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Tier 2 – The Chaos of Eldermere A Fisherman’s Folly

**Tier 2 play**

In the vibrant coastal town of Eldermere, the sun sets in a blaze of orange and purple, casting a warm glow over the bustling marketplace. The salty breeze carries the scent of the ocean, mingling with the aromas of fresh fish and baked goods. Laughter and chatter fill the air as townsfolk prepare for the annual Fisherman’s Festival. However, beneath the festive atmosphere, an unsettling event is about to unfold.

An elderly fisherman named Old Man Garrick, renowned for his tall tales and whimsical nature, has grown increasingly lonely in his twilight years. One fateful night, he stumbled upon an ancient tome hidden beneath the floorboards of his creaky cottage. The pages whispered promises of companionship and adventure. In a moment of misguided ambition, Garrick performed a summoning ritual, hoping to conjure a fishing partner who could share in his tales of glory on the high seas.

Instead, he inadvertently summoned Zalthor, a mischievous demon with a penchant for chaos. Zalthor, delighted by the prospect of a new game, quickly turned Garrick’s peaceful life into a nightmare. The demon wreaked havoc, stealing fish from the docks, cursing the waters, and summoning storms that threatened the festival. Now, the town is on the brink of despair, and the Festival of Fishermen hangs in the balance.

The party finds themselves drawn to Eldermere by rumors of strange occurrences and the desperate pleas of the townsfolk. As they arrive, they witness the chaos firsthand: boats overturned, fishermen wailing over lost catches, and dark clouds swirling ominously above.

### Adventure Components:

1. **Investigation**: The party can gather information from the townsfolk. They’ll learn about Garrick’s summoning gone wrong and the demon’s antics. Clues will lead them to Garrick’s cottage, where they can find the ancient tome and pieces of the summoning ritual.

2. **Exploration**: As they traverse the town, the party must navigate through the Fisherman’s Festival, where they can engage in games, uncover secrets, and perhaps gain allies among the townsfolk. They’ll also have to deal with Zalthor’s minions—fishy creatures that have been twisted by the demon’s magic, attacking anyone who dares to challenge their master.

3. **Confrontation**: The climax of the adventure occurs at the old lighthouse, where Zalthor has set up his lair. The demon is using the lighthouse’s magical beacon to amplify his power, causing storms and chaos across the region. The party must face Zalthor in a battle of wits and strength.

### Boss Enemy: Zalthor, the Mischievous Demon

– **HP**: 70

– **AC**: 15

– **Attack**:

– **Demonic Claw**: +6 to hit, 2d8+3 slashing damage.

– **Chaos Bolt**: Ranged Spell Attack +7 to hit, range 120 ft., 4d10 damage of a type determined by a d4 roll (1: fire, 2: cold, 3: lightning, 4: poison).

– **Abilities**:

– **Stormy Retreat**: Once per encounter, Zalthor can teleport up to 30 feet to an unoccupied space he can see, leaving behind a small storm that deals 1d6 lightning damage to anyone within 5 feet.

– **Summon Minions**: Zalthor can summon 1d4 Fishy Creatures (use stats of a Giant Frog) to aid him in battle.

### Conclusion:

Once Zalthor is defeated, the storm dissipates, and the town of Eldermere begins to heal. Old Man Garrick, realizing the folly of his actions, offers his heartfelt apologies and rewards the party with a magical fishing rod that grants advantage on all fishing checks and can summon a spectral fish once per day.

As the sun rises over Eldermere, the townsfolk celebrate their heroes, and the Festival of Fishermen resumes, filled with laughter, music, and tales of adventure. The party leaves with new friendships and a story to tell, knowing that their actions saved not just a festival, but a community bound by the sea.

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