Tier 2 – The Quest for the Celestial Prism (4)
**Tier 2 play**
As the sun dips below the horizon, casting a warm golden glow over the bustling town of Eldermere, whispers of an ancient artifact have begun to stir the hearts of adventurers. The townsfolk speak of the Celestial Prism, a legendary gem said to possess the ability to amplify magical powers beyond imagination. However, it has been stolen from its resting place in the Temple of Luminara, and dark omens now plague the land.
Your party gathers at the local tavern, The Gilded Griffin, where the air is thick with the scent of roasted meats and the sound of laughter mingles with the clinking of mugs. A hooded figure approaches your table, their voice barely above a whisper. “I know where the Prism is,” they say, glancing around nervously. “But it’s guarded by a fearsome creature—a Shadow Wyrm. It dwells in the Caves of Dusk, where light dares not tread.”
The tavern’s patrons fall silent, their eyes wide with intrigue and fear. The hooded figure continues, “If you wish to reclaim the Prism, you must venture into the caves, face the Wyrm, and retrieve the artifact before it falls into the wrong hands.”
### Adventure Outline
**Setting:** The Caves of Dusk, a labyrinthine network of tunnels filled with bioluminescent fungi, echoing whispers, and the distant sound of dripping water. Shadows dance along the walls, creating an atmosphere of both wonder and dread.
**Objectives:**
1. **Investigate the Caves:** Navigate through the twisting tunnels, solving puzzles and avoiding traps left by the ancient guardians of the Prism.
2. **Confront the Shadow Wyrm:** Engage in a battle against the Wyrm, a creature of darkness that can manipulate shadows and unleash devastating breath attacks.
**Enemy Stats:**
– **Shadow Wyrm**
– **HP:** 80
– **AC:** 15
– **Attack:** Shadow Breath (Recharge 5-6): 3d10 necrotic damage in a 30-foot cone; DC 15 Dexterity saving throw for half damage.
– **Abilities:**
– **Shadow Meld:** Can become invisible in dim light or darkness.
– **Terrifying Roar:** All creatures within 30 feet must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute.
### Encounter Details
As your party delves deeper into the caves, the air grows colder, and the shadows seem to pulse with malevolence. They must work together to overcome obstacles such as collapsing tunnels, magical illusions, and shadowy minions that serve the Wyrm.
Once the party reaches the heart of the cave, they find the Shadow Wyrm coiled around the Celestial Prism, its eyes glowing like embers in the darkness. The battle will test their skills and teamwork, as the Wyrm uses its shadowy abilities to outmaneuver and intimidate them.
### Conclusion
Upon defeating the Shadow Wyrm, the party can reclaim the Celestial Prism. As they emerge from the caves, the first light of dawn breaks over Eldermere, illuminating the path ahead. The townsfolk will celebrate their bravery, and the party will be hailed as heroes, their names etched into the annals of the town's history.
Will they use the power of the Prism for good, or will the allure of its magic lead them down a darker path? The choice is theirs, as new adventures await on the horizon.