Tier 2 – The Shadowmancer’s Curse (2)
### Tier 2 play
In the enchanting realm of Eldoria, where magic flows like rivers and mythical creatures roam the lush, verdant landscapes, the village of Eldenwood whispers of a growing darkness. The villagers are troubled by an unsettling occurrence: a series of mysterious disappearances has plagued the quaint hamlet, leaving its inhabitants in a state of fear and despair. Tales of an ominous figure known only as the Shadowmancer circulate, a sorcerer rumored to have made a pact with ancient, dark forces.
As the sun sets, casting a golden hue over Eldenwood, the townsfolk gather in the dimly lit tavern, The Gilded Griffin. The air is thick with tension, punctuated by the crackle of the hearth and the strained conversations of worried patrons. A charismatic villager approaches your party, eyes glistening with hope. “Adventurers, we need your help! The Shadowmancer has taken our loved ones, and we fear they are being used for dark rituals. If you could investigate the old ruins at the edge of the Whispering Forest, you might uncover the truth behind these sinister events.”
### Exploration Component
The journey to the Whispering Forest is filled with vibrant flora and the sounds of chirping birds, but as the party delves deeper, the atmosphere shifts. The trees grow denser, and an eerie silence envelops them. Strange, glowing mushrooms dot the landscape, illuminating the path with an otherworldly glow. Here, the party can encounter various magical creatures—friendly fae who offer cryptic riddles, or a mischievous sprite that may lead them astray.
As they reach the ancient ruins, the remnants of a once-magnificent temple come into view. Crumbling stone pillars rise from the ground, entwined with ivy and pulsating with residual magical energy. The party must navigate through traps set by the Shadowmancer to protect his lair, testing their wits and skills.
### Investigation Component
Inside the temple, traces of the recent rituals can be found. The party discovers an altar adorned with remnants of the disappearances—a necklace with a child’s locket, a torn piece of a faded cloak, and cryptic runes etched into the stone. Investigating these items might reveal clues about the Shadowmancer’s identity and his motivations.
The runes hint at a powerful spell meant to control the minds of the kidnapped villagers, suggesting that time is of the essence. The party learns they must confront the Shadowmancer before he completes his dark ritual under the next full moon, or risk losing the villagers forever.
### Enemy Encounter
As the adventurers piece together their findings, they are ambushed by the Shadowmancer’s minions—shadowy figures that flicker in and out of existence, blending seamlessly into the darkness.
**Enemy: Shadowmancer’s Minions**
– **HP:** 20 each
– **AC:** 12
– **Attack:** Shadow Strike: +4 to hit, 1d8+2 necrotic damage
– **Special Ability:** Shadowy Disappear (once per battle, they can become incorporeal and evade attacks for one turn)
### Boss Encounter
After battling through the minions and reaching the inner sanctum of the temple, the party finds the Shadowmancer, cloaked in swirling shadows, his eyes glowing with raw magical power.
**Boss: The Shadowmancer**
– **HP:** 60
– **AC:** 15
– **Spellcasting:** Can cast spells such as *Darkness*, *Ray of Enfeeblement*, and *Hold Person*.
– **Special Ability:** Shadow Cloak (once per encounter, he can become invisible in dim light or darkness for one turn).
Upon defeating the Shadowmancer, the party can free the captive villagers, who are entranced in a deep sleep. With the dark magic dispelled, the villagers awaken, grateful for their rescue. The party's heroism will be celebrated in Eldenwood, and they would gain invaluable allies in their future adventures.
As the sun rises over the horizon, the party emerges from the ruins, ready to face new challenges, their bond strengthened by the trials they have overcome in their quest to bring light to the shadows.