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Tier 2 – The Dinner Party of Time Travelers

**Tier 2 play**

In the high-magic realm of Elenthia, where time bends and reality shimmers, a peculiar event has drawn the attention of your party. Five time travelers from various epochs and dimensions have gathered for a lavish dinner party in the opulent Hall of Echoes, hosted by the enigmatic and ancient chronomancer, Elder Varyn. Known for his mastery over time, Varyn’s home is adorned with mystical artifacts, each telling tales of different eras.

As the party commences, the atmosphere is electric with anticipation. The dining hall is illuminated by floating orbs of light, casting an ethereal glow on the richly decorated table laden with exotic foods from across the multiverse. Laughter and conversation fill the air, but just as the clock strikes midnight, a chilling silence falls over the room. The guests turn to find Elder Varyn’s lifeless body sprawled across the floor, a look of shock frozen on his face—yet, in an uncanny twist, he stands behind his own body, bewildered.

The time travelers quickly realize that a sinister force is at play. Each of them possesses a unique method of time travel, and they must now work together to unravel the mystery of Varyn's death before the temporal fabric of reality is torn apart. As they investigate, they discover that the hall is not only a gathering place but also a nexus of time—a place where timelines converge and diverge.

**Investigation Components:**

1. **Clues and Artifacts**: Scattered throughout the hall are various magical artifacts linked to the time traveler's pasts. Each artifact holds a piece of the puzzle, revealing secrets about the guests and their motives. The players must decipher these clues, using their skills and abilities to unlock the truth.

2. **Temporal Anomalies**: As the party investigates, they encounter bizarre time distortions—objects that flicker in and out of existence, echoes of past conversations, and visions of possible futures. These anomalies can both aid and hinder their progress, providing opportunities for clever problem-solving and creative thinking.

3. **Confrontations**: Tensions rise among the guests as suspicion mounts. The players may need to engage in social encounters, using persuasion or intimidation to extract information or to clear their names. Each guest has a motive for wanting Varyn dead, whether it be jealousy, fear of losing their time travel abilities, or a desire to manipulate history.

**The Boss Enemy: The Time Wraith**

As the investigation unfolds, the party uncovers the truth: Elder Varyn’s death was orchestrated by a malevolent Time Wraith, a creature born from the remnants of timelines that should never have crossed. The Wraith seeks to consume the powers of the time travelers, using Varyn’s essence to gain control over time itself.

**Basic Stats:**

– **Name**: Time Wraith

– **Type**: Undead

– **Armor Class**: 15

– **Hit Points**: 85 (10d10 + 30)

– **Speed**: 0 ft., fly 60 ft. (hover)

– **Abilities**:

– **Strength**: 10

– **Dexterity**: 16

– **Constitution**: 16

– **Intelligence**: 12

– **Wisdom**: 14

– **Charisma**: 18

– **Actions**:

– **Temporal Drain**: Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d8) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or have their speed halved until the end of their next turn.

– **Time Slip**: The Wraith can shift its position in time, allowing it to teleport up to 60 feet to an unoccupied space it can see.

As the party confronts the Time Wraith, they must combine their unique abilities and knowledge of time travel to defeat this foe and restore balance to the timelines. Will they uncover the truth behind Elder Varyn’s demise and thwart the Wraith’s sinister plans, or will they become lost in the tangled web of time? The fate of their realities hangs in the balance!

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