Tier 2 – The Shadows of Valerith
**Tier 2 play**
**One-Shot Adventure: "The Shadows of Valerith"**
**Setting:** The adventure takes place in the vibrant realm of Valerith, known for its enchanted forests, mystical creatures, and the looming shadow of an ancient tower said to harbor dark secrets. The air is thick with the scent of blooming nightshade and the sound of ethereal melodies, weaving through the towering trees and crystal-clear streams.
**Hook:** The party finds themselves drawn to the town of Eldergrove, a quaint settlement at the edge of the enchanted Whispering Woods. Rumors flutter about a series of mysterious disappearances of local townsfolk—believed to be linked to the long-abandoned tower of the Sorcerer Ardun, a once-great magic user who vanished centuries ago. The town’s mayor, in desperate need of help, offers a handsome reward for anyone brave enough to investigate the tower and put an end to the terror plaguing their home.
**Investigation Component:**
As the players arrive in Eldergrove, they can gather information from townsfolk:
– **Mayor Gwendolyn:** Describes strange lights seen at the tower and whispers of ghostly figures in the night.
– **Old Man Thaddeus:** A local recluse who claims to have witnessed shadowy creatures creeping towards the town each evening.
– **Elara, the Herbalist:** Knows of a rare herb that can protect against dark magic, found deeper in the Whispering Woods.
The players can choose to gather supplies, talk to the townsfolk, or venture directly into the woods.
**Exploration Component:**
As they traverse the Whispering Woods, describe the enchanting yet eerie atmosphere. The trees whisper secrets, and the very ground seems to pulse with magic. They may encounter:
1. **Mystical Creatures:** A mischievous sprite who offers riddles in exchange for passage, and a giant owl who knows the secrets of the forest.
2. **Environmental Challenges:** The players must navigate through enchanted thickets that rearrange themselves, casting illusions to mislead them.
**Confrontation:**
Upon reaching the tower, they find it surrounded by a swirling mist. Inside, they face the **Wraith of Ardun**, the sorcerer’s spirit, twisted by years of solitude and darkness.
**Boss Enemy: Wraith of Ardun**
– **AC:** 14
– **HP:** 75
– **Attack:** Shadow Bolt (ranged spell attack, +5 to hit, 2d10 necrotic damage)
– **Special Ability:** Ethereal Shift – Once per encounter, the wraith can become incorporeal, avoiding all damage for one turn and repositioning within the tower.
– **Legendary Action:** Cast a spell (choose from Fear, Darkness, or Ray of Enfeeblement).
The wraith is not merely a foe to defeat; it is a tragic figure bound by regret. The players can choose to combat it or attempt to communicate, uncovering the truth of Ardun’s tragic tale and offering a chance for redemption.
**Resolution:**
Upon defeating or redeeming the wraith, the players find a treasure trove of ancient artifacts that hold great magical potential, alongside the lost townsfolk who were imprisoned. They return to Eldergrove as heroes, their journey rewarding them with experience and newfound artifacts, solidifying their place in the annals of Valerith's history.
**Conclusion:**
The adventure concludes with the townsfolk celebrating the players’ bravery, and the mayor presenting them with their promised reward. Seeds for future adventures can be sown with hints of the ancient magic that still pulses through Valerith, leading to even greater challenges ahead.