Tier 2 – Whispers of Darkness in Eldoria (1)
**Tier 2 play**
In the vibrant kingdom of Eldoria, where magic flows as freely as the rivers and the sun sets in a cascade of gold and crimson, rumors of unrest stir in the air. The once-flourishing town of Verenthia has recently been plagued by a series of mysterious disappearances, drawing the attention of the local authorities. Whispers echo through the taverns, claiming that the very fabric of reality is fraying, and that something sinister lurks just beyond the veil of the familiar.
Your party, a band of brave adventurers, finds themselves gathered in the bustling tavern, The Gilded Griffin. The warm glow of enchanted lanterns bathes the room in a cozy light, while the scent of roasted meats and freshly baked bread fills the air. As you sip on your drinks, the tavern keeper, a stout dwarf named Brannor, approaches you, his brow furrowed with concern.
“Aye, adventurers! I hear word that the prison down in the Hollowed Vale has been experiencing strange occurrences. The prison inspector, a stern elf named Elowen, has condemned the transport system that carries inmates to their appointments. Some of ‘em have missed important meetings, and even family funerals,” he explains, his voice low and urgent. “Rumor has it that a dark force is at play, manipulating the very transport that should be safeguarding those in need.”
Brannor leans closer, his voice dropping to a whisper. “They say the inspector has gone missing herself, and the transport’s been delayed more than once. If you’re willing to investigate, I’ve got a few coins to spare, and the townsfolk will surely be grateful.”
As your party decides to take on this quest, the sun dips below the horizon, casting long shadows across the land. The journey to the Hollowed Vale is fraught with peril, but the promise of adventure and the potential to uncover the truth beckons you onward.
Upon arriving at the prison, you find it an imposing structure, wrought from dark stone and encased in ancient enchantments. The air hums with a strange energy as you approach the gates, which creak ominously as they swing open. Inside, you are greeted by the sight of empty cells and flickering torches that cast dancing shadows along the damp walls.
Your investigation leads you to discover a hidden chamber beneath the prison, where you encounter a band of rogue mages who have been siphoning off the transport spells to fuel their own dark ambitions. They aim to unleash chaos upon the realm, and the missing inspector holds the key to stopping them.
**Boss Encounter: Aranthor the Shadowcaster**
– **Type:** Human Mage
– **Hit Points:** 85
– **Armor Class:** 15
– **Spellcasting:** Can cast spells up to 5th level, including Fireball, Hold Person, and Shadowstep.
– **Special Ability:** Shadow Manipulation – Can create a cloud of darkness that obscures vision in a 20ft radius for 1 minute (Recharge 5-6).
As you confront Aranthor, the air crackles with tension, and the fate of Verenthia hangs in the balance. Will your party be able to defeat the rogue mages, rescue the prison inspector, and restore order to the transport system? The outcome of this high stakes adventure rests in your hands!
Prepare to weave your spells, draw your blades, and harness the power of teamwork as you embark on this thrilling journey into the heart of darkness!