Tier 2 – The Polluted Wraith of Rivermarch
**Tier 2 play**
In the vibrant realm of Eldoria, where magic flows as freely as the rivers, a shadow looms over the bustling town of Rivermarch. Once a thriving hub of trade and merriment, the town now grapples with a sinister affliction: an unnatural pollution seeping from the Thames Water, tainting the waters and poisoning the land. The townsfolk, desperate for relief, turn to brave adventurers to investigate the source of this blight.
As the sun sets, casting a golden hue over the cobblestone streets, the party gathers at the local tavern, The Gilded Gull. The air is thick with tension; merchants whisper of strange creatures seen lurking near the riverbanks, while fishermen report strange glows emanating from the depths of the Thames. A frail, elderly woman, her hands trembling, approaches the party. Her name is Elara, and she speaks of her lost grandson who ventured too close to the river and never returned.
The adventurers must embark on a quest to uncover the truth behind the pollution. Their journey leads them to the River’s Edge, a mysterious location where the waters churn with a sickly green hue. As they approach, they notice the air grows heavy, filled with an acrid scent that stings their noses. Strange, twisted plants sprout along the banks, their colors unnaturally vivid, hinting at dark magic at play.
Upon reaching the source of the pollution, the party discovers a hidden grotto, where a malevolent water elemental, known as the Polluted Wraith, has taken residence. This creature, a manifestation of the tainted waters, is both powerful and cunning, using the environment to its advantage. It summons tendrils of corrupted water to ensnare and attack the adventurers, while also attempting to drown them in its depths.
**Polluted Wraith Stats:**
– **HP:** 75
– **AC:** 15
– **Attack:** Water Tendril (Melee): +6 to hit, 2d8 + 3 bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be grappled.
– **Special Ability:** Corrosive Mist – All creatures within 10 feet take 2d6 acid damage at the start of their turn if they are grappled.
The party must use their wits and teamwork to defeat the Polluted Wraith. As they engage in battle, they can interact with the environment, using spells or abilities to turn the tide. Perhaps a druid can purify the waters temporarily, or a wizard can conjure barriers to protect their allies from the creature’s grasp.
Once the Wraith is defeated, the waters begin to clear, revealing the lost grandson trapped in a magical stasis. As the adventurers help him to safety, Elara’s gratitude becomes evident, and she rewards them with a magical trinket—an Amulet of Purity that grants its wearer resistance to poison and acid damage.
The adventure concludes with the townsfolk celebrating their heroes, and the party leaves Rivermarch knowing they have made a difference in this once-troubled town. As they journey onward, whispers of new adventures await in the magical realm of Eldoria.