Tier 2 – The Melodic Wraith of Havenwood
**Tier 2 play**
In the vibrant kingdom of Eldoria, nestled between towering mountains and sprawling enchanted forests, a shadow of discontent looms. The townsfolk of Havenwood, known for their annual Winter Solstice Festival, have recently reported mysterious occurrences: missing livestock, strange lights flickering in the fog-laden woods, and a chilling melody that resonates through the night, casting an eerie pall over the once joyous village.
As the players arrive in Havenwood, they are greeted by the frigid air and the scent of pine mingled with wood smoke. The streets, dressed in garlands and flickering lanterns, are filled with whispers of fear and uncertainty. The villagers invite the party to meet at the local tavern, The Frosty Mug, where they learn that the source of their troubles appears to be an ancient relic known as the Crystal Lyre, once a symbol of harmony that has been tainted by dark magic.
The party is tasked with investigating the lyre’s disappearance, believed to be hidden deep within the Whispering Woods where the melody was last heard. With the promise of warm hearths and hearty meals, the townsfolk share tales of the woods, past the twisting paths where spectral creatures roam and the trees seem to whisper secrets to one another.
Upon entering the Whispering Woods, the atmosphere shifts. The vibrant hues of the bark and foliage give way to ghostly silvers and deep shadows. Players must navigate through enchanted traps and solve riddles posed by mischievous forest spirits. These spirits, while playful, guard the secrets of the woods and will test the party’s wit and teamwork.
As they delve deeper, the haunting melody grows stronger, drawing them toward a clearing where they encounter the antagonist: Sirenis, the Melodic Wraith. Once a guardian of harmony, she was corrupted by the selfish desires of a long-forgotten bard; her anguish now manifests as a vengeful spirit. Clad in flowing robes that shimmer like moonlight and ethereal tendrils of mist, she seeks to reclaim the Crystal Lyre to restore her lost voice and wreak havoc on those who dare to disturb her.
**Boss Stats – Sirenis, Melodic Wraith**
– **AC**: 14
– **HP**: 85
– **Speed**: 0 ft., Fly 30 ft. (hover)
– **Abilities**:
– **Wisdom Drain**: Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 3d10 necrotic damage, and the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn.
– **Melodic Scream** (Recharge 5-6): All creatures within 30 feet must make a DC 15 Constitution saving throw, taking 5d8 thunder damage on a failed save or half as much on a successful one.
– **Invisibility**: Sirenis can turn invisible until she attacks or until her concentration ends.
To succeed, the party must not only defeat Sirenis but also show her that love and support are more powerful than fear. By providing her with the empathy she lacked, the party can help her find peace, transforming her into a benevolent guardian once more.
Will they restore the balance in Havenwood and bring back the celebration of the Winter Solstice Festival, or will they succumb to the chilling grasp of the Melodic Wraith? The fate of the festival—and the village—lies in their hands.