Tier 2 – The Cursed Guardian of Eldoria
**Tier 2 play**
In the heart of the bustling city of Eldoria, where towering spires of crystal and stone touch the vibrant sky, a peculiar event has stirred the populace. The annual Winter Festival is just around the corner, a time when joy and merriment blanket the streets. However, this year, a dark shadow looms over the festivities. Rumors swirl of a malevolent spirit haunting the town square, disrupting preparations and sowing discord among the citizens.
The party finds themselves in the quaint tavern known as The Frosty Mug, where the warm glow of enchanted lanterns dances across the faces of worried townsfolk. A local bard strums a melancholic tune, recounting tales of the spirit—a once-benevolent guardian of the festival, now twisted by a curse that has left it vengeful and wrathful. The townspeople plead for help, offering a modest reward for anyone brave enough to confront the spirit and restore peace.
As the party gathers information, they learn that the spirit can be found in the ancient Winterwood, a forest shrouded in frost and mystery. The path is fraught with enchanted creatures and magical traps, but the promise of adventure and the chance to save the festival beckon.
Upon entering Winterwood, the air grows colder, and the trees seem to whisper secrets. The party must navigate through a series of challenges, including solving riddles posed by mischievous fae and battling enchanted snowmen that guard the spirit's lair. Each encounter tests their wits and teamwork, drawing them deeper into the heart of the forest.
Eventually, they arrive at a clearing where the spirit, a swirling mass of icy mist and sorrowful eyes, awaits. It is a formidable foe, fueled by its rage. The players must confront the spirit, using both combat and clever roleplay to uncover the truth behind its curse.
**Boss Enemy: The Cursed Guardian Spirit**
– **HP:** 80
– **AC:** 15
– **Attacks:**
– **Icy Grasp:** Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) cold damage, and the target must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of its next turn.
– **Frost Breath (Recharge 5-6):** The spirit exhales a blast of frigid air in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 30 (6d8) cold damage on a failed save, or half as much damage on a successful one.
As the battle unfolds, the party can choose to engage the spirit with combat or attempt to communicate, seeking to understand its pain. If they succeed in breaking the curse through compassion or clever negotiation, the spirit may reveal a hidden treasure or a powerful artifact that can aid them in future adventures.
With the spirit pacified, the party returns to Eldoria, where the townsfolk celebrate their bravery. The festival resumes, and the party is hailed as heroes, their names forever etched in the annals of the city's history. As a token of gratitude, the townspeople invite them to join in the festivities, where laughter and music fill the air, and the warmth of community shines bright against the winter chill.