Tier 2 – The Gilded Ledger Shadows of Eldoria
**Tier 2 play**
In the bustling city of Eldoria, where the streets are alive with the sounds of merchants hawking their wares and the air is thick with the scent of exotic spices, a shadow lurks beneath the surface. The adventurers find themselves drawn to the heart of the city, where rumors swirl of a thriving establishment known as The Gilded Ledger. Ostensibly a reputable tavern and inn, whispers suggest it serves as a front for a notorious thieves' guild, laundering money through its seemingly legitimate operations.
As the party approaches The Gilded Ledger, the façade of the building is inviting: warm light spills from the windows, and laughter echoes from within. However, an unsettling feeling hangs in the air, as if the very walls are steeped in secrets. The adventurers must decide how to investigate the establishment without attracting unwanted attention.
### Investigation Component
1. **Gathering Information**: The party can split up to gather intel. They might visit nearby shops, speak with locals, or even eavesdrop on conversations in the tavern. Each character can roll a skill check (such as Persuasion, Insight, or Stealth) to uncover details about the guild's operations. Success could reveal that the guild is planning a big heist that could destabilize the city's economy.
2. **Infiltration**: Once they have gathered enough information, the party can choose to infiltrate The Gilded Ledger during a busy night. They may use disguises, charm, or stealth to blend in with the crowd. As they explore, they might notice suspicious characters exchanging coded messages or a hidden door leading to the guild's secret lair.
### Exploration Component
The adventurers can explore the tavern’s hidden depths, which could include:
– **The Cellar**: A dank, dimly lit area where barrels of ale hide secret compartments. Here, they might find evidence of the guild’s dealings—stacks of coins, maps of the city, and contracts with shady figures.
– **The Back Room**: A lavishly decorated room where the guild's leaders meet. This area is guarded, and the party must devise a plan to either sneak past the guards or create a distraction.
### Enemy Encounter
As the party delves deeper into the guild's operations, they will confront **Felix "The Fox" Varrick**, the cunning leader of the guild. Felix is a charismatic rogue with a penchant for trickery and deception.
**Felix "The Fox" Varrick Stats**:
– **Armor Class**: 15
– **Hit Points**: 60
– **Speed**: 30 ft.
– **Abilities**:
– **Dexterity**: 18 (+4)
– **Wisdom**: 14 (+2)
– **Charisma**: 16 (+3)
– **Attacks**:
– **Rapier**: +7 to hit, 1d8 + 4 piercing damage.
– **Sneak Attack**: An additional 3d6 damage if he has advantage.
– **Special Abilities**:
– **Cunning Action**: Felix can use a bonus action to Dash, Disengage, or Hide.
– **Evasion**: If he is subjected to an effect that allows him to make a Dexterity saving throw to take half damage, he instead takes no damage if he succeeds.
### Conclusion
The adventurers must decide whether to confront Felix and dismantle the guild's operations or gather enough evidence to expose him to the city's authorities. The outcome of their choices could lead to a new alliance with the city guard, the rise of a new power in Eldoria, or perhaps a deeper entanglement in the web of crime that runs beneath the city’s glittering surface.
As they navigate the twists and turns of this high-stakes adventure, the party will experience the thrill of investigation, the danger of confrontation, and the allure of the shadows that dance just out of sight in Eldoria.