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Epilogue
Narrators can insert this optional scene into Act One at any point or into Act Two after Scene One has ended. Overview This scene adds an element of danger to the adventure and gives the group a chance to pick up some extra loot. Getting Started The banshee attacking the heroes in this scene radiates an aura of death that poses a real threat, as explained in the Book of the Fifth Age, Chapter Six. The scene works best if the Narrator has periodically asked the players to describe the heroes' camping arrangements when they're on the move and has occasionally called for a Perception action from the scout when it's time to stop for the night. That way, this scene's opening seems like just the end of another day. Chapter Four of Secrets of the Tower describes the brooch of Imog the heroes might find in this scene. First Impressions The scene begins when the heroes have found a good spot off the path to make camp for the night. It's been a hard day, and this looks like a good place to camp. You see the remains of a campfire left by previous travelers, and the surrounding trees seem to offer plenty of fuel. The sound of flowing water comes to you from close by, and a grassy rise not tar from the fire pit. should provide a good sleeping area. The grass looks deep and soft. Even if it rains, the rise should remain fairly dry. The clouds overhead don't look like rain clouds, but you never can tell. The Story Continues The campsite is everything it seems to be - and more. A banshee's grave lies nearby, which explains why the grass on the rise grows unchecked.
![]() After sundown, the night grows chilly and dark; clouds obscure the moon and stars. Sometime after midnight, the banshee rises and stalks the area, crossing the stream and making its way through the brush toward the camp. The creature's incorporeal body moves through the vegetation without making a sound, though a sentry on duty might hear some wild beast fleeing from the brush across the stream. Atmosphere Everything seems pleasant at first. Narrators can describe the sun setting behind the heavy clouds as having painted the sky shades of purple and mauve. As the night deepens, however, the air grows cold and the darkness closes in like a funeral shroud. The normal sounds of the night fade into ominous silence. Whispering is appropriate here. When it appears, the banshee looks like a moving shadow. Heroes at melee range get a glimpse of a beautiful female elf face than turns hideously skeletal as the banshee releases a tortured cry and looses its death aura. Actions Any heroes that stay awake can be considered sentries and may attempt average Perception actions as the banshee approaches the camp. If successful, they hear some small creature crashing through the brush and splashing across the steam. It's heading away from camp. If the heroes investigate or prepare for an attack, the banshee cannot surprise them; they might even surprise it, as the undead creature expects to find them all snoozing. Otherwise, the banshee has a normal surprise chance and cannot be surprised herself. Heroes who search the area find a pile of stones covered with ivy atop the rise. A successful challenging Perception action reveals a jeweled brooch lying in the ivy as well. The Battle The banshee enters the camp at near missile range from the heroes. It attempts to close range, to assail everyone within melee range with its death aura. Next, it tries to close to personal range and tear at the closest victim. The creature attacks female elves in preference to other opponents. If the heroes haven't lit a campfire or torches, they can barely see the banshee in the darkness, but she functions without impairment. In a dark camp the heroes all suffer a -4 action penalty in combat against the banshee. The incorporeal creature breaks off the assault after: killing her first victim, when the heroes have illuminated the camp with magical light, or after five minutes of melee combat. If the heroes pursue her through the woods, she turns and fights until destroyed or magically compelled to flee. Characters In addition to the banshee, this scene may involve the heroes' previously established traveling companions. Banshee: Undead, Co 7, Ph 6, In 8, Es 7, Dmg +4, Def -5, also death aura. Outcome The piece of jewelry in the ivy is a brooch of Imog the banshee owned in life. Assuming the heroes destroyed the creature, they can take the brooch without consequence. If they did not destroy it, however, the banshee attacks every night until they return the brooch to the pile of stones. The heroes have covered lots of ground during their quest for the Tower and have made lasting impressions - for good or for ill - on several characters. The Villagers The handful of townsfolk from the early scenes will remember the heroes for their deeds. Heroes who rescued them from the Dark Knights become local celebrities and can expect royal treatment whenever they return. The poor villagers have very little to give but are always willing to offer their saviors a meal and a dry place to sleep. If the heroes didn't lend a hand in rescuing the villagers, or had to be rescued themselves, the folk still remember them fondly as fellow sufferers. The Dwarves The dwarves of Thoradin likely hold a very different view of the heroes. Word of their involvement in this quest eventually gets back to Thoradin somehow. Even if no dwarves survived encounters with the heroes, new scouting parties arrive in the area asking questions. They can easily guess the heroes had something to do with Trenna's escape. Unless the heroes actually managed to force Trenna back into gauntlet form and hand Ventyr over to the dwarves, Thoradin will regard them as potential enemies. If the heroes actively defended Trenna, the dwarves conclude that they must have been her accomplices all along. Even if the dwarves eventually learn the truth about Trenna/Ventyr, they prove slow to forgive the heroes for their involvement. If the heroes engineer Ventyr's return to Thoradin, however, the dwarves honor the promise they made in Act Two and present each one of them with a weapon of distinction (+2 magical bonus). After delivering the weapons, the dwarves consider their honor satisfied and the matter closed. The Dragon Clang has a long memory for those who do either very well or very poorly in her tests. She also remembers everyone who doesn't find her antics amusing. Should the heroes ever venture into Wayreth again, the copper dragon is there to meet them. Those who impressed her with their wit will face whatever good-natured outrageous obstacle Clang has placed in their path: a parade of singing porcupines, maybe. If they didn't appreciate her efforts - which she felt she made entirely for their own edification - the dragon's next pranks might take on a deadly edge. Perhaps she uses geomancy to constrict their armor or bend their weapons. Tower Residents The Master and other denizens of the Tower pay little attention to the heroes, no matter what they did. The Master believes that giving them the rewards he offered relieves him of further obligations. If the party acted boorish in the Tower, the Master shrugs off the incident as arising from ignorance. However, heroes that take and pass a Test of High Sorcery become members of the Tower community. They can freely visit anytime (though they still must deal with Clang, if she's in a bad mood) and consult its libraries. Further Adventures The ruins of Mann hold enough mysteries to keep any group of heroes busy for years. The resident gully dwarves provide a constant nuisance and comedic element, but the deeper levels might hold skulking draconians, undead monsters, and hidden treasures. If the heroes acquitted themselves well against the Dark Knights, they might find themselves invited to get involved in the Qualinesti rebellion - on either side. Beryl, Gilthas, Porthios, or the Legion might be impressed enough to make offers.
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