Tier 2 – The Shadows of Eldoria (21)
**Tier 2 play**
As the sun sets behind the jagged peaks of the Elder Mountains, a golden hue bathes the realm of Eldoria. The air is thick with the scent of adventure and the distant sound of laughter and music emanates from the bustling town of Windhaven. Nestled between lush valleys and crystal-clear streams, this town thrives on trade and the promise of new beginnings.
However, beneath the surface of this cheerful façade lies a sinister threat. Merchants have reported strange occurrences: goods disappearing overnight, whispers of a shadowy figure lurking in the alleys, and strange lights flickering in the woods at night. The townsfolk are fearful, and their livelihoods are at stake.
Your party finds themselves in the local tavern, The Wandering Sprite, where the atmosphere is heavy with concern. The innkeeper, a stout dwarf named Borin, approaches your table, his face etched with worry. “I need your help, brave adventurers,” he pleads, his voice barely above a whisper. “Something dark stirs in the forest of Eldenwood. We’ve lost too much already, and I fear if this continues, Windhaven will fall into despair.”
As you gather information, you learn that the source of the disturbances seems to be an ancient ruin hidden deep within the Eldenwood, once home to the Arcane Order of the Shattered Star. Legends speak of an artifact known as the Celestial Prism, a powerful gem said to control the flow of magic in the region. It is believed that a rogue mage, who once belonged to the Order, has returned to claim its power for himself.
Your party must venture into Eldenwood, where the trees loom tall and twisted, and the shadows dance with a life of their own. The forest is alive with the sounds of rustling leaves and distant animal calls, but an unsettling silence pervades the deeper you go.
As you approach the ruins, you notice strange glyphs etched into the trees, pulsing with a faint blue light. This marks the boundaries of the mage’s influence. Here, you may encounter enchanted beasts corrupted by dark magic, twisted versions of the wildlife that once thrived in harmony.
**Exploration Component:**
– The players must navigate through the enchanted forest, facing various challenges such as magical traps, puzzles involving the glyphs, and encounters with restless spirits who guard the secrets of the ruins.
**Enemy Encounter:**
Once at the ruins, the party faces the rogue mage, known as **Malakar the Shadowbinder**. He is cloaked in shadows and commands dark energy, making him a formidable foe.
**Malakar the Shadowbinder:**
– **HP:** 75
– **AC:** 15
– **Attack:** Shadow Bolt (Spell Attack +7, 2d8+3 necrotic damage)
– **Abilities:**
– Shadow Step: Can teleport up to 30 feet as a bonus action.
– Dark Ward: Once per encounter, can absorb one incoming spell and regain HP equal to the spell's level.
As the battle escalates, Malakar uses the ruins’ magic to create illusions, causing the party to question what is real and what is not. The outcome of this confrontation will determine the fate of Windhaven and the balance of magic in Eldoria.
Will your party uncover the truth behind Malakar’s intentions and restore peace to the realm, or will they succumb to the darkness that threatens to engulf Windhaven? The choices they make will echo through the ages, shaping the future of this high magic, high fantasy world.