Tier 2 – Shadows of Verdant Hollow
**Tier 2 play**
In the vibrant realm of Eldoria, where towering crystal spires pierce the sky and the air hums with the resonance of magic, a peculiar tale unfolds. The bustling city of Verdant Hollow, known for its lush gardens and vibrant marketplaces, has recently been plagued by a series of mysterious disappearances. Citizens whisper of shadows lurking in the corners of their homes, and the once-harmonious melodies of the city have faded into an unsettling silence.
Your party finds themselves in the heart of Verdant Hollow, summoned by a desperate council of elders who yearn for a solution to the growing dread that envelops their beloved home. As you gather in the grand hall of the Eldercouncil, the flickering candlelight dances on the walls, casting eerie shapes that seem to echo the unease in the air. The elders, with furrowed brows and trembling voices, implore you to investigate the recent events and uncover the source of the malevolence that grips their city.
The investigation leads your party to the Enchanted Grove, a once-sacred place that now lies shrouded in darkness. As you traverse through the lush greenery, your senses are alive with the scent of blooming flora, but the atmosphere is thick with an ominous tension. You hear distant whispers, as if the trees themselves are speaking, warning you to tread carefully.
Upon reaching the grove, your party discovers a hidden entrance to an underground cavern, adorned with glimmering crystals that pulse with a faint blue light. Inside, you encounter the source of the disturbances: a corrupted fey creature known as the Shadeweaver, a once-benevolent guardian turned malevolent due to a dark curse. The Shadeweaver, a master of illusions and darkness, seeks to trap the souls of Verdant Hollow to fuel its own power.
**Boss Enemy: The Shadeweaver**
– **Type:** Fey
– **HP:** 75
– **AC:** 15
– **Attack:** Shadow Tendril (Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) necrotic damage. The target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.)
– **Special Ability:** Illusory Duplicate (As a bonus action, the Shadeweaver can create an illusory duplicate of itself, confusing the party. The duplicate lasts for 1 minute or until it is attacked.)
As your party advances, they must unravel the Shadeweaver's illusions and confront the dark magic that binds it. You can enhance the experience with environmental challenges—collapsing crystals, spectral visions of the lost townsfolk, and the ever-looming threat of the Shadeweaver’s shadowy tendrils.
The conclusion lies in the choice of your party: will they attempt to break the curse and restore the Shadeweaver to its former self, or will they choose to defeat it, banishing its darkness from the grove forever? The fate of Verdant Hollow hangs in the balance, urging them to explore the depths of both magic and morality in this high-stakes adventure.