Tier 2 – Whispers of Dark Rituals in Eldergrove
**Tier 2 play**
Welcome to a vibrant land where the skies glitter with arcane energies and the very fabric of reality shimmers with magic. In this bustling realm, a growing tension festers beneath the surface of a seemingly peaceful kingdom. The players find themselves in the lively town of Eldergrove, where whispers of a sinister plot weave through the markets and taverns.
Rumors swirl around the recent disappearance of several townsfolk, most notably a renowned herbalist and a local blacksmith. Town guards have been sent to investigate, but their efforts have turned up little more than a few strange tracks leading into the shadowy woods that border Eldergrove. The citizens grow restless, fearing that something far more nefarious than a mere kidnapping is at play.
### Hook:
As the adventurers gather in the Hearthfire Tavern, a distressed villager named Marla approaches them. Her eyes, wide with fear, plead for assistance. "Please, I heard whispers of dark rituals beneath the old Oakwood Grove. If you can save our people, I swear I'll do anything to repay you!" Marla offers to lead the party to the edge of the woods, where the tracks begin.
### Exploration:
As the party traverses the tree-lined path leading to Oakwood Grove, they are enveloped by the alluring scent of blossoms and an eerie stillness. Faint flickers of light can be seen deeper in the grove, beckoning them with strange, almost hypnotic allure. The air tingled with the essence of enchantment and danger, heightening their senses.
The players can choose to investigate the flickering lights or explore the grove’s various paths, which are dotted with overgrown thickets, ancient trees, and hidden glades. Along the way, they may encounter enchanted creatures such as mischievous sprites or guardian spirits, depending on how they tread.
### The Threat:
As the party approaches the heart of the grove, they stumble upon a hidden clearing, revealing a ritual circle at its center. Three robed figures are chanting in a language forgotten by time, encircling the bound form of the herbalist. Amidst the shadows emerges the orchestrator of this dark gathering: a powerful and elusive summoner known only as Yang Tengbo, clad in dark robes adorned with shimmering symbols.
### Enemy Encounter:
**Yang Tengbo**
– **Armor Class:** 15
– **Hit Points:** 85
– **Speed:** 30 ft.
– **Abilities:**
– Spellcasting (Highest Level: 5th)
– **Actions:**
– **Arcane Blast:** Ranged spell attack, +6 to hit, 2d8 force damage.
– **Summon Shadow Minions (3/Day):** Summons 1d4 Shadow Creatures that obey his commands.
– **Dark Ritual:** Increases damage of Arcane Blast by 1d8 if used against bound targets.
– **Legendary Actions:**
– **Cantrip**: Use a cantrip as a legendary action between turns.
### Conclusion:
To succeed, the adventurers must disrupt Yang Tengbo’s dark ritual, saving the captured townsfolk before time runs out. They can either engage in direct combat or attempt to sneak in, grappling with their strategies while solving the mystery of the missing villagers.
After confronting Yang and his minions, they will not only be heralded as heroes in Eldergrove but may also uncover deeper plots tied to the kingdom's impending troubles, setting the stage for future adventures in a world where magic reigns supreme. The townsfolk will celebrate their bravery, rewarding them with gifts that bestow minor magical bonuses, which can assist them in their future quests ahead.
### DM Notes:
Encourage players to roleplay their characters' decisions and alliances in Eldergrove. The fate of the townsfolk may lead to deeper political intrigues or alliances that can be explored in future sessions, should they wish to continue their journey in this magical realm.