Tier 2 – The Quest for the Celestial Prism (12)
**Tier 2 play**
In the vibrant realm of Eldoria, where magic flows like rivers and the skies shimmer with the hues of enchantment, a peculiar disturbance has caught the attention of the local guild of adventurers. Whispers of a powerful artifact, the Celestial Prism, have surfaced, said to grant immense power to its wielder. However, it has been stolen from the Temple of Luminara, and dark forces are rumored to be at play.
The party finds themselves in the bustling town of Eldenwood, where the air is thick with the scent of spiced meats and the sounds of laughter echo from the taverns. As they gather at the local inn, The Gilded Griffin, a cloaked figure approaches them. This mysterious stranger, a former acolyte of the temple, reveals that the artifact has fallen into the hands of a notorious bandit lord known as Varkon the Shadowblade, who has taken refuge in the Whispering Woods.
### Adventure Hook:
The party must venture into the Whispering Woods, a place where the trees seem to murmur secrets and shadows dance with a life of their own. The woods are known for their magical properties, but also for the dangers that lurk within. The acolyte provides them with a map, marking the location of Varkon’s hideout, but warns them of the enchanted creatures that guard the forest.
### Exploration Component:
As the party navigates the Whispering Woods, they encounter various magical phenomena:
– **Illusory Glades:** Areas that appear peaceful but are actually traps set by mischievous fey. A successful Wisdom saving throw allows them to see through the illusion.
– **Sentient Vines:** These magical plants can ensnare unwary travelers. A Dexterity saving throw is required to avoid being grappled.
– **Whispering Spirits:** Ghostly figures that offer cryptic advice or riddles. Solving their riddles may grant the party temporary boons.
### Enemy Encounter:
Upon reaching Varkon’s hideout, the party must confront his band of thieves. Varkon himself is a cunning foe, skilled in both combat and deception.
**Varkon the Shadowblade**
– **Race:** Half-Elf
– **Class:** Rogue (Assassin)
– **Armor Class:** 15
– **Hit Points:** 75
– **Speed:** 30 ft.
– **Abilities:**
– **Dexterity:** 18 (+4)
– **Strength:** 10 (+0)
– **Constitution:** 14 (+2)
– **Intelligence:** 12 (+1)
– **Wisdom:** 10 (+0)
– **Charisma:** 16 (+3)
**Actions:**
– **Multiattack:** Varkon makes two attacks with his daggers.
– **Dagger:** +8 to hit, reach 5 ft., one target. Hit: 1d4 + 4 piercing damage.
– **Sneak Attack:** Once per turn, Varkon can deal an extra 3d6 damage if he has advantage on the attack roll or if an ally is within 5 feet of the target.
### Climax:
As the party engages Varkon, they must also contend with his enchanted minions—shadowy figures that can meld into the darkness, making them difficult to hit. The battle is not just a test of strength but also of strategy, as the party must use the environment to their advantage, perhaps by luring enemies into the traps they encountered earlier.
### Conclusion:
Upon defeating Varkon, the party retrieves the Celestial Prism, but not without a final twist. The artifact pulses with energy, revealing a hidden prophecy that hints at greater dangers looming over Eldoria. The session ends with the party standing at a crossroads, faced with the choice of returning the Prism to the temple or harnessing its power for themselves.
This one-shot is designed to be flexible, allowing the Dungeon Master to adapt encounters and challenges based on the party's composition and play style, ensuring an engaging and memorable adventure in the high magic world of Eldoria.