looms taller as they approach, its paint peeling and its windows clouded with age. The salty air is filled with the scent of damp wood and the faint echo of distant waves crashing against the shore.
Inside, the air is cool and musty, and the flickering light from their torches dances across the walls, revealing faded murals depicting the lighthouse’s history. A staircase spirals upward, creaking ominously with each step. The party must navigate this labyrinthine structure, facing not only the remnants of the past but also the supernatural forces that guard its secrets.
As they ascend, strange occurrences begin to unfold. Shadows flit past their periphery, and whispers echo in the silence—fragments of the lives of the men who once inhabited this place. The party must piece together clues from old journals, maritime records, and the very walls of the lighthouse itself, leading them to confront the spirits of the men who penned the note.
**Investigation Component:**
The players will need to gather information by examining the lighthouse and speaking to the ghostly apparitions that appear. Each spirit holds a piece of the puzzle, revealing their identities and the circumstances surrounding their disappearance. Clues will lead them to a hidden room beneath the lighthouse, where a treasure chest lies sealed with a magical lock.
**Enemy Encounter:**
As the party delves deeper, they awaken the guardian of the lighthouse—a powerful spirit known as the Warden of the Waves. This spectral entity, bound to protect the secrets of the lighthouse, manifests as a swirling vortex of water and light, its form shifting like the tide.
**Warden of the Waves Stats:**
– **Armor Class:** 15
– **Hit Points:** 85
– **Speed:** 0 ft., fly 60 ft. (hover)
– **Abilities:**
– **Multiattack:** The Warden makes two attacks with its Water Lance.
– **Water Lance:** Melee Spell Attack: +7 to hit, reach 15 ft., one target. Hit: 2d10 + 4 piercing damage and the target must succeed on a DC 15 Strength saving throw or be pushed 10 feet away.
– **Spirit's Wrath (Recharge 5-6):** The Warden unleashes a torrent of water in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 4d10 cold damage on a failed save, or half as much on a successful one.
As the adventurers confront the Warden, they must employ strategy and teamwork to overcome this formidable foe. Only by defeating the Warden can they unlock the secrets of the lighthouse and reveal the truth behind the lives of the men who once sought solace in its light.
With the treasure secured and the spirits at peace, the party will leave Eldermere not just with gold but with a story—a tale of mystery, loss, and the relentless pursuit of truth.