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Tier 2 – The Mystery of Elara’s Disappearance (1)

**Tier 2 play**

As the sun dips below the horizon, casting a warm golden hue across the sprawling kingdom of Eldoria, the air crackles with the promise of adventure. Your party finds themselves in the bustling town of Rivermoor, known for its vibrant markets and eclectic mix of travelers. However, a dark cloud looms over the town as whispers of a mysterious disappearance have begun to circulate among the townsfolk.

The local tavern, The Gilded Griffin, is abuzz with rumors. A beloved figure, the town's herbalist, Elara, has vanished without a trace. Patrons speak in hushed tones of strange lights flickering in the nearby Whispering Woods and the eerie sounds that echo through the night. The mayor, desperate for help, has posted a reward for anyone brave enough to uncover the truth.

As your party gathers around a worn wooden table, the tavern keeper, a stout dwarf named Brom, approaches. His face is etched with concern. "You lot look like you can handle yourselves. If you're willing to investigate Elara's disappearance, I've got some information that might help."

Brom explains that Elara was last seen gathering herbs in the Whispering Woods, a place known for its enchanting beauty but also its treacherous paths. He warns of the strange creatures that have been sighted roaming the woods at night, creatures that seem to be drawn to the magic of the forest.

**Exploration Component: The Whispering Woods**

The journey to the Whispering Woods is filled with sensory experiences. The scent of pine and damp earth fills the air, while the rustling leaves create a symphony of whispers that seem to beckon the party deeper into the forest. As the sun sets, the woods transform, illuminated by bioluminescent plants and the soft glow of fireflies.

As the party navigates the winding paths, they encounter various challenges: a rickety bridge over a bubbling brook, a patch of quicksand that threatens to ensnare the unwary, and a group of mischievous pixies who delight in playing tricks on travelers.

**Enemy Encounter: The Shadow Wraith**

Deeper within the woods, the party stumbles upon a clearing shrouded in mist. At its center stands a dark figure, the Shadow Wraith, a malevolent spirit drawn to the forest's magic. The Wraith is responsible for Elara's disappearance, seeking to drain her life force to increase its own power.

**Basic Stats for the Shadow Wraith:**

– **Armor Class:** 15

– **Hit Points:** 70

– **Speed:** 0 ft., fly 60 ft. (hover)

– **Abilities:**

– **Life Drain:** Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 3d8 + 4 necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or have their maximum hit points reduced by an amount equal to the damage taken.

– **Incorporeal Movement:** The Shadow Wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

– **Darkness:** The Wraith can cast the *Darkness* spell at will, creating an area of magical darkness that obscures vision.

**Resolution:**

Defeating the Shadow Wraith will free Elara, who is trapped in a magical slumber. Upon awakening, she reveals that she was gathering rare herbs to create a potion to protect the town from a looming threat, a dark force that seeks to engulf Eldoria in shadows. Grateful for the party's bravery, she offers them her knowledge of herbalism, a few potions, and a clue about the greater danger that lies ahead.

As the party returns to Rivermoor, the townsfolk celebrate their victory, but the shadows of the forest remind them that their adventure is far from over. The seeds of a larger quest are planted, waiting for the party to uncover the truth behind the dark force threatening their world.

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