Tier 2 – The Shadows of Eldergrove (10)
**Tier 2 play**
In the vibrant realm of Eldoria, where magic dances in the air and mythical creatures roam the enchanted forests, a shadow looms over the town of Eldergrove. The once-peaceful village is now gripped by fear as a series of mysterious disappearances have left its inhabitants on edge. Whispers of dark rituals and malevolent forces echo through the cobbled streets, and the townsfolk are desperate for heroes to uncover the truth.
Your party finds themselves in the heart of Eldergrove, where the scent of blooming wildflowers mingles with the earthy aroma of freshly baked bread. As you gather in the bustling marketplace, a frantic villager approaches, his eyes wide with terror. "Please, you must help us! My brother vanished last night, and I fear he is the latest victim of the Shadow Cult!"
The villager explains that the cult has been linked to a series of strange occurrences, including sightings of dark figures in the nearby Auldhouse Park, a once-idyllic location now shrouded in an unnatural fog. The party must investigate the park, uncover the cult's secrets, and rescue the missing townsfolk before it’s too late.
As you enter Auldhouse Park, the atmosphere shifts dramatically. The vibrant colors of the flowers fade into muted shades, and the air grows thick with an eerie silence. The trees seem to whisper secrets, their gnarled branches twisting like skeletal fingers reaching for the sky. A faint glow emanates from deeper within the woods, drawing you closer.
Suddenly, the ground trembles as a hulking figure emerges from the shadows—a cult enforcer, a twisted creature of muscle and malice, stands before you. Clad in dark robes adorned with sinister symbols, he brandishes a wicked-looking dagger, its blade glinting ominously.
**Cult Enforcer Stats:**
– **Armor Class:** 15
– **Hit Points:** 60
– **Attack:** Dagger (Melee Weapon Attack): +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
– **Abilities:**
– **Shadow Step:** Once per turn, the enforcer can teleport up to 30 feet to an unoccupied space in dim light or darkness.
– **Cultist's Command:** As a bonus action, the enforcer can summon 1d4 cultists to aid him in battle.
As the enforcer lunges at the party, the air crackles with tension. The battle for Eldergrove begins, and the fate of the missing townsfolk rests in your hands. Will you uncover the truth behind the Shadow Cult and put an end to their dark machinations? The adventure awaits!