Tier 2 – The Shadowed Claw A Quest to Save Evergrove’s Children
**Tier 2 play**
In the vibrant realm of Eldoria, where magic weaves through the very fabric of existence, a dark shadow has fallen over the peaceful town of Evergrove. Once a haven of joy and laughter, Evergrove now trembles under the grip of fear as children from the local school have mysteriously vanished. Whispers of a nefarious cult, known as the Shadowed Claw, circulate among the townsfolk, igniting a desperate plea for help.
As the adventurers arrive in Evergrove, the air is thick with anxiety. The sun hangs low in the sky, casting long shadows that dance ominously along the cobblestone streets. Colorful banners flutter in the breeze, but they seem muted, overshadowed by the collective worry of the townspeople. The scent of baked goods wafts from the nearby bakery, a stark contrast to the grim atmosphere. Children once filled the streets with laughter, but now only silence reigns.
The party is approached by a frantic teacher named Elara, her eyes wide with fear. “Please, you must help us!” she implores. “The Shadowed Claw has taken our children! They believe the kids hold the key to an ancient magic hidden within our town. We fear they will use it for unspeakable evil!” She hands the party a tattered map, marking the location of the cult’s hideout—a decrepit, overgrown chapel deep within the Whispering Woods.
As the party ventures into the woods, they are enveloped by an eerie stillness, broken only by the rustling leaves and distant animal calls. The trees loom tall, their gnarled branches twisting like skeletal fingers. A sense of foreboding hangs in the air, and the path seems to shift, challenging the party’s resolve.
Upon reaching the chapel, the adventurers find it shrouded in darkness, its once-majestic stone facade now crumbling and overrun with vines. Flickering torches illuminate sinister symbols etched into the walls. Inside, the atmosphere is heavy with magic, and the faint sound of chanting echoes through the halls.
As they explore the chapel, the party must navigate traps and magical wards designed to protect the cult’s secrets. They encounter various cultists who will attempt to thwart their progress, using spells and cunning tactics to defend their dark purpose.
**Enemy Encounter: Cult Leader – Malakar the Shadowbinder**
– **HP:** 75
– **AC:** 15
– **Attack:** Shadow Bolt (Spell Attack +6 to hit, 2d10 necrotic damage)
– **Special Ability:** Shadow Veil – As a bonus action, Malakar can become invisible until the start of his next turn or until he attacks.
– **Spellcasting:** Malakar can cast spells like *Darkness*, *Hold Person*, and *Fear*, using his Charisma as his spellcasting ability.
The party must confront Malakar in a climactic showdown in the chapel’s inner sanctum, where the children are held captive in a magical barrier. As they fight to defeat the cult leader, they also need to dispel the barrier to free the children, adding a layer of urgency to the encounter.
Once the cult is defeated and the children are rescued, the adventurers will return to Evergrove as heroes, greeted with cheers and gratitude. The townsfolk celebrate their bravery, and Elara presents them with a magical token, a symbol of their bond with the town. The one-shot concludes with the promise of new adventures, as the realm of Eldoria is filled with countless mysteries waiting to be uncovered.