Tier 2 – The Legend of Emberwing
**Tier 2 play**
In the vibrant realm of Eldoria, where magic flows like a river and the air hums with the whispers of ancient spells, a peculiar rumor has begun to circulate among the townsfolk of Silvergrove. It is said that a dragon has been spotted near the outskirts of the Whispering Woods, a place known for its enchanting flora and treacherous fauna. However, this is no ordinary dragon; it is the legendary Emberwing, a creature of fire and shadow, believed to guard a treasure of unimaginable power.
As the sun sets, casting a golden hue over the landscape, the party finds themselves in the bustling marketplace of Silvergrove. Merchants hawk their wares, and the scent of roasted meats mingles with the sweet aroma of enchanted fruits. A local bard strums a lute, singing tales of heroism and adventure, drawing the attention of passersby. Yet, amidst the revelry, a sense of urgency hangs in the air.
An elderly woman approaches the party, her eyes wide with fear. “Adventurers! You must help us! Emberwing has taken residence in the heart of the Whispering Woods, and it has been terrorizing our village! We’ve lost livestock, and the very trees seem to whisper warnings of its wrath. Please, will you investigate?”
The party is faced with a choice: will they confront the dragon directly, or will they seek to uncover the truth behind its sudden aggression? The Whispering Woods is known for its magical properties, and the party may encounter mischievous fey creatures, enchanted beasts, and ancient guardians as they delve deeper into the forest.
### Exploration Component
As the party ventures into the Whispering Woods, they must navigate through dense underbrush and towering trees that seem to shift and sway, creating an ever-changing path. The air is thick with magic, and the sounds of rustling leaves and distant animal calls fill the atmosphere.
They may come across:
– **Fey Tricksters**: Mischievous sprites that play pranks on travelers. They might offer riddles or challenges that could lead to valuable information about Emberwing or mislead the party into traps.
– **Ancient Ruins**: Crumbling stone structures overgrown with vines, remnants of a long-lost civilization. Here, the party can find clues about the dragon’s history and its connection to the land.
– **Guardian Spirits**: Ethereal beings that protect the woods. If approached with respect, they may provide guidance or warnings about Emberwing’s true intentions.
### Enemy Encounter
As the party delves deeper, they eventually come face-to-face with Emberwing. The dragon, a magnificent creature with scales that shimmer like molten gold, perches atop a rocky outcrop, its eyes glowing with an otherworldly fire.
**Emberwing Stats:**
– **Armor Class**: 15
– **Hit Points**: 85
– **Speed**: 40 ft., fly 80 ft.
– **Attack**:
– **Fire Breath (Recharge 5-6)**: 30 (6d8) fire damage in a 30 ft. cone (DC 15 Dexterity saving throw for half damage).
– **Claw Attack**: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
### Conclusion
The party must decide whether to fight Emberwing or seek a diplomatic resolution. Perhaps the dragon is not the true enemy; it could be protecting something sacred, or it may be under a curse that has twisted its nature. The outcome of their encounter will shape the fate of Silvergrove and the Whispering Woods.
As the session unfolds, the players will weave their own narrative, filled with choices, challenges, and the thrill of adventure in a world where magic reigns supreme. Will they emerge as heroes, or will they fall victim to the very legends they sought to unravel? The fate of Eldoria rests in their hands.