Tier 2 – The Haven of Lost Souls
**Tier 2 play**
In the vibrant town of Eldergrove, nestled between lush green hills and sparkling streams, there exists a peculiar care home known as "The Haven of Lost Souls." This sanctuary, run by the kind-hearted old woman, Granny Elara, is a refuge for those who have suffered untimely and traumatic deaths. The walls are adorned with gentle paintings of serene landscapes, and the air is filled with the comforting aroma of herb-infused stews simmering in the kitchen. But beneath this peaceful facade lies a dark secret that is about to unravel.
One fateful evening, as the sun dips below the horizon, casting long shadows across the cobblestone streets, a sense of unease washes over The Haven. The patrons, known as Wanderers, speak in hushed tones about a group of shadowy figures seen lurking near the outskirts of town. These figures are the very people responsible for the death of one of their own—an innocent bard named Lysander, whose spirit now roams the halls of the care home.
Granny Elara has sensed the looming danger and requests the aid of brave adventurers. She fears that the return of Lysander’s murderers will not only threaten the peace of The Haven but also disturb the souls of the Wanderers, potentially binding them to the mortal realm forever. The old woman beseeches the party to investigate these menacing figures and, if necessary, confront them to protect the sanctuary.
As the party prepares to delve into the mystery, they will explore the vibrant town, gathering information from the townsfolk. Some are sympathetic to the Wanderers, while others harbor resentment or fear. They may encounter spectral remnants of the past, allowing them to piece together Lysander’s story and the events leading to his tragic demise.
The investigation leads the party to a dilapidated tavern on the outskirts of Eldergrove, where the shadows grow thicker, and the air crackles with tension. Here, they discover that the group responsible for Lysander’s death is planning a return to The Haven, emboldened by their newfound dark powers.
**Encounter: The Marauders of the Night**
– **Boss Enemy: Rurik the Cunning**
– **Race**: Human
– **Class**: Rogue (Thief)
– **Armor Class**: 15
– **Hit Points**: 45
– **Speed**: 30 ft.
– **Abilities**:
– **Sneak Attack**: Deals an extra 10 (3d6) damage when the target is surprised or affected by another enemy’s attack.
– **Cunning Action**: Can take a bonus action on each of his turns to Dash, Disengage, or Hide.
– **Evasion**: When subjected to an effect that allows a Dexterity saving throw to take half damage, he takes no damage if he succeeds on the saving throw.
**Tactics**: Rurik uses the shadows to his advantage, striking from hidden locations and retreating to avoid direct confrontation. He encourages his lackeys, who are equally malevolent, to create distractions while he picks off the party members one by one.
As the party confronts Rurik and his gang, the tension will rise. The fate of The Haven hangs in the balance, and the adventurers must rely on their wits, teamwork, and the spirits of the Wanderers to succeed. Will they bring justice for Lysander, or will the dark past consume The Haven of Lost Souls? The choices they make will echo through the ages, shaping the destinies of both the living and the departed.