Tier 2 – The Harbinger of Eldoria
**Tier 2 play**
In the vibrant realm of Eldoria, where magic flows like the rivers and the skies shimmer with the colors of enchantment, a dark shadow looms over the peaceful town of Eldenwood. The townsfolk whisper of a mysterious figure known only as the "Harbinger," a supervillain whose presence is felt rather than seen. The Harbinger is not driven by malice but by a grim sense of duty: to cleanse the world of corrupt heroes who have strayed too far from their noble paths.
As the sun sets, casting a golden hue over the cobblestone streets, the party finds themselves in Eldenwood, drawn by rumors of strange occurrences. Heroes who once protected the town have begun to act erratically, their powers twisted by greed and ambition. The local tavern, The Gilded Griffin, buzzes with anxious chatter as patrons recount tales of the heroes’ recent misdeeds—battles turned brutal, thefts of magical artifacts, and a growing sense of dread.
The party is approached by a desperate villager, a young woman named Elara, whose brother, a once-great hero, has gone missing. She believes he has fallen under the Harbinger's influence and pleads for the party's help. Elara reveals that the Harbinger has left a trail of clues leading to an ancient ruin deep in the Whispering Woods, a place said to be steeped in powerful magic and dark secrets.
**Adventure Components:**
1. **Investigation in Eldenwood:**
– The party can gather information from the townsfolk, learning about the heroes’ recent corruption and the Harbinger’s rumored motives. They may uncover clues about the location of the ancient ruin and the nature of the magical artifacts that have been stolen.
2. **Exploration of the Whispering Woods:**
– As the party ventures into the woods, they encounter enchanted creatures and magical phenomena. The trees whisper secrets, and the air is thick with the scent of blooming nightshade. They must navigate through illusions and traps set by the Harbinger to protect the ruins.
3. **Confrontation with the Harbinger:**
– Deep within the ruins, the party discovers the Harbinger, a tall figure cloaked in shadows, their face obscured by a mask. The Harbinger reveals their purpose: to confront the corrupted heroes and restore balance to the realm. The party must decide whether to ally with the Harbinger or stand against them.
**Boss Enemy: The Harbinger**
– **HP:** 120
– **AC:** 16
– **Attack:** Shadow Strike (Melee, +8 to hit, 2d10 + 4 necrotic damage)
– **Special Ability:** Corrupting Aura – Any hero within 30 feet must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute.
– **Legendary Actions:** The Harbinger can take 2 legendary actions, choosing from the following options:
– **Shadow Step:** Move up to 30 feet without provoking opportunity attacks.
– **Dark Command:** Force one hero to make a DC 15 Charisma saving throw or be compelled to attack an ally on their next turn.
As the party navigates this moral quandary, they must weigh the consequences of their actions. Will they aid the Harbinger in their quest for justice, or will they fight to save the corrupted heroes? The fate of Eldoria hangs in the balance, and the choices they make will echo throughout the realm.