Tier 2 – The Collector of Eldermere
**Tier 2 play**
As the sun dips below the horizon, casting a warm golden hue across the bustling town of Eldermere, the air is thick with the scent of roasted meats and sweet pastries. The townsfolk, unaware of the dark shadows lurking just beyond their borders, go about their evening routines, laughter and music spilling from the taverns lining the cobblestone streets. However, a sense of unease hangs in the air, as whispers of a mysterious figure known only as "The Collector" have begun to circulate.
The Collector, a notorious figure shrouded in rumors, has been stealing magical artifacts from the town's most prominent families. Each theft is accompanied by a cryptic note, hinting at a larger, more sinister plan. The townspeople, desperate for help, have gathered in the town square, where a frantic elder implores the adventurers to investigate these thefts before the Collector can enact whatever dark scheme he has in mind.
**Adventure Hook:**
The party is approached by Elder Thalia, a wise and frail woman with silver hair and piercing blue eyes. She explains that The Collector has stolen three significant artifacts: the Amulet of Elders, the Crystal of Clarity, and the Tome of Lost Knowledge. Each artifact is hidden in a different location, protected by magical wards and creatures that guard them fiercely.
**Locations to Explore:**
1. **The Whispering Woods:** A dense forest filled with enchanted flora and fauna. Here, the Amulet of Elders is hidden within a grove that echoes the whispers of ancient spirits. The party must navigate through illusions and confront a guardian treant who tests their resolve.
2. **The Crystal Caverns:** A labyrinthine cave system where the Crystal of Clarity is said to be kept. The caverns are filled with shimmering crystals that reflect light in disorienting patterns. The party must solve a series of puzzles to unlock the chamber where the crystal rests, all while avoiding the cave's resident rock golems.
3. **The Ruins of Knowledge:** An ancient library overtaken by time and magic, where the Tome of Lost Knowledge lies. The ruins are haunted by spectral librarians who seek to protect the knowledge within. The party must engage in a battle of wits, answering riddles to gain access to the tome.
**Climactic Encounter:**
Once the artifacts are recovered, the party learns that The Collector is planning to use them to summon an ancient being of chaos. They must confront him in his lair, a hidden chamber beneath the town, filled with stolen treasures and dark magic.
**Boss Enemy: The Collector**
– **HP:** 80
– **AC:** 15
– **Attack:** Shadow Blade (melee, +6 to hit, 2d8 + 4 psychic damage)
– **Special Ability:** Illusionary Duplicate (once per encounter, create a duplicate that confuses the party; requires a DC 15 Wisdom saving throw to see through the illusion)
– **Lair Actions:** On initiative count 20, The Collector can cause shadows to engulf one player, imposing disadvantage on their next attack roll.
As the adventurers battle The Collector, they must use their wits and teamwork to overcome his illusions and dark magic. Once defeated, the stolen artifacts can be returned to Eldermere, restoring peace to the town and earning the party the eternal gratitude of its citizens.
**Conclusion:**
With the artifacts in hand and The Collector vanquished, the party returns to the town square, where a celebration awaits them. The townsfolk shower the heroes with praise, and Elder Thalia offers them a choice of magical rewards, ensuring their names are forever etched in the annals of Eldermere's history.