Tier 2 – The Night Priester’s Shadow
**Tier 2 play**
As twilight casts its enchanting hues across the city of Eldrenor, the vibrant streets are abuzz with the sounds of laughter and the fragrance of exotic spices wafting from nearby stalls. Yet, beneath the veneer of this bustling marketplace, a dark shadow looms. Rumors of disappearances and unsettling occurrences have been swirling among the townsfolk, drawing the attention of adventurers in search of fame, fortune, and justice.
You begin your one-shot as the party gathers at the Whispering Owl tavern, a cozy establishment where the flickering candlelight casts playful shadows on the walls. The adventurers can overhear hushed conversations about the latest tragedy: a series of unexplained vanishings from the outskirts of town, all linked to a mysterious figure known as the "Night Priester." This enigmatic being is said to be a former cleric who strayed from the light, now wielding dark magic and strange rituals that have turned the peaceful community upside down.
The party's path becomes clear when a local merchant bursts through the tavern doors, eyes wide with terror. “You must help us!” he exclaims. “My brother was taken! I heard whispers of a secret temple hidden in the Whispering Woods, where the Night Priester conducts his wicked ceremonies. If you can rescue him and put an end to this madness, I’ll reward you handsomely!”
With a new mission set before them, the adventurers embark on their journey into the dense, ominous trees of the Whispering Woods. The air grows thick with anticipation, as enchanting yet eerie melodies echo through the branches. As they traverse the underbrush, they must navigate not only treacherous terrain but also the occasional encounter with woodland creatures, corrupted and twisted by dark magic.
Upon arriving at the temple—a crumbling, vine-covered structure emanating a faint, foreboding glow—the party must choose their approach. Will they storm the entrance, weapons drawn, or attempt to sneak in through a hidden passageway? Inside, the atmosphere is charged with arcane energy, and the walls are adorned with ancient runes pulsating with dark intent.
As the adventurers delve deeper into the temple, they eventually confront the Night Priester, a once-noble cleric whose heart has been twisted by despair and power. Dressed in flowing, shadowy robes, he clutches a staff crowned with a large, obsidian crystal. He invokes dark magic, summoning shadowy minions to defend himself.
**Night Priester Stats:**
– HP: 60
– AC: 15
– Spell Save DC: 14
– Attacks: Shadow Bolt (1d10 necrotic damage, ranged attack) & Summon Shadow Minions (two shadows that obey his commands)
The final confrontation unfolds in a grand chamber lit by flickering magical braziers. As spells clash with steel and the party fights to save the captured townsfolk, the adventurers must strategize to overcome the Night Priester’s dark powers and free the innocent souls he has ensnared.
Once the battle is won, the adventurers uncover ancient texts hinting at a greater evil at play, suggesting that the Night Priester was but a pawn in a much larger game. With the townsfolk saved and the threat vanquished, whispers of the party’s heroic deeds begin to spread throughout Eldrenor, setting the stage for future adventures.
As they leave the temple, the sun breaks through the treetops, casting a golden light on their path home—a promise of hope and new beginnings in this high magic, high fantasy world.