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Tier 2 – The Festival of Fortune A Night of Luck and Misfortune

**Tier 2 play**

In the vibrant city of Eldoria, where the air is thick with the scent of blooming moonflowers and the streets shimmer with the glow of enchanted lanterns, a grand gala is underway at the illustrious Celestial Hall. Nobles and adventurers alike gather to celebrate the annual Festival of Fortune, a night where luck is said to be at its peak. As the music swells and laughter fills the air, two figures stand out amidst the crowd: the Luckiest Person in the World, a charming bard named Lirael, and the Unluckiest Person in the World, a brooding sorcerer named Thorne.

Lirael, with her dazzling smile and golden hair, seems to attract good fortune wherever she goes. Coins fall from the sky, drinks refill themselves, and every game of chance she plays ends in her favor. In stark contrast, Thorne, with his dark robes and perpetually furrowed brow, is a magnet for misfortune. Every step he takes seems to trigger a series of unfortunate events—tables collapse, drinks spill, and even the lights flicker ominously around him.

As the night unfolds, the atmosphere shifts. A sudden chill sweeps through the hall, and the enchanted lanterns flicker violently. The guests gasp as a shadowy figure emerges from the shadows—a malevolent spirit known as the Harbinger of Misfortune. This dark entity feeds on the contrasting energies of Lirael and Thorne, growing stronger with each moment they remain in proximity. The spirit’s goal is to siphon their luck, plunging the gala into chaos and despair.

**Adventure Hook:**

The party must navigate the gala, uncovering the mystery of the Harbinger while protecting Lirael and Thorne from its grasp. They will need to gather information from the guests, who are now panicking and fleeing, and discover the source of the spirit’s power. The players can engage in skill challenges, such as persuading frightened nobles to share their knowledge, using Arcana to identify the spirit’s weaknesses, or employing stealth to gather clues without drawing attention.

**Key Locations:**

1. **The Grand Ballroom:** Where the gala is taking place, filled with opulent decorations and guests. Players can interact with NPCs, participate in games of chance, or confront the Harbinger as it begins to wreak havoc.

2. **The Enchanted Garden:** A serene area outside the hall where the players can find clues about the spirit’s origins. Here, they might encounter magical creatures who can provide insight or assistance.

3. **The Library of Secrets:** A hidden room within the hall that contains ancient texts about luck and misfortune. Players can search for spells or rituals to weaken the Harbinger.

**Boss Enemy: Harbinger of Misfortune**

– **Type:** Undead Spirit

– **Armor Class:** 15

– **Hit Points:** 80

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

– **Abilities:**

– **Luck Drain:** Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d10) necrotic damage, and the target must succeed on a DC 15 Wisdom saving throw or have disadvantage on their next attack roll.

– **Cursed Aura:** All creatures within 30 feet of the Harbinger must make a DC 15 Constitution saving throw at the start of their turn or take 10 (3d6) necrotic damage.

– **Shadowy Escape:** Once per encounter, the Harbinger can become incorporeal, avoiding all damage for one turn and reappearing in a different location within 60 feet.

**Conclusion:**

As the party confronts the Harbinger, they must work together to exploit its weaknesses and protect Lirael and Thorne. If they succeed, the spirit dissipates, restoring balance to the gala and allowing the celebration to continue. Lirael’s luck and Thorne’s misfortune can be reconciled, leading to an unexpected alliance that could change their fates forever. The night ends with a spectacular display of fireworks, a symbol of the newfound harmony between luck and misfortune, leaving the players with a sense of accomplishment and the promise of future adventures.

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