Tier 2 – The Shadows of Glimmerdale
**Tier 2 play**
In the vibrant realm of Eldoria, where magic flows like rivers and mythical creatures roam the enchanted forests, a peculiar event has sparked the interest of adventurers far and wide. The once-peaceful town of Glimmerdale has been shrouded in an eerie mist that seems to sap the joy from its inhabitants. Whispers of a malevolent force lurking in the nearby Whispering Woods have reached the ears of the adventurers, drawing them to the heart of this mystery.
As the party arrives in Glimmerdale, they are greeted by the somber faces of the townsfolk, their eyes hollow and their spirits dimmed. The air is thick with an unsettling silence, broken only by the distant rustle of leaves and the occasional hoot of an owl. An old woman, her hands trembling, approaches the party. “Please, brave souls,” she implores, “our children have gone missing, taken by the shadows that dwell in the woods. We fear they are lost forever.”
The adventurers must venture into the Whispering Woods, where the trees loom tall and twisted, their branches like skeletal fingers reaching for the sky. As they navigate the labyrinthine paths, they encounter strange phenomena: glowing mushrooms that pulse with an otherworldly light, and ethereal whispers that seem to guide them deeper into the forest. But beware! Not all whispers are friendly.
**Exploration Component:**
The party will need to gather clues about the missing children. They can find remnants of toys scattered along the forest floor, hear the faint laughter of children carried on the wind, and discover a hidden glade where the trees seem to part to reveal a shimmering portal. This portal is the key to understanding what has transpired.
**Enemy Encounter:**
As the party delves deeper, they are confronted by the Shadow Wraith, a dark entity that feeds on despair and fear. The Wraith has been using the children’s laughter to grow stronger, trapping their spirits in a realm of shadows.
**Shadow Wraith Stats:**
– **Armor Class:** 15
– **Hit Points:** 65
– **Speed:** 0 ft., fly 60 ft. (hover)
– **Abilities:**
– **Darkness Aura:** Creatures within 10 feet of the Wraith must succeed on a DC 14 Wisdom saving throw or be frightened until the end of their next turn.
– **Shadow Strike:** Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d10) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or have their maximum hit points reduced by the amount of necrotic damage taken until they finish a long rest.
**Resolution:**
To defeat the Shadow Wraith, the party must work together, using their skills and spells to dispel the darkness. Once vanquished, the Wraith dissipates into a swirl of shadows, releasing the trapped spirits of the children. The adventurers will witness the joyful reunion of the townsfolk and their children, restoring hope to Glimmerdale.
As a reward, the grateful townspeople offer the party enchanted trinkets imbued with the essence of the forest, granting them blessings for their future adventures. The session concludes with a celebration in the town square, where laughter and music fill the air once more, a testament to the bravery of those who dared to confront the shadows.