Tier 2 – The Veil of Shadows (7)
**Tier 2 play**
In the vibrant realm of Eldoria, where magic flows as freely as the rivers and the skies shimmer with the hues of enchantment, a dire situation has arisen. The once-thriving city of Eldergrove is in turmoil, as its renowned Healing Sanctum, a majestic hospital known for its miraculous recoveries and benevolent healers, is facing an unprecedented crisis. A mysterious affliction has swept through the city, leaving its inhabitants in a state of despair, and the Healing Sanctum is overwhelmed with patients.
As the party arrives in Eldergrove, they are greeted by the frantic sounds of the city—a cacophony of worried voices, the clattering of hooves on cobblestone, and the distant tolling of the emergency bell. The air is thick with tension, and the scent of herbs and potions wafts from the open doors of the Healing Sanctum. The party learns that the affliction, dubbed the "Veil of Shadows," causes debilitating pain and a strange lethargy, and it spreads with alarming speed.
The head healer, a wise and elderly elf named Elowen, implores the adventurers for assistance. She reveals that the source of the affliction is believed to be a dark artifact known as the Shadowstone, which was unearthed during recent excavations near the ancient ruins of Blackthorn Keep. This cursed relic is said to drain the life force of those nearby, and it must be destroyed before it claims more victims.
The party must embark on a quest to the ruins, navigating treacherous terrain and overcoming various challenges. Along the way, they encounter:
1. **Forest Guardians**: Enchanted treants who have been corrupted by the Shadowstone’s influence. They attack the party, believing them to be intruders threatening their home.
2. **Mystical Beasts**: A pack of shadow wolves, creatures born from the darkness of the Shadowstone, prowls the woods. The party must either fight or find a way to calm these beasts to pass safely.
3. **Ancient Riddles**: The entrance to Blackthorn Keep is sealed by a magical barrier that can only be dispelled by solving a riddle posed by a spectral guardian.
Once the party reaches the heart of the ruins, they find the Shadowstone pulsating with dark energy, surrounded by a swirling vortex of shadows. Here, they face the **Shadow Wraith**, a formidable foe that embodies the very essence of the artifact.
**Shadow Wraith Stats**:
– **HP**: 70
– **AC**: 15
– **Attack**: Shadow Strike (melee, +5 to hit, 2d8 necrotic damage)
– **Special Ability**: Shadow Cloak (once per encounter, the wraith can become incorporeal for one turn, avoiding all damage).
As the party battles the Shadow Wraith, they must also devise a plan to destroy the Shadowstone, either by using their own magic or by finding a way to channel the power of the wraith against it. The fate of Eldergrove hangs in the balance, and the adventurers' choices will determine whether the city can heal or if it will succumb to the shadows forever.
With the stakes high and the clock ticking, the party must work together, utilizing their skills and creativity to overcome the challenges ahead. Will they uncover the truth behind the Veil of Shadows and restore peace to Eldergrove, or will they fall victim to the darkness that looms over the land? The adventure awaits!