A Hero in Need... A short adventure for six 2nd level adventurers If you are adapting this adventure for your own campaign, read this paragraph. The party should include an easily identifiable warrior, ranger, druid, or priest who can clearly be identified with Nature and/or the forces of Good by his or her dress. This is what the "Falcon Badge" reference by Tiranz refers to; if he can't identify a likely ally in the party, he's going to ignore them and ask someone else for help. Most of this adventure occurs in a highly civilized kingdom, even though it is near the border in a low-density area. If the party kills the Imposter under most circumstances, they could face murder charges and beheading if they are caught. In addition, this act could shift party members' alignments towards evil, depending on the circumstances. 1. The Stranger: The party is traveling in the countryside on a road along a river. A stranger dressed in forest green and brown, wearing studded leather, suddenly jumps down in front of the party from overhanging branches about 15 yards ahead. He is 5'10", about 160 pounds, having dark brown shoulder-length hair and grey eyes. For someone who appears to have to elvish heritage, he is rather plain looking, his sun-darkened face tends to remind you of ye basic homely peasant. He favors his left leg slightly as he walks towards you. His armor and weapons are unadorned, worn, and dusty. Although you would never give him high marks for beauty, you do feel a certain sense of presence when he looks directly into your eyes and then begins to address the you and your companions Note: There is no real reason the party should attack Tiranz, so full stats are not given. He is a 9th level druid/7th level ranger, half-elf. AC: -3, hp 80, Base THAC0:14 melee, 12 missile. Scimitar +2 (THAC0:12), Longsword +1 (THAC0:13), Two-hand proficiency, Bracers of Archery +2/+1, Longbow +1 (THAC0:9), gems and coins worth about 1500 sp. Tiranz will cast a delaying spell, such as entangle, and simply leave if he is attacked; he has no interest in fighting the party. Tiranz considers the little-known druidic shapechange power to be an ace in the hole against the forces of darkness; he will not demonstrate this power in front of other people except in the direst of emergencies. If not attacked, he notes the identifiable mark of a comrade (e.g. Druid, Ranger, Priest or Knight of Ashan, Tel'An Warrior) and says he needs the company's help. "I was traveling near the Kingdoms' border and noticed an unnaturally blighted field. I went to the nearest village to investigate and found that a wandering sorcerer had cursed the village fields several weeks before Sar'an'athir. Presumably some worshiper of Tine who just wanted to ruin someone's year. Well, the curse was easy enough to remove, but I learned of a funny thing. Someone had been in that same village not a week before I was. And, oddly enough, he claimed he was I! He stayed in the village for three days and nights, eating all their best food, sleeping in the tavern-keepers own bed, even making out with the prettiest girl in the village. On the first day, a villager told him of the curse, and on the second day, he pronounced a lot of unintelligible words over the fields and proclaimed the curse was broken. He said they should see healthy new growth coming up within a few days. The next day he left. After he was gone, a few villagers also noticed that their valuables were missing." 2. "I am called to a meeting of the Druid's council far to the north, and I have no time to spare. However, this imposter must be stopped. I don't mind that someone should flatter me so; but he is robbing honest people of hard-earned goods that they can't afford to lose. And he makes claims about his powers that if believed, might lead to great harm. Would you good folk be so kind as to investigate this matter for me, find the charlatan, and convince him to stop his charade?" "You would have my deep and lasting gratitude…(winning smile)." If gratitude isn't enough, Tiranz will pay each character that demands it 100 sp. In a mixed group, Tiranz will point out that, while the cash recipients are settled with, he is personally indebted to the others and will help them in kind at a future date. 3. The druid, Quintus, lives beside a great oak tree six miles upstream from the village. He is Tiranz' agent and contact; the party should inform Quintus of everything they learn. Tiranz will check in with Quintus at the first opportunity and find the party again when he gets a chance. The Druid will be home on the day the party arrives in Aquilo; if the party does not visit him by mid-morning the following day, he is gone when they arrive. There is a flat 25% chance/day of his return should the party wait around his dwelling place. 4. The village is called Aquilo. It lies just barely within Gællaron about three days journey east of Tear. It is near a small stream and is surrounded by irrigable fields about a mile up and down the stream from Aquilo. Not only is there no sign of blight, but the stalks are straining under the weight of a rich, ripe harvest. In all your travels in the middle lands, you have not seen such robust crops anywhere. (If is it daylight, all the villagers are out in force, beginning the harvest). When it is known what the characters are about, they are greeted with great warmth and given heroes' receptions, simply for being friends of "The Last Hero of Dragon's Gate." Villagers tell stories of both the imposter and the Real Deal, emphasizing how noble and generous the real hero is compared to the self-serving imposter. Children show great interest in the ranger and the barbarian, hoping they will teach them "how to be great heroes like Tiranz." Claudia, the village beauty, absolutely refuses to discuss the matter. 5. The villagers insist on hosting the characters overnight, and inform them that the imposter went South towards another village called Terra Bona. If the party leaves Aquilo on the morning after they arrive, they are eight days behind the Imposter. 6. Flavian's Band: On the path to Terra Bona is an encampment of human bandits. Their leader, Flavian, actually does have a writ from the local baron which gives him the right to patrol this road and collect taxes from its travellers. The imposter knows several of the bandits and, if properly persuaded, they can reveal his real name and what he is up to. The bandits demand 25 sp/person and 15 sp/mount as compensation for "protecting the path and its travelers from thieves and marauders." The 20 bandits live together in an abandoned farmstead off the main path. If the party (mostly 2nd level) tries to fight the bandits' full force, it's likely to hurt. A scout watches the road each way at all times and will signal the rest when travelers approach (There is a chance that a ranger, Elf, or Tel'An could surprise and take out one or both of the scouts; most rogues would have a small chance also, reduced for being in a non-urban environment). The other 18 will set up an ambush in a convenient ravine; three will come up behind the party, three will block their way, and half a dozen archers will be on each side of the ravine. Characters who don't fall can reach the top of the ravine in two rounds. Here are statistics: 10 archers, T1, CN, hp:7,6,6,5,5,4,4,4,3,3, AC:8or1(leather,75%cover), THACO: 20x8,19x2, #Att:2 arrows--dam:d8 OR 1 Shortsword--dam:d6, Treasure: 122 sp total. 2 archers, F1, TN, hp: 10,8 AC:6or-1(scale,75%cover), THACO:20/19, #Att:2 arrows--dam:d8 OR #Att:3/2 longsword--dam d8+2, Treasure: 23 sp total. 4 bandits, F1, CN, hp: 9,8,8,7 AC:5(chain), THACO:19/20, #Att:3/2 halberd--dam:d10+2 OR 1 shortsword--dam:d6, Treasure: 45 sp total. Julia, Bandit Lieutenant, F2, TN, S16,I13,W14,Ch14, hp:13, AC:4(splint), THACO: 18/19, #Att:3/2 Thsword--dam:d10+3 or 1 shortsword--dam:d6+1, 5 gp, 1 potion healing. Flavian, Bandit Leader, F4, CN, S17,D12,C15,I14,W12,Ch15, hp:36, AC:2(platemail, shield), THACO:14/15, #Att:3/2 longsword--dam:d8+3 or 1 handaxe--dam d6+1, 20gp, 3 potions of healing. The band is held together entirely by the strength of Flavian's personality, with significant help from Julia who is both his lover and his right hand. Although she can take care of herself, if Julia is killed or appears to be killed, the entire band will go nearly berserk and give no quarter in its drive to annihilate the party. If Flavian is killed, there is a 75% chance the melee forces will flee. If he is killed and the archers are engaged in melee, there is a 50% of surrender and a 25% chance everyone will flee. As it happens, Flavian is the younger brother of Septimus, Tiranz' imposter. Observant characters will notice Flavian has the same hair color and style as both Tiranz and the Imposter, and that he is of similar build. If he walked into a village of ignorant peasants and announced he was the Last Hero of Dragon's Gate, who would be the wiser? Both Flavian and his brother grew up in the town of Brundius, not far from Trimar in Brælyk. Flavian came North to make his fortune in the world four years ago while Septimus moved to Trimar and worked his way up the ranks of the local thieves' guild. Septimus spent three days visiting his brother after leaving Aquilo, and both Flavian and Julia can tell his story. Septimus was having trouble advancing up the ranks of the guild; his immediate superiors felt somewhat threatened by his talent, intelligence, leadership, and good looks. So they started giving him progressively more dangerous assignments with progressively smaller rewards, and, somehow, his accomplishments managed to be overlooked or forgotten by the guild leaders when it was time for special rewards and promotions. Frustrated, Septimus continued to put up with this until several weeks after Sar'an'athir. Then one day, he was lounging in a bar, listening to a newly arrived bard who claimed to be straight in from the great battlefield. The bard then sang parts of the newly composed epic song, The Heroes of Dragon's Gate; when the bard described Tiranz, the Last Hero, Septimus noticed several strangers in the bar giving him odd looks and whispering to one another. On that day, the germ of an idea came into his head. For a fortnight, Septimus learned all he could from the bards and other sources about Tiranz. He dedicated his talents and resources to mimicking as closely as possible the dashing adventurer of the bards' tales. Then, having some word of his brother's doings and whereabouts, he took a leave of absence from the Guild and left the city for northern Gællaron. He kept his new identity unknown until he got past Troevak, then, before coming to the village of Aquilo, donned his new attire and identity and worked his "magic." Septimus really does look like the Last Hero of Dragon's Gate came straight out of a bard's tale. While in Aquilo, he learned his brothers whereabouts and went south to pay a visit. From Flavian's place, he continued south on the path. If on schedule, the party is five days behind the Imposter when they encounter Flavian & Co. 7. A traveler on the path: A peddler is travelling north from Terra Bona to Aquilo. He is carrying news to Aquilo that their thief has been caught and is being sent to the Baron's Castle for justice. 8. Terra Bona: The Imposter was here four nights; if the party is on schedule, he left yesterday morning. This time he had the good grace to make up a curse (the well water had been cursed so that it was unhealthy for sheep, but "His Honor, Tiranz Half-Elven, Last Hero of Dragon's Gate" has purified the well and removed the curse. In addition, he caught a teenager from Aquilo, who had left there a day before him, stealing from the blacksmith's forge. The Imposter (who had already taken all he wanted) quickly brought the boy to justice; and the boy actually had some stolen items from Aquilo as well. Although many missing items are unaccounted for (Septimus took them), it is assumed that the boy, whose name is Octavius, hid those other items someplace and simply won't tell where. Two of the burliest villagers from Terra Bona are accompanying the boy to the baron's stronghold to face the Lord's Justice. The villagers here will be very mystified if the party explains the whole story. Having never met the real Tiranz, and feeling they owe a real debt to the imposter, they will be very resentful of the party, should it point suspicion towards its only international celebrity visitor in living memory. If the party plays it cool and offers some legitimate-seeming reason for needing to find the great hero, Tiranz, the villagers will tell the truth: He left (yesterday) morning and went southwest towards the River, and the village of Lugdium, the party can follow a path which leads there. However, if the villagers grow suspicious or resentful of the party, they will balk. Most will simply clamp up and refuse to talk. From those who do, the party will get sent in every possible direction. 9. Lugdium is a prosperous farming/herding village, somewhat larger than Aquilo and Terra Bona. The Imposter should have arrived one and a half to two days before the party did (two days if they spent the night in Terra Bona, 1.5 if they left immediately and travelled through the night). He will stay here three full days, four nights, just as he has elsewhere. Assuming the party arrives the evening of his second full day, Septimus has identified the community's curse (the village green has been cursed to make herd animals sterile) and will purify the green on the morning of his third day. Once again, the Imposter has made believers out of the locals. The party needs to be creative in how it addresses the problem. If the party has fallen further behind and arrives after the Imposter is already gone, he will keep going to a new village every four days or so for several weeks. The Imposter, Septimus: 5th level rogue, TN, S:11, D:17(+2,+2,-3),C:11,I:16,W:7,Ch:15(+3,+3), Co:18(+7) Hp:20, AC:4 (Studded Leather), THACO:18/16, Scimitar:1d8, Dagger 1d4, Bow 1d6, Two-handed style. Backstab: X3. Languages: Common, Talanthan, Orcish. Proficiencies: Disguise, Tumbling, Appraising, Leatherworking, Rope Use, Animal Handling. PP:60, OL:40, F/RT:25, MS:35, HS:30, DN:35, CW:80, RL:20. His real name is Septimus, and he is a 28 year old human. Septimus looks the way The Last Hero of Dragon's Gate ought to look. His handsome visage cuts a dashing figure in beautifully worked, pristine studded leather. He moves with a perfect, easy grace (not the slight limp from an old wound that Tiranz has), speaks eloquently, and wields his scimitar and dagger with both grace and style. In fact, it is easy to want him to be the hero, and not the dusty, simple, battle-worn man you met on the road. Septimus simply wanted to find a way to live on easy street. The charade gives him a wonderful boost to the ego, basking in another's fame and status, and furthermore, makes people into trusting easy targets should he choose to ply his real trade. Nevertheless, deep down, Septimus is mimicking the legendary adventurer out of a certain sense of admiration for his deeds. He can, and should, ultimately be convinced of the error of his ways. Killing Septimus results in negative experience points and a deeply disappointed Tiranz. Even by mere hearsay, Tiranz recognized the truth that Septimus never acted out of evil or particularly malicious intent. To treat it as such is, itself, an evil act. Good characters will have to atone if they participate in killing Septimus. 10. Tiranz will visit Quintus a fortnight after he first talked to the party. If the party should be there at the time, and has Septimus captive and alive, he will give a gift to each party member who didn't receive cash payment up front. This gift should be determined by the DM and appropriate to his campaign; a potion of healing would be an option. At any rate, it is likely to be much more valuable than the money which the others received. Tiranz will have a little talk with Septimus and do whatever it may take to convince him of the err in his ways before letting him go. The punishment may be harsh or even brutal, but it won't be fatal. Tiranz is deeply grateful to the party. If you are putting this into your own campaign, he may make an excellent long-term contact, ally, or source of information and adventures for the party. New Druid Spell Restore Balance Level: 3 (or higher as ceremonial magic) Sphere: Animal & Plant required(Druids, Rangers, Nature Priests only) Range: Touch Components: V, S Duration: Permanent Casting Time: 6 (or much longer as ceremonial magic) Area of Effect: Special Saving Throw: Special This Spell is only available to Druids, Rangers, and Priests of Nature Dieties. It is their equivalent of the 3rd level Priest spells of Remove Curse and Dispel Magic. If your campaign allows Druids, Rangers, or Nature Priests access to Remove Curse or Dispel Magic, then they cannot gain access to Restore Balance. Likewise Wizards and other Priests will never have access to Restore Balance. This spell allows the caster to remover certain types of curses and magical effects on a person, object, or area. The only kind of curse which can be removed is one which somehow affronts or destroys the normal balance and flow of the natural world. This includes such things as a curse or an enchanted blight on someone's crop, lycanthropy, magically induced diseases and wasting syndromes, etc. If the spell is being used in a "remove curse" situation, it has the same saving throw and effect specifics as Remove Curse, except that a druid need only be sixth level to remove lycanthropy with Restore Balance. If this spell is used to counter a specific, previously-cast spell by another caster, then the chance of effect is the same as Dispel Magic, except that the restorer's level is doubled to calculate the success of the spell. In the case of very powerful imbalances, this spell must be used as ceremonial magic. The casting time will be several turns or hours, and the spell level will be variable from 3rd to 7th. It may also involve several druids combining their efforts together or one priest using additional spells/outside influences to bring about the full restoration of balance. This spell cannot be used to uncurse a cursed sword, stop a normal magic item from functioning (unless its function is primarily to disrupt nature), stop a fireball from exploding, or most other routine uses of the spells it correlates to. However, within its sphere of effect, this is a very powerful tool for maintaining and restoring the proper balance of nature to the world. 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