Tier 2 – The Shadows of Eldermere
**Tier 2 play**
As the sun dips below the horizon, painting the sky in hues of crimson and indigo, the once-bustling town of Eldermere becomes eerily quiet. The cobblestone streets, lined with quaint cottages and fantastical shops, now stand deserted, as whispers of a sudden illness among the townsfolk spread like wildfire. It’s said that those afflicted by this malady appear pale and gaunt, but their occupation has left them with an unquenchable thirst for vitality.
Adventurers, you’ve arrived in Eldermere, drawn by both curiosity and the promise of gold. The local tavern, The Gilded Griffin, serves as your first stop. Inside, the heavy scent of roasted meats and the sound of a crackling fireplace welcomes you. A worried barmaid named Elara approaches, her hands wringing a dishcloth nervously.
“Please, you must help us!” she pleads, her voice trembling. “The town has become host to a ghastly vampire, lurking in the shadows of the old manor on the hill. They claim the blood of the weak yet afford vitality to the strong. We cannot let this fiend continue to plague our home!”
As you delve deeper into the mystery, your investigation leads you to the abandoned Eldridge Manor, long shrouded in legends of loss and despair. The estate looms with an enchanting yet foreboding presence, ivy entwined around its wrought-iron gates like the fingers of forgotten souls.
Upon entering, the temperature plummets, and flickering candlelight reveals an ornate hallway lined with portraits of a long-lost family, their eyes seeming to follow your every move. Shadows seem to dance at the edges of your vision as you explore the dusty, cobweb-laden rooms. In the expansive library, the soft crackle of paper draws your attention to an ancient tome bound in dark leather. You realize it contains rituals and revelations of vampiric lore, hinting at the vampire’s tragic past and a way to confront them.
However, beware! Beneath the manor’s charm lies the heart of malevolence. The vampire, Lord Therion, is known for his cunning and dark allure. He does not simply seek to drain the life force of the town's people; he wishes to acquire the essence of adventurers!
**Boss Encounter: Lord Therion**
– **Type:** Vampire Lord
– **Hit Points:** 130
– **Armor Class:** 15
– **Attack:** +8 to hit, 1d10 + 5 piercing damage + 2d6 necrotic damage (bite)
– **Special Abilities:**
– **Charm (Recharge 5-6):** Target one creature that can see you. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1 hour.
– **Regeneration:** The vampire regains 10 hit points at the start of his turn if he has at least 1 hit point.
– **Mist Form:** Can transform into mist as a bonus action, allowing him to pass through small spaces and become harder to hit.
Your objective is clear: unravel the mystery of Lord Therion’s immortality and uncover the secrets that bind him to Eldermere. Will you confront him in his lair and save the town from his insatiable hunger, or will you too become a part of his sinister legacy? Gather your spells, prepare your strategies, and step boldly into the dusk—an adventure of intrigue, subtly, and battle awaits!