Tier 2 – The Witch of the Woods
**Tier 2 play**
The sun dips low on the horizon, casting an orange hue over the quaint village of Eldergrove. Whispering winds rustle through the trees, carrying with them the faint sound of laughter and celebration from the village square. But beneath the merriment lies an unsettling tension—a series of mysterious disappearances have plagued the townsfolk, and rumors of dark magic swirl like autumn leaves.
As your party gathers at the local tavern, The Silver Flagon, the air is thick with the scent of spiced meats and freshly baked bread. The tavern keeper, a stout dwarf named Brom, approaches your table, his brow furrowed with worry. “You lot look like adventurers,” he says, his voice low. “We need help. Folk have been vanishing near the Old Willow Woods, and we fear it’s the work of a witch said to dwell there—a woman with powers beyond our understanding.”
Brom continues, recounting tales of the witch, her long silver hair cascading like a waterfall, and her eyes glimmering with an unnerving light. “They say she lures unsuspecting travelers with enchanting songs, then captures their souls to fuel her dark magic. We need someone brave enough to confront her.”
The party can choose to investigate the disappearances further in the village or venture straight into the Old Willow Woods, where twisted, ancient trees loom like silent sentinels. The path leading into the woods is overgrown and shadowy, the chirping of crickets replaced by an eerie silence as the sunlight fades, swallowed by the encroaching darkness.
### Encounter: The Witch of the Woods
As the party delves deeper into the woods, they discover the remnants of a forgotten glade, where enchanting melodies dance through the air like tendrils of mist. Suddenly, the source of the music reveals itself—a spectral figure, the witch, stands before them, her voice weaving a spell that enthralls the unwary.
**Witch of the Woods (Boss Enemy)**
– **Hit Points:** 80
– **Armor Class:** 15
– **Attack: Enchanting Song:** (Wisdom Save DC 15) – On a failed save, targets become charmed for 1 minute.
– **Spellcasting:** Can cast the following spells (Spell Save DC 15):
– **At will:** *Minor Illusion, Prestidigitation*
– **3/day each:** *Charm Person, Sleep*
– **1/day each:** *Hold Person, Counterspell*
As the witch attempts to ensnare the party with her magic, they must work together to resist her charm while uncovering the truth behind her powers. Perhaps she is not the true villain but a guardian of an ancient magic, seeking assistance to protect the forest from a greater evil.
### Conclusion
The climax of the encounter reveals that the witch was attempting to protect the souls of those who disappeared, drawn into the woods by a malevolent spirit that seeks to drain their magic. The adventurers must decide whether to fight her or join forces to confront this greater threat. Will they forge an unexpected alliance, or will they find themselves in a battle for their very souls?
As the session concludes, the party reflects on their choices, the alliances they forged, and the mysteries of Eldergrove that linger like the fading notes of a haunting melody.