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Tier 2 – The Wraith of Briarwood

**Tier 2 play**

In the high-fantasy realm of Eldoria, where magic flows like a river and the skies shimmer with the hues of enchantment, a peculiar situation unfolds at the opulent palace of King Alaric. The king, weary from the endless intrigues of court, has recently appointed a new official court sorcerer, expecting the typical visage of an elderly, white-haired sage draped in flowing robes. Instead, he finds himself face-to-face with a strikingly young sorceress named Zephyra, her raven hair cascading over her leather jacket as she revs the engine of her enchanted motorcycle, the roar echoing through the marble halls.

Zephyra’s unconventional appearance raises eyebrows among the noble elite, but her prowess in magic is undeniable. Whispers of her abilities have reached the farthest corners of the kingdom, and King Alaric has summoned her to address a growing threat—a series of mysterious disappearances plaguing the nearby village of Briarwood.

As the party gathers in the grand throne room, Zephyra explains the dire situation. Villagers have vanished without a trace, and strange magical disturbances have been reported at the edge of the enchanted Briarwood Forest. The king fears that dark forces are at work, and he implores the adventurers to investigate the source of this malevolence and bring the missing villagers back.

The journey to Briarwood is filled with sensory experiences. The air is thick with the scent of blooming wildflowers, and the sound of rustling leaves accompanies the party as they ride through the verdant landscape. As they approach the village, they are greeted by anxious townsfolk who share tales of eerie lights flickering in the forest at night and the haunting echoes of laughter that chill the spine.

Upon entering the Briarwood Forest, the atmosphere shifts dramatically. The trees loom like ancient sentinels, their gnarled branches twisting overhead, casting ominous shadows. The party must navigate through enchanted pathways, avoiding pitfalls and magical traps set by an unseen foe. As they delve deeper, they encounter mischievous fey creatures who may either assist or hinder their quest, depending on how the party interacts with them.

Eventually, the adventurers stumble upon a hidden glade where the source of the disturbances reveals itself—a powerful and malevolent spirit known as the Wraith of Briarwood. This spectral entity feeds off the life force of the villagers, using their energy to maintain its corporeal form. The Wraith manifests as a swirling mass of darkness, with glowing red eyes and tendrils of shadow that lash out at intruders.

**Boss Enemy: Wraith of Briarwood**

– **HP:** 120

– **AC:** 15

– **Attack:** Shadow Tendril (Melee Attack): +7 to hit, reach 10 ft., one target. Hit: 2d10 + 4 necrotic damage.

– **Special Ability:** Life Drain: The Wraith can target one creature it can see within 30 feet. The target must succeed on a DC 15 Constitution saving throw or take 3d8 necrotic damage, and the Wraith regains hit points equal to the damage dealt.

To defeat the Wraith, the party must use their wits and teamwork, employing both combat prowess and clever tactics to exploit its weaknesses. As they battle, they may uncover clues about the spirit’s tragic past, leading to opportunities for negotiation or redemption.

Once the Wraith is vanquished, the villagers are freed from its grasp, their spirits returning to their bodies. The party is hailed as heroes, and Zephyra, with a playful grin beneath her aviators, offers to give them a ride back to the palace on her motorcycle—an exhilarating end to their adventure.

As the sun sets over Eldoria, the adventurers reflect on their journey, knowing that in a world filled with magic and mystery, there will always be new quests awaiting them just beyond the horizon.

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