Tier 2 – The Curse of Eldergrove (1)
**Tier 2 play**
The sun hangs low in the sky, casting an amber glow over the quaint village of Eldergrove. Nestled between lush, rolling hills and shimmering lakes, this idyllic hamlet has been a haven of peace for its residents. However, whispers of unease have begun to ripple through the community. Reports of strange occurrences have surfaced: livestock disappearing, eerie lights flickering on the water at night, and an unsettling chill that lingers in the air.
As the party gathers in the local tavern, The Gilded Anchor, the atmosphere is tense. Villagers murmur about a mysterious creature seen near the lake—a mermaid, they say, with scales that glimmer like moonlight and a voice that can enchant even the most stoic of hearts. But is she a guardian of the waters, or something more sinister?
The tavern keeper, an elderly man with a weathered face, approaches the party. "You look like adventurers," he says, leaning in conspiratorially. "If you're willing to help, there's gold to be earned. The mayor's daughter has gone missing, last seen near the lake. Some say the mermaid has taken her. Others believe she’s merely a victim of the dark magic that has seeped into our waters."
The party must decide: will they investigate the lake and confront the mermaid, or will they delve deeper into the village’s secrets to uncover the truth behind the strange happenings?
### Exploration Component
The party can choose to explore various locations within Eldergrove:
1. **The Whispering Woods**: A dense forest where the trees seem to murmur secrets. Here, they might encounter woodland creatures or find clues left by the missing girl.
2. **The Old Well**: An ancient well that locals avoid. Rumors say it’s cursed, but perhaps it holds answers or even a hidden passage leading to the lake.
3. **The Fisherman’s Shack**: A rundown hut by the shore where a grizzled fisherman lives. He might provide insight into the mermaid’s nature or the dark forces at play.
### Encounter with the Mermaid
As the party approaches the lake, they are greeted by a serene but eerie sight. The water glistens under the fading light, and a haunting melody drifts through the air. Suddenly, the mermaid surfaces—a stunning figure with iridescent scales and flowing hair, but her eyes hold a sadness that speaks of ancient sorrows.
**Mermaid Stats**:
– **HP**: 45
– **AC**: 15
– **Attack**: Enchanting Song (DC 14 Wisdom save or be charmed for 1 minute)
– **Action**: Water Whip (Melee Spell Attack +6 to hit, 2d8+4 damage)
### The Confrontation
The mermaid reveals that she is not the enemy; rather, she is a protector of the lake, cursed by a dark sorceress who seeks to drain the lake’s magic. The missing girl is trapped in a magical slumber, held captive by the sorceress in her underwater lair. The party must choose to ally with the mermaid to confront the true enemy.
### Conclusion
The adventure culminates in a showdown against the sorceress, who has been siphoning the lake’s magic to enhance her own powers. The party will need to work together, utilizing their skills and spells to defeat her and free the girl.
In the end, the village of Eldergrove can return to its peaceful existence, and the mermaid, now free from her curse, may offer the party a boon or a magical artifact as a token of gratitude. Will the adventurers restore harmony to the waters, or will the darkness consume them all? The choice is theirs to make.