Tier 2 – The Shadows of Eldergrove (9)
**Tier 2 play**
As the sun dips below the horizon, casting a golden hue across the bustling streets of Eldergrove, a palpable sense of urgency fills the air. The scent of roasted meats and sweet pastries wafts from nearby stalls, but you have no time to indulge. You clutch the letter tightly, the wax seal still warm from your captain's hand. The weight of your mission presses on your shoulders like a heavy cloak.
You steer your horse through the throngs of townsfolk, their laughter and chatter a stark contrast to the turmoil within you. The letter bears the seal of King Aldrin, an emblem of hope for the realm, but it also carries a dark prophecy: a shadow has risen in the north, threatening to engulf the kingdom in chaos. You must reach the castle before nightfall, but the path is fraught with danger.
Suddenly, a loud crash echoes from a nearby alley. Curious and wary, you guide your horse closer, peering into the dimness. There, amidst the rubble, you see a group of thieves—ragged and desperate. They are rummaging through a merchant’s cart, eyes glinting with greed. Their leader, a scruffy half-orc named Grom, notices your approach and sneers. “Look what we have here, lads! A lone traveler with a shiny letter. Hand it over, and we might let you live!”
You can feel the tension in the air as you weigh your options. Will you attempt to negotiate with the thieves, or will you draw your weapon and fight to protect the letter? The choice is yours, but know that every decision will lead you deeper into the heart of the mystery unraveling in Eldergrove.
**Encounter: The Thieves of Eldergrove**
**Enemies:**
– **Grom the Half-Orc Leader**
– HP: 30
– AC: 14
– Attack: Greatsword +5 to hit, 1d10 + 3 slashing damage
– Special Ability: "Rally the Crew" – Once per encounter, Grom can give all allied thieves advantage on their next attack.
– **Thief Henchmen (2)**
– HP: 15 each
– AC: 12
– Attack: Dagger +4 to hit, 1d4 + 2 piercing damage
– Special Ability: "Backstab" – If attacking from stealth, they deal an additional 1d6 damage.
**Adventure Hook:**
If the players manage to fend off the thieves, they will discover that one of the henchmen carries a map leading to a hidden location in the northern woods where dark rituals are said to be performed. This could lead the party to uncover the source of the impending doom threatening the kingdom.
As the moon rises high, illuminating the path ahead, your quest has just begun. Will you succeed in your mission to deliver the letter, or will you fall victim to the shadows that gather around you? The fate of the kingdom rests in your hands.