TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at POC@yeomanry.net.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO7-03 
   
   
   
   
  Another Bride … 
  Another Groom? 
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 1.0 
   
  by Beverly Eldred 
  Reviewers: Yeomanry Triad Circle Reviewer: Steven Conforti 
  Playtesters: Chris Gorsuch, Preston Eldred, Brock Sides, Griff Eldred, Harry Eldred 
   
   
  A wedding, an investigation, and a mysterious groom…what else do you need to know? A Yeomanry regional adventure 
  for APLs 2-6 and Part 2 of the Brides series. 
  Note: Having already played Part 1 YEO5-IS1 Here Comes the Bride is recommended but not required. However, you may 
  not play YEO5-IS1 after playing this adventure. 
   
  Resources: Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor], Complete Scoundrel [Mike McArtor, F. 
  Wesley Schneider], Complete Mage [Skip Williams, Penny Williams, Ar Marmell, Kolja Raven Liquette]. 
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Yeomanry.  Characters native to the Yeomanry pay 
  one Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the Jotens 
  and the Tors in the southwest corner of the Sheldomar 
  Valley.  The moderately sized realm is nearly surrounded 
  by the Crystalmists and its spurs, though its eastern 
  border with Keoland is generally regarded as the eastern 
  bank of the Javan across from the county of Cryllor.  Its 
  border continues south to where the great river enters 
  the Hool Marshes and the lands of the Sea Princes.  The 
  climate is hot nearly year-round in the central valley, 
  though the temperature moderates as one approaches the 
  foothills, particularly in late fall and winter.  The 
  Yeomanry is a land populated primarily by freemen 
  farmers, who are mostly a Suel-Flan mix. 
   
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of majority, 
  who has carried the spear for the nation, either now or in 
  the past, is eligible to elect a spokesman on his behalf 
  from his community who serves in the Council of 
  Common Grosspokesmen in Loftwick.   
   
  The people of the Yeomanry are rural, cloistered folk 
  with little exposure to either foreigners or magic.  They 
  are religious and superstitious, yet reservedly friendly to 
  travelers.  Many Yeomen have served in the Militia and 
  are stout defenders of their homes. 
   
  You can learn more about the Yeomanry at its official 
  website: http://www.yeomanry.net. 
  REGION/CITY/LOCATION 
  The capital of the Yeomanry League, Loftwick stands 
  high above the Yeoman Valley, at the southernmost end 
  of the High Crags, a spur of the Jotens. Surrounded by 
  high walls, and by higher peaks, Loftwick is a 
  commanding presence in the western dales of the 
  Yeoman Valley. Loftwick serves as a trading center for the 
  western League, and extensive dockworks line the edge 
  of the Wick River, some few miles south of Loftwick. 
   
  Loftwick is divided into numerous wards and 
  neighborhoods, 
  including 
  the 
  Leatherworkers, 
  Goldsmiths and Masons wards, identified by the major 
  guild in the ward, and other residential neighborhoods 
  including High Cross and Low Cross, Five Points, and 
  Death’s Privy. Among Loftwick’s well-known landmarks 
  are the Gnome Clockworks, Blacksun Tower, the High 
  Church of Heironeous, and the Fellcrack. 
  BACKGROUND 
  About a year ago, Jarrad Udric married his fourth wife 
  Chelsea. (No one but Jarrad himself knew that was to be 
  Mundane 
  Animals Effect on 
  APL 
  # of Animals 
  1 
  2 
  3 
  4 
  CR of Animal 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 3 
  his fourth marriage.) If the PCs played the Intro mod 
  “Here Comes the Bride” they assisted in that marriage 
  taking place. Only six months after they married, Chelsea 
  was tragically killed while out walking. 
   
  Jarrad grieved for her of course, but Chelsea was 
  practically unknown in Loftwick, so not too many people 
  were even aware of her death. Jarrad didn’t play the role 
  of grieving widower too long however. A mere 6 months 
  after Chelsea’s death, we find him in the process of 
  wedding again. This time, the girl is much younger than 
  him, and she’s the daughter of Stephon Kelven, a well-
  known Yeoman diplomat. 
  ADVENTURE SUMMARY 
  The DM should remember at all times during this 
  adventure that Jarrad is considered to be a reputable 
  merchant and a man of means. 
   
  Intro – The PCs arrive in Loftwick and hear rumors. 
   
  Encounter 1, 2, & 3 - The PCs will meet Stephon 
  Kelven and be asked by him to check for information on 
  his daughter’s fiancé. 
   
  Encounter 4 – The PCs can speak to some merchants 
  about Jarrad. 
   
  Encounter 5 – The PCs can speak to Jarrad. 
   
  Encounter 6 – The PCs can speak to Marissa (her 
  father would prefer they do not). 
   
  Encounter 7 – The PCs can speak to Marissa’s 
  friends. 
   
  Encounter 8 – The PCs can check in with Kelven 
  and get some interesting info. 
   
  Encounter 9 – The PCs will be tricked and ambushed 
  by thugs hired to take them out. 
   
  Encounter 10 – The PCs can speak to a captain at the 
  guardhouse about Chelsea’s murder. 
   
  Encounter 11 – The PCs will be approached by Ben, 
  a mysterious stranger with an agenda. 
   
  Encounter 12 – The PCs go back to Jarrad’s house to 
  find him gone and a trap laid for them. 
   
  Encounter 13 – The PCs potentially face off with 
  some town guards if they broke into Jarrad’s house. 
   
  Conclusion – Jarrad gets away, but now the world is 
  on to him. 
  PREPARATION FOR PLAY 
  Is This a Military Adventure? 
   
  As Yeoman officials do NOT yet consider the events 
  of this adventure important to the defense of the 
  Yeomanry, members of any branch of the Yeoman 
  military may NOT count the TUs spent on this adventure 
  toward any annual TU commitment required by their 
  enlistment. 
  Is This a Dustdigger Adventure? 
   
  As this adventure does NOT significantly involve 
  archaeological matters, students in the Academy of Lore 
  may NOT count this adventure toward any TUs they 
  must spend per year in study. See individual certificates 
  for more details. 
  Is this a Promotion Worthy Adventure? 
   
  Heroic deeds in the name of the Yeoman military are 
  NOT possible in this adventure. 
  Other Prep: 
  Before you begin, determine if any of the PCs played in 
  Part 1 of the series, YEO5-IS1 “Here Comes the Bride”. If 
  they did, check their ARs and determine whether or not 
  they have the Favor of Jarrad Udric. 
   
  You also need to collect the Spot modifiers of each 
  PC, as you will need to make secret Spot checks during 
  the adventure. 
   
  You will also want to know when you begin if 
  anyone is Wanted in the Yeomanry or Banned in the 
  Yeomanry, or if anyone is wearing his militia or army 
  tabard. 
  IMPORTANT DM INFO: 
  Jarrad’s and Ben’s full stats are not given in this 
  adventure.  This is intentional.  They are long-term 
  players and will appear later in this series.  In order to 
  save some neat surprises for you when you play the rest of 
  the series, we have only included stat information on 
  them when absolutely necessary.  Both of these 
  individuals are 100% able to slip away or vanish when the 
  adventure says they do.  They have skills and/or magical 
  powers that will not be detailed here.  Thank you for your 
  trust. 
  INTRODUCTION 
  You find yourself in Loftwick at the end of another 
  fascinating adventure. As you roam around the city, 
  it seems quite a bit more chaotic than usual, and 
  everyone seems all a-buzz with some exciting news. 
  Glancing around, you see some friendly faces in the 
  crowd. 
  At this point, the PCs can hook up with each other and 
  meet those they don’t already know. 
  PCs wishing to find out what is going on can make 
  Gather Information checks. Due to the large number of 
  folks gossiping, the Gather Information checks will only 
  take 1d20+4 minutes, and will not require any gold 
  expenditure. Each DC achieved gets the lower DCs as 
  well. 
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 4 
  • 
  DC 5 – “They say there’s gonna be some kind of 
  big weddin’ or sumthin’. I don’t really know 
  nuthin’ about it though. 
  • 
  DC 10 – “Marissa Kelven is getting married. I 
  just heard it myself. Isn’t that exciting? That 
  daddy of hers will surely throw her the wedding 
  of the century. An unforgettable event, you can 
  bet on it.” 
  • 
  DC 15 – “Marissa’s father is Stephon Kelven, 
  you know – that ambassador fellow. Whole 
  family is well liked…and rich too.” 
  • 
  DC 20 – “Stephon Kelven is the ambassador to 
  Keoland. He’s a citizen and land holder in the 
  Yeomanry too. Got his holdings right here in 
  Loftwick. Real nice man…always treating 
  everyone like they matter. A big thing like this, 
  he’s likely to invite the whole town to the party.” 
  • 
  DC 25 – “Don’t say you got this from me, but I 
  know one of his kitchen girls, and she says that 
  Mr. Kelven isn’t too happy about the 
  engagement. Seems like the groom is quite a bit 
  older than his daughter or something.” 
  Once they finish speaking with the crowds, there are a 
  couple of directions to go. If the PCs received the DC 25 
  information above, they may ask to seek out Stephon 
  Kelven on their own – go to Encounter 1. If not, go to 
  Encounter 2.  
  ENCOUNTER 1: FATHER OF 
  THE BRIDE 
  The PCs come to this encounter if they decide to seek out 
  Stephon Kelven on their own. 
   
  Asking around about Stephon Kelven, you find 
  out that he often enjoys lunch at the bustling tavern, 
  The Pig’s Eye. Since it’s nearing lunchtime, that 
  might be a good place to look. 
   
  Assuming the PCs head to the tavern, read the text 
  below. If they do something different, you may have to 
  adlib a bit until you can steer them to the tavern. 
   
  The Pig’s Eye is a wonderful old tavern that 
  embodies the history of the great city of Loftwick. 
  Any adventurer worth his salt stops by when visiting 
  the city. The tavern is also very popular with the 
  locals, including many of the merchants and several 
  grosspokesmen. As you enter the building, you are 
  greeted by a cacophony of sound including many 
  overlapping conversations and the sound of pots 
  and pans clanging in the kitchen. You smell the 
  wonderful aroma of fresh bread and roasted meat. 
   
  Asking the barkeep or one of the serving girls about 
  Kelven will get them directed to a table in the corner 
  where Kelven is dining. If they have a description of 
  Kelven, they can wander around and notice him on their 
  own as well. He seems to be finished with his lunch and 
  is just relaxing at his table. Kelven is a friendly looking 
  human in his early forties, well dressed, though not soft 
  or pompous-looking in any way. 
   
  When the PCs approach him, he will greet them 
  with a friendly smile and ask what he can do for them. He 
  likes adventurers in general and enjoys chatting with 
  them, so he is not unaccustomed to being approached. 
   
  Below are some possible questions or comments the 
  PCs might make to him, with his responses included. Use 
  the information as best you can to converse with the PCs 
  in a natural fashion. 
  • 
  “We’ve heard your daughter is getting married.” 
   
  “Yes, my oldest daughter Marissa has indeed 
  told me she plans to wed quite soon. It was certainly 
  a surprise.” He gives you a slight smile.   
   
  (If the PCs wish to Sense Motive here, a DC 15 will 
  determine that Kelven is obviously not happy with the 
  situation.) 
  • 
  “You don’t seem very pleased.” 
   
  “Of course I’m happy for her. It has just all 
  happened so quickly. She has not known Jarrad for 
  very long.” 
  • 
  “Jarrad?”  Or “Who is she marrying?” 
   
  “She’s marrying a man named Jarrad Udric. I do 
  not know him truly. I have seen him around town, 
  but we have not been properly introduced.” 
  • 
  “We know this Jarrad fellow!”  (The PCs may say 
  this if they played “Here Comes the Bride”.) Or 
  “Is there anything we can do to help?” 
   
  Try to converse with the PCs as naturally as possible. 
  Upon seeing their young faces, and being reminded of 
  his daughter’s wedding at the same time, an idea will 
  occur to him on a way out of his problem. These young 
  and probably unknown adventurers might be the perfect 
  way to investigate without drawing attention to himself. 
   
  Kelven looks around the tavern and then stands 
  up. “Perhaps we could discuss this upstairs where it 
  is more private? I have something I would ask of 
  you.” Kelven motions a serving girl over and asks her 
  if the first meeting room is available. She confirms 
  that it is, and Kelven hands her a few coins and 
  motions for you all to follow him. He heads towards 
  the nearby stairs. 
   
  Once they are all settled in the small meeting room 
  at the top of the stairs (it is a fairly plain room, with a 
  rectangular table with 8 chairs around it), proceed to 
  Encounter 3. **You will need to adjust the wording in the 
  first three paragraphs of text to fit with the conversation 
  they have had so far. ** 
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 5 
  ENCOUNTER 2: STILL FATHER 
  OF THE BRIDE 
  This encounter is only for those parties that did not get 
  DC 25 on the Gather Information check. 
   
  This situation will require some work from you, the 
  DM. Through natural play, you will need to steer the PCs 
  to the Pigs Eye Tavern (see Encounter 1 for the 
  description). This should not be too hard – you can let 
  them know it’s near lunchtime, or remind them there’s a 
  great adventurers tavern nearby, etc. Once there, whether 
  the PCs start talking to folks or just sit down and have a 
  drink or meal, Stephon Kelven will recognize them as a 
  group of adventurers and approach them. He will tell 
  them quietly that he wishes to hire some adventurers for 
  a small task.  If they are willing to help him out, he’d like 
  to discuss the matter in more detail in private. He will 
  escort them upstairs to the meeting room and you may 
  now move on to Encounter 3. He will not discuss any 
  details about the job or the price he’s willing to pay down 
  in the common room. 
  ENCOUNTER 3: SOMETHING 
  OLD 
  This encounter may require some minor text changes as 
  you go through, depending on how the PCs reached this 
  point. 
   
  “As you may have heard, my oldest daughter, 
  Marissa has announced her intention to marry. 
  Contrary to accepted tradition, I was not consulted 
  in this matter, nor am I willing to accept the 
  situation as it is now.” 
   
  “You’ve probably guessed that her intended is 
  this fellow Jarrad Udric. He is quite a bit older than 
  my daughter, and not from a known family in this 
  area. I’ve seen him around town a few times, and 
  something just strikes me as being ‘off’ about him.” 
   
  “I’m trying to find out all that I can about him, 
  which is why I have asked you to come here.  
   
  Here the PCs may say that they know the man in 
  question and recount their adventures from “Here Comes 
  the Bride”. The PCs should have worked for Jarrad 
  without a hitch and probably have nice things to say 
  about him. They may also try to alleviate some of Kelven’s 
  concerns about Jarrad. Have Kelven ask questions as 
  needed until you feel the whole story is out. When they 
  are finished, continue on. If no one in the party played 
  “Here Comes the Bride” or no one admits to knowing 
  Jarrad, skip the first read-aloud paragraph. 
   
  “Hmm, an interesting tale to be sure. I have 
  heard nothing of him having a wife. This is quite 
  suspicious. I wonder if he indeed married the 
  woman and what became of her either way.” 
   
  “I wonder if you would be willing to look into 
  him on my behalf? Most of my associates in the city 
  are well known, and would be quite obvious if they 
  were to investigate. I would not want to upset my 
  daughter if there is nothing to worry about. Anyway, 
  you can talk to him, feel him out, ask around about 
  him perhaps. I don’t know of any associates or 
  family you could talk to about him, though he 
  probably has contacts in the market district. I 
  believe he is some sort of merchant.” 
   
  “I will of course pay you for your time. I know 
  that to folks like you, time is money. I am offering 
  you each 50 gold, with the possibility of a bonus 
  depending on how much information you are able to 
  obtain. And of course, the sooner the better. What 
  say you?” 
   
  If the PCs try to bargain for more money, Kelven 
  will be very disappointed and tell them that he is already 
  offering them quite a lot of money for a few hours of 
  asking questions. Once the PCs have agreed to help, 
  move on to the following. 
   
  “Wonderful. I hope you will be quite successful. 
  Remember, try not to call attention to your 
  investigation, and certainly not to my part in all this. 
  Once you have found out the information, please 
  return here and speak with me. I have arranged to do 
  some work from the tavern today; as it is a very busy 
  and active place, the comings and goings of 
  adventurers will not be noticeable. Thank you again 
  and I look forward to your results.”   
   
  He rises and moves to see you to the door. 
  Obviously, your meeting here is done. 
   
  Stephon knows absolutely nothing more than what 
  he has said here, so further questions will only gain the 
  PCs a repeat of the meager info he has. If they ask about 
  talking to his daughter, he will discourage it, but not 
  forbid it. He doesn’t want to upset her unless he finds out 
  for sure something is wrong, so he really doesn’t want her 
  tipped off at this point that he or anyone is investigating 
  Jarrad. 
  Please pull out and reference DM Aid: Encounter Chart as 
  the PCs investigate. In this aid, you will find the 
  encounter numbers for each place the PCs may wish to 
  go. They may not go to them in any certain order or even 
  to all of them. The PCs should tell you where they wish to 
  go next at the end of each encounter, unless you are 
  directed otherwise. 
  ENCOUNTER 4: THE 
  MERCHANTS 
  If the PCs wish to go to Five Points to speak to the local 
  merchants directly: 
   
  The bustling Five Points area is quite easy to 
  find. Here is the largest congregation of merchants 
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 6 
  in the city. If you need it, you can find it in Five 
  Points…everything from chickens to magical items 
  are bought and sold here. You see several merchants 
  who don’t appear too busy to answer a question or 
  two… 
  Apply the following Gather Information: 
  • 
  DC 5 – “Nope, don’t know him.” 
  • 
  DC 10 – “Yeah, I think I’ve seen him around 
  here…not sure if he has a shop though. Seems 
  like a nice guy.” 
  • 
  DC 15 – “Sure, I know him. We haven’t worked 
  together yet, but we’ve talked about a couple of 
  different projects we’re thinking of doing. He 
  seems like an okay fellow.” 
  • 
  DC 20 – “Yep, I know Jarrad. He’s an antiques 
  dealer. I’ve dealt with him a few times. Easy to 
  work with. Seems mostly to deal in antiques 
  from the Sheldomar Valley area.” 
  • 
  DC 25 + - “Oh yeah, I know Jarrad. Great guy. I 
  have a few customers who collect, and they 
  always want to be notified when a shipment 
  from Jarrad comes in. I do wish he’d be a little 
  quicker about paying me back that money I 
  advanced him, though.” 
  At DCs 15+, they also get the following: 
  • 
  “That’s kinda odd. You are the second person to 
  ask me about him today. “ 
   
  If they ask about the other person, they are told it 
  was a young man, rather intense looking, with dark hair 
  and eyes. He was not someone the merchants had seen 
  around the marketplace before. 
  ENCOUNTER 5: THE GROOM 
  If the PCs know Jarrad already, they may wish to proceed 
  directly to his home. Otherwise, they will need to Gather 
  Information to find out a little about him and where he 
  lives. 
   
  General Gather Information: 
  • 
  DC 15 – “Jarrad Udric? I think he’s one of them 
  merchants or something, right?” 
  • 
  DC 20 – “Yeah, yeah, I heard of him. He lives up 
  there on Merchants Row, in one of them fancy 
  houses, I think.” 
  • 
  DC 25 – “Sure, I can tell you where he lives. I 
  made a delivery there once.” 
   
  Making your way to the residential area known 
  as Merchants Row, you find Jarrad’s house. It’s a 
  nice looking home, but not as extravagant as some of 
  its neighbors. Its shutters are thrown open to take 
  advantage of the rare warm day, and you hear a dog 
  barking nearby, perhaps coming from behind the 
  house. 
   
  This area where most of the prominent merchants 
  live is relatively small and very well patrolled by the 
  Town Guard. If the PCs try ANYTHING beyond talking 
  to Jarrad at this point, they will be sorry. 
   
  Jarrad is a very paranoid man. He is always on alert 
  for someone to come after him. He tips the town guard 
  well to patrol by his house even more often than normal. 
  He also wears a small whistle around his wrist that he can 
  blow at a moment’s notice. It is extremely loud 
  (enchanted) and will summon the guard at once (arrive in 
  1d4+1 rounds). 
  � Jarrad Male Human (Bluff +28, Diplomacy +18, 
  Sense Motive +9). 
   
  A few moments after your knock at the door, a 
  man answers. He is a well dressed man who appears 
  to be quite stocky and has curly brown hair that is 
  worn a bit long. You can’t help but notice that his 
  nose looks slightly bent, as though it had been 
  broken in the past and didn’t quite heal straight. His 
  brown eyes look you up and down, and then he 
  speaks. “What can I do for you?” 
   
  If any of the PCs played YEO5-IS1 “Here Comes the 
  Bride” and got his favor, he will add the following: 
   
  “Oh, hello again. I hope you enjoyed the 
  accommodations I set up for you here in town.” 
   
  The following info will help you converse with the 
  PCs as Jarrad. Jarrad will only discuss Chelsea and any 
  mention of being married before if the PCs bring it up 
  directly. He will NOT volunteer this information. 
  • 
  Where’s Chelsea? / Did you marry Chelsea? / 
  etc. 
   
  "Chelsea and I married as planned just after she 
  arrived in town. Unfortunately our happiness was 
  cut short when she was killed about 6 months ago.” 
  • 
  How did she die? 
   
  "She liked to take a walk every evening before 
  dinner. She found it relaxing. She usually stayed 
  close to home, so I always believed she was safe 
  walking alone. This area is very well patrolled. One 
  evening she did not arrive home at her usual time, so 
  I went out looking for her. I found her at the end of 
  Merchants Row, in an alley, dead – her throat slit. I 
  was devastated.” 
  • 
  Did someone investigate? / Did they find who 
  did it? / etc. 
   
  "The city guard investigated of course. They 
  never caught the man or men who killed my sweet 
  wife. All they found was a note that said “WE 
  WARNED YOU” lying nearby. I can only assume it 
  
  YEO7-03 Another Bride.  Another Groom? 
   
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  was the same people who were threatening her 
  before we were married.” 
  • 
  Who was threatening her? 
   
  "We never found out for sure. I still think it’s 
  those horrible cousins of her previous husband. 
  They would have inherited his estate when he died 
  except for Chelsea. They were always asking Chelsea 
  for money and were pressuring her to make a will 
  leaving them the estate. When Chelsea and I become 
  engaged, I think they saw that marriage as another 
  hurdle to the money and tried to scare her out of 
  marrying me. I told all this to the authorities, but 
  they said there was no proof they were involved at 
  all. “ 
  • 
  May we see the note? 
   
  "I turned it over to the authorities who were 
  investigating her death.” 
  • 
  Did you try to raise her or speak with dead on 
  her? 
   
  “We had discussed such things in the pass and it 
  was her wish to have her spirit undisturbed when 
  she passed on.  I honored that wish by not having 
  any of that type of  magic cast upon her.” 
  • 
  Do you have any enemies who may have done 
  this? 
   
  “No, no enemies I am aware of.  Besides, I know 
  it was those wretched cousins, we just couldn’t 
  prove it.  I realize that I have to just let it go.  It’s 
  time to move on now, and let her rest in peace.” 
  • 
  So, we hear you are getting married again? 
  (asked with the knowledge of other wives) 
   
  "Yes. I was quite despondent for months after I 
  lost Chelsea, but I encountered the lovely Marissa 
  one day by chance in the market. She was just what I 
  needed to lift my heart again. Marissa is so beautiful, 
  so sweet; she’s my angel.” 
  • 
  Does Marissa (or anyone) know you were 
  married before? 
   
  "Well….no. You know how sensitive women can 
  be about these things. She might feel jealous or that 
  she has to compete with Chelsea’s memory. I want 
  nothing to disrupt her happiness. It’s only for her 
  own good.” 
  • 
  So, we hear you are getting married? (asked with 
  no knowledge of other wives) 
   
  "Yes, I am! To the lovely and sweet Marissa 
  Kelven. She’s an angel. Ever since we encountered by 
  chance in the market, I have been smitten.” 
  • 
  How many times have you been married? 
   
  Jarrad will answer this depending on what he thinks 
  the PCs already know. (For example, if they have only 
  mentioned Chelsea, he will say “Once.” If they haven’t 
  mentioned any other wives, he will say “Never.” If they 
  have mentioned any other wives he has had, he will 
  answer that number.) 
  • 
  Do you love Marissa? / Did you love your other 
  wife (wives)? 
  “Of course!” 
  • 
  Why do you keep getting married? 
   
  "Okay, I admit it. I don’t like to be alone. Is that 
  a crime? I loved them, and they loved me. It is not 
  against the law to love more than once!” 
  • 
  Did you know Stephon Kelven doesn’t like you 
  / is investigating you / doesn’t want you to 
  marry his daughter / etc.?   
   
  "Really? I’ve never met the man that I’m aware 
  of. I wonder why?” 
  • 
  If the age difference between him and Marissa is 
  mentioned… 
   
  "Yes, I’m older than her; so what? Is love limited 
  to those born around the same time as you? I can 
  assure you that love is blind when it comes to age.” 
   
  Remember, though the PCs may be suspicious of 
  Jarrad, at this point, they have no proof of anything. Any 
  attempt to harm or even restrain him will result in 
  trouble with the law for the PCs. 
   
  Once the PCs leave his house, roll a secret Spot 
  check for each. DC 34 to notice someone lurking a little 
  ways down the street, watching them. If they try to move 
  that way, he will slip away before they can get to him. If 
  the PCs call out, Jarrad will be alerted to the presence of 
  the hider as well.  This could have important 
  repercussions if this happens, so please make a note of it. 
  ENCOUNTER 6: THE BRIDE 
  If the PCs wish to speak to Marissa Kelven, use the 
  following information to freeform the encounter with 
  her. Flex those DM muscles!   
  Remember, the PCs 
  are doing this against Stephon’s emphatic request not to, 
  so if they do anything to make Marissa suspect her father 
  is investigating her betrothed, she will confront him 
  about it (off-screen) and he will NOT be happy with the 
  PCs when he sees them next. 
   
  Marissa is totally, school-girl-silly in love with Jarred. 
  She will gush on and on about how sweet he is, and their 
  romantic meeting (literally bumping into one another at 
  the market) – how it must be fate. She doesn’t care at all 
  about his age. If told that Jarred was married previously, 
  she will be surprised, but recover gracefully and insist 
  that Jarred must have a good reason for not telling her. If 
  the PCs start making accusations against Jared or try to 
  
  YEO7-03 Another Bride.  Another Groom? 
   
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  tell her that he is a bad guy, she will not believe a word of 
  it and immediately ask them to leave. 
  ENCOUNTER 7: ALWAYS A 
  BRIDESMAID 
  If the PCs wish to speak to Marissa’s friends, use the 
  following to freeform the encounter. The PCs can track 
  down one or two of Marissa’s friends who have been 
  asked to be bridesmaids in the wedding. 
   
  The girls are very excited about the wedding, as 
  Marissa is planning a huge bash. They don’t know Jarred 
  very well, but have met him several times, and they think 
  he seems very nice. He’s always so sweet and attentive to 
  Marissa. And she’s crazy about him. The girls do think 
  he’s “kinda old,” but if Marissa is happy, they are happy 
  for her. Besides, he’s probably pretty rich and can support 
  her in high fashion. 
  ENCOUNTER 8: SOMETHING 
  BORROWED 
  Having found out some information, you head back 
  to The Pig’s Eye to report to Stephon Kelven on your 
  progress. 
   
  It seems as though The Pig’s Eye is fairly busy at 
  all times of the day. You can easily see why Stephon 
  choose this place to conduct your meetings. It seems 
  to bustle all day and night, and you feel confident 
  your comings and goings are anonymous. 
   
  As he indicated, Stephon has remained at the tavern, 
  using the meeting room as a base of operations for the 
  day. The barkeep knows that Stephon is working upstairs 
  today, and will direct anyone inquiring about him to the 
  correct room, or the PCs can simply head up to the room 
  where they met with him before. 
   
  Pausing to tap lightly on the door, you then 
  enter to see Stephon sitting at the table, reading 
  some papers. He looks up as you enter, and beckons 
  you in. “Glad to see you’ve returned. What have you 
  found out?” 
   
  Give the PCs a chance to recount their story, 
  responding as appropriate. Then move on with what 
  follows. 
   
  “Curiously enough, I have received some 
  information that may help us. I received this note 
  shortly after you left.” 
   
  Give the players Handout 1. 
   
  “My page Kent happened to be downstairs when 
  the note was left with the barkeep. He described the 
  person to me as a young man with dark hair, who 
  looked very serious and tense. Knowing that I would 
  have interest in someone leaving a note when he 
  could have easily asked to see me in person, Kent 
  attempted to follow the young man when he left, but 
  lost sight of him rather quickly when he slipped 
  between two buildings and seemed to disappear.” 
   
  If the PCs have made the previous Spot or Gather 
  Information checks, they may have information to add 
  about the mysterious young man. 
   
  “It is clear to me that I must speak with this 
  man, and the sooner the better.” 
   
  If the PCs mention Chelsea’s death: 
   
  “I will also need to speak with the authorities 
  about this poor murdered woman. I have several 
  contacts amongst the guard whom I can trust.” 
   
  “Would you please find out what you can about 
  the death of the wife? If you’ll go to the West End 
  guard house and ask for Godric, tell him I sent you. 
  See if he knows anything at all about this murder. 
  There’s obviously something strange going on here.” 
   
  Otherwise: 
   
  “Please continue to check things out and let me 
  know if you find discover anything more.” 
  ENCOUNTER 9: BEST MEN 
  See DM Aid: Map#1 – Alleyway. 
   
  As the PCs are going about their investigation, they 
  are set upon by thugs. After they have been to at least 2 
  locations, they are ambushed. 
   
  You continue your investigations in the city. 
  This task is certainly getting more complicated. As 
  you as passing by an alley near the inn, you hear 
  what sounds like a scuffle and then a low moaning 
  cry for help. 
   
  This is, of course, a trap: the thugs setting up the “do-
  gooders” and luring them into the alley.   
   
  You see the crumpled form of a man lying on the 
  ground about halfway down the alley, and a woman 
  kneeling beside him, one hand on the downed man 
  and another clutching her own head. The kneeling 
  woman notices you and cries out to you, “Help us! 
  Oh, please help us! They hit my husband. He won’t 
  wake up!” She gives a sob and shakes the man again. 
   
  At this point, the PCs will probably move forward to 
  help the couple. Once they are all into the alley, the trap 
  springs. One of the thugs closes in from behind them, 
  and the couple springs up, ready to fight. If the PCs do 
  not all enter the alley, they will spring the trap whenever 
  one or more PCs try to touch or help the “wounded” 
  people. As they are completely unhurt, they know the 
  ruse is up once someone is close enough to get a better 
  look. The back thug will move in and block whoever did 
  enter the alley, forcing the other PCs to come in to aid 
  them. The rooftop thugs will cast magic from the rooftops 
  
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  as long as possible.  If the PCs completely ignore the cries 
  for help and move on, the thugs will catch up with them a 
  few blocks later and simply jump them. 
  APL 2 (EL 5) 
  � Thug 1, Female Human Ftr1: hp 9; see Appendix 
  1. 
  � Thug 2, Female Half-elf Wiz1: hp 8; see 
  Appendix 1. 
  � Thug 3, Male Elf Wiz2: hp 8; see Appendix 1. 
  � Thug 4, Male Dwarf Ftr1: hp 9; see Appendix 1. 
  � Thug 5, Male Wood Elf War3: hp 18; see 
  Appendix 1. 
  APL 4 (EL 7) 
  � Thug 1, Female Human Ftr2: hp 18; see 
  Appendix 2. 
  � Thug 2, Female Half-elf Wiz2: hp 12; see 
  Appendix 2. 
  � Thug 3, Male Elf Wiz3: hp 15; see Appendix 2. 
  � Thug 4, Male Dwarf Ftr2: hp 18; see Appendix 2. 
  � Thug 5, Male Wood Elf War3: hp 18; see 
  Appendix 2. 
  APL 6 (EL 9) 
  � Thug 1, Female Human Ftr4: hp 36; see 
  Appendix 3. 
  � Thug 2, Female Half-elf Wiz4: hp 21; see 
  Appendix 3. 
  � Thug 3, Male Elf Wiz6: hp 23; see Appendix 3. 
  � Thug 4, Male Dwarf Ftr4: hp 41; see Appendix 3. 
  � Thug 5, Male Wood Elf War5: hp 30; see 
  Appendix 3. 
   
  Tactics: Thugs 1 and 5 are the couple in the alley.  
  Thugs 2 and 3 are on the rooftops of the flanking 
  buildings.  Thug 4 is pretending to window shop across 
  the street and will close in behind them.  The buildings 
  are all one story high, with no rooftop access from within 
  the shops.  If the rooftop thugs try to run for it, they can 
  try to go from roof to roof and jump or climb down a few 
  buildings away from the PCs. 
   
  This group will fight the PCs to the best of their 
  abilities. They will try to preserve their own lives as much 
  as possible. They have been paid a good deal of money to 
  kill or incapacitate the PCs, and fearing backlash from 
  their mysterious employer, they will not be able to be 
  talked or bribed out of the fight. They will try to revive 
  downed companions with potions or scrolls (if they have 
  them) and will try to regroup and retreat if two of their 
  number are killed outright. 
   
  Treasure: Only the Thugs’ gear, see the appendix for 
  a list. 
   
  Developments: If any of the thugs are taken alive 
  and questioned (via either Diplomacy or Intimidation: 
  standard DCs), they only know they were hired to kill or 
  incapacitate the PCs by a man who always remains 
  hooded and cloaked. They can provide no description of 
  the man, nor a name. He told them the PCs were “do-
  gooders” and would almost certainly fall for a trap in 
  which someone appeared to need help. They have been 
  hired by the man before to do minor jobs (such as spying 
  or banditry), but this is first time he’s hired them to kill 
  someone. He never gives a name or allows them a good 
  look at him, but he always seems to know where to find 
  them when he wants to hire them. They were paid in 
  advance. The PCs can take any prisoners to the guard 
  house if they wish. 
  ENCOUNTER 10: SOMETHING 
  BLUE 
  At the West End guard house, they are able to speak with 
  Godric, who is captain there. This is a freeform roleplay 
  encounter for you and the players. Godric is a well 
  spoken yeoman, though a little gruff. Once Stephon 
  Kelven’s name is dropped, he is quite willing to discuss 
  the old investigation with the PCs. However, he will not 
  tolerate any rudeness or any implication he is 
  incompetent. He’s an old-school southern guy and 
  doesn’t take any disrespect from “youngsters” or 
  vigilantes. Here’s what he knows about the investigation 
  (try to work this into a normal conversation): 
  • 
  He wasn’t a part of the investigation as that was 
  the job of the Merchants Row guard house, but 
  all the captains in the guard were briefed on it. 
  • 
  The guard was summoned to an alley near the 
  far end of Merchants Row. A dead woman was 
  discovered there, her throat slit. She was 
  discovered by her husband when she didn’t 
  return home after a walk. 
  • 
  No weapon was found at the scene. 
  • 
  No witnesses to the crime have turned up. 
  • 
  A note was found wedged underneath the body. 
  All it said was “WE WARNED YOU” written in 
  block letters on nondescript parchment. 
  • 
  The husband said there were previous threats 
  made against the woman. The investigators did 
  find corroboration of this in the old case file. 
  Apparently, she was threatened and assaulted in 
  Westburn, and then assaulted again here in 
  Loftwick. No one was ever caught in the threat 
  case. It is assumed the same individuals killed 
  her. 
  
  YEO7-03 Another Bride.  Another Groom? 
   
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  • 
  The husband accused some distant relatives of 
  the murder, and we did check them out. They 
  claimed they hadn’t seen or even talked to 
  Chelsea in many months. We couldn’t find any 
  proof they had been anywhere near Loftwick or 
  Westburn to have left the threats or attacked the 
  woman.  
   
  Godric will respond to any theories or suggestions 
  (such as Jarrad killed her himself) with a demand for 
  proof. He’ll agree the story sounds a little strange, but 
  without solid proof he is not even going to write it down. 
  “Can’t be going around accusing upstanding merchants 
  without no proof.” Whenever the PCs finish talking with 
  Godric, move directly to Encounter 11. 
  ENCOUNTER 11: SOMETHING 
  NEW 
  Leaving the guard house with no more answers than 
  when you entered, you wonder what your next step 
  should be. As you step away, you hear a “Psst” from 
  the corner of the building. Looking in that direction, 
  you see a young man gesturing for you to come that 
  way. 
   
  The PCs are probably wary of another trap, but they 
  should realize they ARE right in front of a guard house 
  and should be relatively safe. If they proceed, ignoring 
  the young man, they will lose some valuable information 
  and possibly the ability to continue on in the adventure. 
  Likewise, if they instead duck back into the guard house 
  and report the young man, when they go back outside he 
  will be gone, as he does not want to deal with the guard 
  and have them stop his revenge. In these cases, they will 
  probably simply choose to return to Kelven with what 
  meager info they’ve learned so far. Kelven will thank 
  them, pay them the 50 gold each, and they earn xp and 
  other gold up to this point. If they decide to go back to 
  Jarrad’s house on their own, they may complete 
  Encounter 9. 
   
  If they go over and speak to the young man, 
  continue on. 
   
  The young man motions you over. He is slender, 
  with dark hair and could certainly be described as 
  “intense looking”. 
   
  “Please, I need to speak with you privately, it’s 
  very important. I believe we are pursuing similar 
  goals.” He beckons you to follow him to a quiet place 
  to talk. 
   
  “I hope you will forgive the secrecy, but I do not 
  wish my presence in the city to be known by my 
  enemy. He hears and sees much more than you 
  know. I am Benjamin Ruddick. You may call me 
  Ben.” 
   
  Here the PCs should introduce themselves to Ben. If 
  they ask if he is the one who has been following them, he 
  will confirm it. If asked if he is the one who left the note 
  for Kelven, he will confirm that as well. 
   
  “I’ve been following you since your visit to HIS 
  lair.” Ben says this last part with poison in his words. 
  “I’ve been watching your investigation since then. I 
  needed to discover if you were friend or foe before I 
  approached you. I have picked up much of what you 
  learned, but I was not able to hear the information 
  you got in the guardhouse. I will share with you my 
  story, and then I hope you will share the 
  information with me, as we are allies.” 
   
  “Once upon a time, as they say, I was a carefree 
  boy who lived with his parents and big sister on a 
  farm near Wymmswold. Five years ago, that all 
  changed. A man came into my sister’s life. See, I 
  loved my sister dearly, but to be honest, she was 
  quite plain and she was getting on past the marrying 
  age, with no prospects in sight. My parents were 
  afraid she would be an old maid. And Tess….well, 
  Tess seemed to be content with her lot in life. We 
  were very close. I told her she would always have a 
  place in my household when I came of age. That 
  seemed to please her. Well, as I said, this man came 
  along. He began to woo Tess, and overnight she 
  changed into this silly, giggling girl. I suppose she 
  was awful lonely, and deep down she always hoped 
  there would be someone for her. So, unfortunately, 
  she fell for this man – hook, line, and sinker. He told 
  us his name was Daniel, but I do not know if that is 
  true or not. He is the man you know today as Jarrad 
  Udric.” 
   
  “I noticed things about him that seemed a bit 
  ‘off’, but no one else seemed to. He was not wealthy, 
  not as you see him now, but he it was clear he had 
  some money and land. My parents were thrilled with 
  the match even though he wasn’t from the area and 
  had no family to speak of. I think they were just glad 
  there was SOMEONE to woo her. I tried to warn Tess 
  that something wasn’t right, but she wouldn’t hear 
  it. In fact, I am sorry to say our last words were those 
  in anger. She believed me to be jealous, thinking he 
  was taking her away from me. At first, I admit, that 
  was part of it. We had always been so close. But then 
  I began to notice more and more things that didn’t 
  add up…” He sighs, and pauses to wipe at his eyes. 
  “Anyway, my father put together what dowry he 
  could, and they were wed. Against my strong 
  objection, so I was not present. After the wedding, 
  he took Tess back to his ’estate‘, some few towns 
  away. About a month after the wedding, I could not 
  bear the separation between us any longer, so I went 
  to visit her, to try and make amends. If she was 
  happy, I would accept him. My first problem was 
  that this estate of his was not where he had told us it 
  was. Finally, after several days of asking around the 
  area, I was able to find his property. It was not the 
  prime land he had claimed, but some rocky and 
  almost un-farmable land in the hills. There was a 
  
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  house and stables as he claimed, but they were small 
  in comparison to his description. Still, I soldiered 
  on, thinking any man will want to make himself 
  look good when seeking a bride. Well, I went there 
  and asked to see my sister. He coldly informed me 
  that she was dead! Said she fell from a horse during a 
  ride and broke her neck. And then he practically 
  slammed the door in my face. I was in shock. Surely 
  this wasn’t true! There wasn’t much of a local guard, 
  just a constable and a couple of part-time volunteers. 
  I went to them, and they confirmed that she had 
  died in a fall from her horse. When I asked if they 
  investigated, they seemed to think I was mad. They 
  said the husband had seen the whole thing, so no 
  reason for all that. Can you believe it! They just took 
  his word! Nothing I said changed their disinterest in 
  the case.” 
   
  “So, I vowed to get my revenge. I’ve spent the 
  last five years training myself and learning all I can 
  about this fiend who killed my sister.” 
   
  At this point, shift into a more conversational mode, 
  allowing the PCs to ask questions and such so they are 
  not overwhelmed by the read aloud text. Use this 
  information to converse normally with the PCs. Please do 
  NOT simply read the bullet points to the players; allow 
  them some time to roleplay and get to know Ben. He 
  trusts the PCs unless they do anything suspicious or 
  hostile toward him, and sees no reason to hide anything 
  from them. This information is all the truth as Ben knows 
  it and is based on the information he has obtained so far. 
  When roleplaying Ben, keep in mind that he is a quiet 
  and intense young man who is very serious in his quest 
  for justice for his sister.  He would like to have some 
  company, but will not be swayed from his primary goal 
  under any circumstances. 
  • 
  He has been training himself for the last five 
  years, as well as making contacts and keeping 
  tabs on “Jarrad”. 
  • 
  He believes that Jarrad has married twice since 
  his sister’s death. 
  • 
  He has no information on the marriage that 
  came next after his sister, as he took a bit of time 
  to mourn Tess and then to begin his training. It 
  also took him some time to make the necessary 
  contacts needed to keep tabs on Jarrad. 
  • 
  He is aware of pretty much all the details of the 
  marriage to Chelsea, though he found out 
  everything too late to warn and save her. He 
  strongly believes it was Jarrad himself who was 
  sending the “threat” notes to Chelsea, and that 
  he killed her. The notes, as well as the hiring of 
  adventurers to “witness” attacks upon Chelsea 
  was all to set up an alibi for Jarrad when she 
  died. Chelsea was not an unknown farm girl like 
  Tess and the girl who followed her, so he 
  wanted to cover his tracks. 
  • 
  He has not been able to determine WHY he 
  marries these women and then kills them, 
  though he is pretty sure that money is involved 
  somehow. Chelsea was pretty wealthy, and 
  Marissa is wealthy as well as part of an 
  important family. Tess of course was only a poor 
  farm girl, though their father was able to put 
  together a small dowry which was primarily 
  made up of some jewelry which has been passed 
  down through the family for generations. Again, 
  he doesn’t have any information on the other 
  marriage, though he has found enough clues to 
  believe there was one, and that she was a girl 
  similar to Tess. 
  • 
  Jarrad purports to be a merchant dealing in 
  antiques. Ben believes this to be a front for 
  something else, but he doesn’t know what. 
  • 
  Jarrad makes periodic mysterious trips out of 
  town, and is gone for a couple weeks each time. 
  Supposedly these are “scouting” trips for 
  antiques. Ben has tried to follow him a couple of 
  times, but always loses his trail somehow. He 
  makes these trips about 4-5 times a year from 
  what Ben can tell. 
  • 
  The guards are of no help in investigating Jarrad, 
  due to Jarrad’s position. Ben believes it will take 
  hard evidence to convince the authorities of 
  anything. 
  • 
  Ben will be interested in any information or 
  theories the PCs have. He is especially curious 
  of what they learned in the guard house just 
  now, as he was not able to eavesdrop 
  successfully. This information will reinforce his 
  belief that Jarrad is killing his wives for some 
  nefarious purpose. 
   
  Once the PCs and Ben are done talking, he will ask 
  them if they will join him in his quest to seek justice for 
  these poor murdered women. He is willing to tell what 
  he knows to Stephon Kelven, provided the PCs can get 
  him up to see him surreptitiously. He wants to do 
  whatever it takes to prevent more deaths at this man’s 
  hands, but he does not want Jarrad to know of his 
  presence here. 
   
  If the PCs decide to take Ben to see Kelven, he will 
  be most interested in what the intense young man has to 
  say (see previous encounters for roleplaying as Kelven). 
  Kelven has no new info for them, but asks them to 
  continue to investigate. He believes that questioning 
  Jarrad in more detail is the next step. Ben also is eager to 
  check back in on Jarrad, since he has been busy following 
  the PCs all day. 
   
  If the PCs do not take Ben to Kelven, and seem at a 
  loss for what to do next, Ben will suggest that they check 
  back on Jarrad and see what he is up to, since Ben has 
  been busy following the PCs all day. 
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 12 
  ENCOUNTER 12: THE GIFTS 
  See DM Aid: Map#2 – Jarrad’s House 
  This encounter covers the return trip to Jarrad’s house. 
  He is obviously wise to the fact that he is being 
  investigated, since he sent the thugs to attack the PCs in 
  Encounter 7 (though he may not yet know about Ben, 
  depending on the PCs actions so far.). He has by now fled 
  his house, but left a few surprises for curious PCs. 
   
  Back again at Jarrad’s house on Merchants Row, 
  you approach the nice looking home with caution. 
  Ben slips away from your group, though he says he’ll 
  be nearby watching. He does not wish to risk being 
  seen by Jarrad or his informants yet. As you draw 
  near to the house, you notice that all the shutters 
  have been closed since your earlier visit, and the 
  place seems very quiet. Perhaps Jarrad is not at 
  home? 
   
  If the PCs chose to knock on the door, they will 
  receive no answer. They hear no dogs bark if they 
  remember and ask about that. Curious PCs and those 
  with a larceny bent may be tempted to enter the house at 
  this time. While the street is patrolled, they can easily 
  watch and time the patrol’s rounds, or they can choose to 
  go around back and try to break in. The street is fairly 
  quiet, as most of the residents are off working their shops 
  or stalls. There are servants at home in the neighboring 
  houses though, so any loud noises will cause them to alert 
  the patrol. Reference the map of Jarrad’s house (DM Map 
  2) if they chose to try and enter it. 
   
  The front and back doors have an average lock on 
  them (Open Lock check at DC 25). The stat blocks for the 
  doors and the locks are as follows: 
   
  � Wooden Door: 1 in. thick; hardness 5; hp 10; AC 
  5; Break DC 18. 
   
  � Steel Lock: 1 in. thick; hardness 10; hp 10; AC 7; 
  Break DC 24. 
   
  The doors are not trapped externally, so a Search 
  check on the closed and locked doors will find no traps.  
  However should either door be opened without the 
  proper key, a trap will activate just across the threshold.  
  Whenever someone steps into either of the indicated 
  squares, it will go off.  There is one of these traps on the 
  front door and one on the back.  Each must be disabled 
  separately.  So if the PCs leave by a different door than 
  they came in, they will have to face the trap again.  Also, it 
  can hit them again when they leave if they did not disable 
  it the first time through as it automatically resets.  There 
  is only 5 shots loaded per trap, so each will shoot a 
  maximum of 5 times. 
  APL 2 (EL 2) 
   
  � Poison Dart Trap: CR 2; mechanical; location 
  trigger, automatic reset (maximum 5 times); Atk +12 
  ranged, (1d4 plus poison, dart); poison (blue whinnis, DC 
  14 save resists (poison only), 1 Con/unconsciousness); 
  Search DC 18; Disable Device DC 18. 
  APL 4 (EL 4) 
   
  � Poison Dart Trap: CR 4; mechanical; location 
  trigger, automatic reset (maximum 5 times); Atk +16 
  ranged, (1d4+4 plus poison, dart); poison (blue whinnis, 
  DC 
  14 
  save 
  resists 
  (poison 
  only), 
  1 
  Con/unconsciousness); multiple targets (one target in 
  each of two preselected 5-fts. squares); Search DC 20; 
  Disable Device DC 20. 
  APL 6 (EL 6) 
   
  � Whirling Poison Blades: CR 6; mechanical; 
  location trigger, automatic reset (maximum 5 times); Atk 
  +10 melee, (1d4+4/19-20 plus poison, dagger); poison 
  (purple worm poison, DC 24 Fortitude save resists 
  (poison only), 1d6 Str/2d6 Str); multiple targets (one 
  target in each of two preselected 5-fts. squares); Search 
  DC 20; Disable Device DC 20. 
   
  Once they disable or survive the trap, they can 
  explore the house. Jarrad is not planning on returning, so 
  he has taken anything of value and anything obviously 
  incriminating with him. However, if the PCs are smart, 
  they may be able to deduce a few things about him. 
   
  ROOM DESCRIPTIONS:  (Note: all windows and 
  doors are closed until the PCs open them.  No doors are 
  locked except the front & back doors and the secret door.  
  All windows are latched from the inside.  Throughout the 
  house, only basic items and furnishings remain.  There 
  are no items of value left behind.  However, if the PCs 
  state they wish to loot the house, there are mundane 
  everyday items that could be taken – such as plates, 
  simple candlesticks, etc.  If they take ANYTHING from 
  the house, remember this when they are arrested.) 
  • 
  Entry Hall – this room is a long hallway from 
  the front door through the middle of the house.  
  The squares with the X’s are the trapped areas.  
  It’s exits are 6 closed doors and one double wide 
  archway. 
  • 
  Parlor – this room is obviously a formal sitting 
  room.  It has a large fireplace and some sitting 
  chairs and sofas.  Its exits are 2 doors. 
  • 
  Dining Hall – this room is the formal dining 
  room.  A huge table with seating for twelve 
  dominates this room.  Its exits are 2 doors and a 
  large archway. 
  • 
  Kitchen – This is an typical kitchen for a manor 
  of this size.  It has counters, a cold box, cooking 
  stove, etc.  Also a small dining table, probably 
  where the servants ate.  Its exits are 2 doors. 
  • 
  Pantry – This is a large pantry and storage area.  
  It contains boxes of food stuffs and a couple of 
  kegs, one containing wine and one containing 
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 13 
  water.  It also served as access from the servants 
  sleeping quarters to the kitchen.  Its exits are 2 
  doors. 
  • 
  Servants Quarters – This area consists of a short 
  hallway with 2 servants sleeping areas and the 
  servants’ back door.  The squares with the X’s are 
  the trapped areas. 
  • 
  Office – This is a large office, with several sets of 
  shelves and a desk.  If the PCs search around 
  they will find various documents that seem to 
  support an import/export business involving 
  antiques.  However, there is not a ledger or any 
  sort of account book or papers present. 
  • 
  Small Privy – There is a small privy at the end of 
  the Entry Hall. 
  • 
  Bedrooms – These bedrooms would have been 
  suitable for children or as guest rooms.  They 
  appear to be currently set up as guest rooms, 
  with a bed and dresser in each, though it doesn’t 
  look as though anyone has used the furniture in 
  quite a while.  The first bedroom has a locked 
  secret door hidden in it. 
   
  � Wooden Secret Door: 1 in. thick; hardness 5; hp 
  10; AC 5; Break DC 18.  Search DC 20. 
   
  � Steel Lock: 1 in. thick; hardness 10; hp 10; AC 7; 
  Break DC 24; Open Lock 25. 
  • 
  Master Bedroom – This is the large master 
  bedroom.  It has obviously been in recent use, 
  the bed is rumpled and unmade.  It has several 
  dressers that stand with the drawers hanging 
  askew, as though someone had emptied them in 
  a hurry. 
  • 
  Master Bath – a lavish bath off the master 
  bedroom. 
  • 
  Secret Altar Room – Of immediate interest to 
  the PCs are the mean dogs which jump them 
  when they try to enter the room.  The dogs have 
  been sitting very sit and quiet, guarding as 
  ordered. 
  APL 2 (EL 3) 
  � Guard Dogs, Riding Dog (3): hp 15; see Monster 
  Manual, page 272. 
  APL 4 (EL 5) 
  � Guard Dogs, Corrupted Riding Dog (3): hp 19; 
  see Appendix 2. 
  APL 6 (EL 7) 
  � Guard Dogs, Shadow Riding Dog (4): hp 15; see 
  Appendix 3. 
   
  Tactics: The guard dogs are mean and will fight to 
  the death to guard this room as ordered.  They will fight 
  as befits their combat training and intelligence level. 
   
  Treasure: None. 
   
  Developments: Once the PCs dispatch the dogs, 
  they can check out the room.  If the PCs simply close the 
  door and walk away, they will NOT gain the xp for 
  defeating the dogs. 
   
  This room has clearly been stripped top to bottom of 
  all items that might have once been here.  A search check 
  will reveal that it appears there used to be wall hangings, 
  as well as unknown items on recessed nooks throughout 
  the room.  All that remains is a tall coat rack type item in 
  one corner and some sort of altar on the far end of the 
  room.  The altar is clearly of evil origin.  It is made of 
  some sort of black stone, and a search check (DC 20) of it 
  reveals what may be dried blood in some of the crevices 
  on the top.  That check also reveals that there is a spot on 
  the front of the altar that looks as though it would have 
  held a symbol of some kind, however none is currently 
  there. 
   
  You should go directly to Encounter 13 whenever 
  the PCs exit the house. 
  ENCOUNTER 13: THE 
  HONEYMOON’S OVER 
  If the PCs have spent more than 5 minutes inside the 
  house, they run the risk of encountering the patrol as 
  they leave. If they made noise entering, such as breaking 
  down the door or windows, then the neighbors have 
  summoned the patrol, who are waiting to arrest them. If 
  the PCs did not enter the house or left it very quickly 
  without exploring at all, then skip this encounter. 
   
  As you exit the house, you see a group of 
  Loftwick guardsmen waiting for you. Several of 
  them have crossbows aimed toward you, while 
  others are bearing longspears at the ready. 
   
  The man in the center of the group addresses 
  you. “You are under arrest for the unlawful act of 
  breaking and entering. Put down your weapons and 
  raise both hands above your head. Come quietly and 
  you will not be harmed.” 
   
  Allow the PCs to react here. They may take actions as 
  desired. However, attacking guardsmen in Loftwick is a 
  very bad idea. If the PCs try to fight them, give it to them 
  with both barrels. Every 5 rounds, 4 more guardsmen will 
  arrive on the scene. At the start of the battle, half of the 
  NPCs will be using longbows, half longspears. If the PCs 
  fight the guards, they will NOT gain the XP for 
  “Diplomacy with the guards” as listed in the Experience 
  Point Summary. 
   
  If the PCs try to talk their way out of it, they may use 
  Diplomacy only. These guards cannot be intimidated out 
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 14 
  of doing their job. A successful Diplomacy check will 
  allow the PCs to state their case, and the sergeant will act 
  accordingly. For example, they may be able to convince 
  the guards to check out what they’ve found in the house 
  before they go to jail, or perhaps they want the guards to 
  take them to Kelven, rather than jail. On a full success, 
  any reasonable request will be met. However, he will not 
  simply let them go, no matter what the check result is. 
  Have the players tell you exactly what they are saying, as 
  it will affect the check. See the list below for modifiers 
  and results to the check. You do not need to apply the 
  penalty for rushed Diplomacy, as the guards are not 
  hotheads and will take the time to hear the PCs’ story. 
  However, they get only one try. 
   
  Diplomacy modifiers: 
  • 
  +2 for each PC in militia or army gear 
  • 
  +5 for mentioning Kelven’s name 
  • 
  +3 for making a good speech to the NPCs (this is 
  a little roleplaying bonus at the DMs discretion) 
  • 
  -20 for each PC that is Wanted in the Yeomanry 
  or Banned from the Yeomanry 
  • 
  -5 for threatening the guards or trying to 
  intimidate them before trying Diplomacy 
   
  A Diplomacy check of 14 or less will get them 
  nothing. The guards will again insist on the PCs 
  unconditional surrender. They will have to spend time in 
  jail (eventually the situation will be sorted out) and pay a 
  fine. They will not believe the PCs story or help them in 
  any way. Give the PCs the first Burglar! entry on the AR. 
   
  A Diplomacy check of 15-24 will allow the PCs to 
  explain the situation to the guards, but they will still need 
  to surrender as they did break the law. However, the 
  guards will be sympathetic and understanding, and they 
  will be willing to send for Kelven once the PCs are in jail 
  (if they request it) to speak on their behalf. Otherwise, 
  they will agree to check out their story while the PCs are 
  in jail. As the PCs have stolen nothing from the house, 
  Kelven will vouch for them, and will negotiate with the 
  captain for the PCs to pay a smaller fine and serve a 
  reduced sentence. Give the PCs the second Burglar! entry 
  on the AR. 
   
  A Diplomacy check of 25-39 will get the guards to 
  Friendly. The guards believe the PCs mean well and will 
  do what they can to honor their requests. They will have 
  to remain in custody for the moment, however, they may 
  keep their weapons on their person if they sheath them 
  or otherwise put them away. If the PCs think to ask to be 
  taken to Kelven or ask for Kelven to be brought to the 
  jail, he will vouch for them. As the PCs have stolen 
  nothing from the house, they will be let off with a small 
  fine and no time served. Give the PCs the third Burglar! 
  entry on the AR. 
   
  A Diplomacy check of 40 or higher is full success. 
  The guards will stand down and try to help the PCs 
  however they can. The PCs will not be arrested, but the 
  guards will ask them to stay in town until they verify 
  their story with Kelven. The PCs don’t receive any of the 
  Burglar! entries. 
  All APLs (EL 10+) 
  � Guardsmen, Male Human Fighter3: hp 27; see 
  Appendix 5. 
   
  Tactics: The guardsmen will attack with non-lethal 
  blows until one of them is dropped. Then they will attack 
  to kill. The longbow users each have 5 sleep arrows, and 
  20 regular arrows. The longbow wielders will drop the 
  bows and switch to their longspears if an opponent closes 
  to melee with them or if any guardsman is dropped. 
   
  Treasure: None.  The PCs will not have the time to 
  loot the bodies of the guardsmen, as more will be on the 
  way every few rounds. 
   
  Developments: If the PCs are defeated in combat by 
  non-lethal means, they will awaken in jail a number of 
  hours later. Any that are killed in combat are taken to the 
  Church of the Seven Faiths for disposal. If some PCs 
  lived, once they get out of jail, they can attempt to claim 
  the bodies of their deceased companions if they wish. If 
  any of the guardsmen are killed, the PCs will receive the 
  “Murderer!” entry on the AR. 
  CONCLUSION 
  If the PCs did not encounter the guards, you will need to 
  alter this text to fit. 
   
  The mess with the guards finally sorted out, you 
  find yourself alone with Stephon Kelven again. His 
  demeanor is different than when you first met him 
  this morning. He was concerned then, though not 
  unduly so. Now he is visibly disturbed at all that has 
  transpired. 
   
  “I thank you for all that you have done for me 
  and for Marissa. Though she is heartbroken now, in 
  time she, too, will be grateful for your aid. I wish we 
  could have detained this man, this Jarrad or Daniel, 
  or whatever his true name is, but the important 
  thing is that my daughter is safe from the fate that 
  met those other poor women.” 
   
  “Also, I have been contacted by our mutual 
  friend Ben. He wishes me to pass on to you his 
  apologies on being unable to aid you with the 
  guards. He did not see anything that he could do to 
  improve the situation and feared his appearance 
  would only further muddy the waters. He feels he 
  must do whatever he can to track down this man, 
  this perpetual groom, and exact his revenge. May the 
  gods damn me, but I wish him well on his task.” 
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 15 
   
  “Here is the gold I promised you, and with it a 
  bonus for all your troubles. If you ever need a favor 
  that I can provide, you have but to call on me.” 
   
  If the PCs explored the house and found the secret 
  room and then passed that info on to Kelven, the guards, 
  or both, add the following. 
   
  “The knowledge of this ‘altar room’ concerns me. 
  It leads me to believe this is not a simply case of 
  greed, but something far more sinister. What dark 
  deity did he serve in that room? If indeed his goal 
  with these women was to collect money, for what 
  dark purpose was that money used? And why the two 
  girls without money? What did he gain from that? 
  Well, you can be sure the authorities have been 
  alerted to his possible misdeeds. Though they can do 
  little with simply my word to guide them, at least no 
  other girls will fall victim in this place. I plan to talk 
  with Melinda herself about this, to see whether she 
  feels he could be a threat to the greater safety of the 
  Yeomanry. I hope you will make yourselves available 
  should she wish to speak with you.” 
   
  If any of the PCs were killed by fighting the guards, 
  the living PCs may go to the Co7F to claim the bodies. 
  The priests will turn the bodies over to them without too 
  much hassle. If it has been more than one week, the 
  bodies will have been buried and will have to be dug up, 
  for a cost of 20gp per body to pay the gravediggers again. 
  If the PCs wish to be returned to life, the regular rule for 
  such spell casting in the Yeomanry applies. How long the 
  living PCs had to spend in jail may alter which spells may 
  be used on the dead PCs. 
  CAMPAIGN CONSEQUENCES 
  Please take a moment RIGHT NOW to answer the 
  questions on the Critical Events page at the end of this 
  adventure. If you are at a convention, please give the 
  results to your Senior DM or a current triad member if 
  they are present. If you are the Senior DM or a home 
  game DM, please send the results to the triad at 
  POC@yeomanry.net. If you cannot email the results, 
  please ask a player at the table to do it for you. The CES is 
  very important to future Yeoman adventures. 
  ATTENTION DMS:  At this time, anyone who had 
  played YEO5-IS1 with this character and earned the 
  Favor of Jarrad Udric needs to give you their AR and you 
  need to MARK OFF the favor.  You can mark it 
  “Withdrawn” or simply X it off.  He no longer grants 
  them this favor. 
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 9 
  Defeat the ambushers. 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
  Encounter 12 
  Disable or survive the traps. 
   
  APL 2: 60 xp. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
  Encounter 12 
  Defeat the guard dogs. 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
  Encounter 13 
  Diplomacy with the guards. 
   
  APL 2: 60 xp. 
   
  APL 4: 60 xp. 
   
  APL 6: 60 xp. 
  Story Award 
  Find out useful information and report it to Stephon 
  Kelven. 
   
  APL 2: 45 xp. 
   
  APL 4: 70 xp. 
   
  APL 6: 90 xp. 
  Find the secret altar room. 
   
  APL 2: 45 xp. 
   
  APL 4: 70 xp. 
   
  APL 6: 90 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 16 
   
  APL 6: 900 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the item 
  does and how to activate it.  Other times they may attempt 
  to use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 9 
  APL 2: L: 189 gp, C: 5 gp, M: scroll of haste (31 gp), 
  scroll of arcane sight (31 gp), scroll of summon monster 1 
  (2 gp), scroll of lightning bolt (31 gp), scroll of cure 
  moderate wounds (17 gp), bracers of armor +1 (83 gp), 
  breastplate +1 (113 gp), 2 potion of remove fear (8 gp), 
  Quaal's feather token (bird) (25 gp). 
  APL 4: L: 142 gp, C: 5 gp, M: scroll of haste (31 gp), 
  scroll of arcane sight (31 gp), scroll of summon monster 1 
  (2 gp), scroll of lightning bolt (31 gp), scroll of cure 
  moderate wounds (17 gp), 2 bracers of armor +1 (167 gp), 
  breastplate +1 (113 gp), 2 potion of remove fear (8 gp), 
  Quaal's feather token (bird) (25 gp), banded mail +1 (117 
  gp), pearl of power 1st level (83 gp), splint mail +1 (110 
  gp). 
  APL 6: L: 116 gp, C: 5 gp, M: scroll of haste (31 gp), 
  scroll of arcane sight (31 gp), scroll of summon monster 1 
  (2 gp), scroll of lightning bolt (31 gp), scroll of cure 
  moderate wounds (17 gp), 2 bracers of armor +1 (167 gp), 
  breastplate +1 (113 gp), 2 potion of remove fear (8 gp), 
  Quaal's feather token (bird) (25 gp), banded mail +1 (117 
  gp), pearl of power 1st level (83 gp), splint mail +1 (110 
  gp), cloak of resistance (83 gp), potion of cure light wounds 
  (4 gp), scroll of false life (13 gp), scroll of knock (13 gp), 
  wand of burning hands (63 gp), scroll of silent image (2 
  gp), heavy mace +1 (193 gp), panic button (meandering) 
  (63 gp), rod of Metamagic, enlarge lesser (250 gp). 
  Encounter 12 
  APL 2: L: 0 gp, C: 0 gp, M: (0 gp). 
  APL 4: L: 0 gp, C: 0 gp, M: (0 gp). 
  APL 6: L: 0 gp, C: 0 gp, M: (0 gp). 
  Conclusion 
  APL All: L: 0 gp, C: 75 gp, M: (0 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 189 gp, C: 80 gp, M: 341 gp – Total: 610 gp 
  (450 gp). 
  APL 4: L: 142 gp, C: 50 gp, M: 735 gp – Total: 957 gp 
  (650 gp). 
  APL 6: L: 116 gp, C: 80 gp, M: 1419 gp – Total: 1615 
  gp (900 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Favor of Stephon Kelven: You have earned the 
  favor of a very powerful man in the Yeomanry. He will 
  aid you however he can. This favor counts as 2 
  Yeomanry Influence Points when used normally, and 4 
  when used for a political reward. Mark this favor as 
  USED when the IPs are spent. 
  � Spellbook I: You have recovered a spellbook with 
  the following spells: 1st – erase, expeditious retreat, mage 
  armor, summon monster I, unseen servant; 2nd – mirror 
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 17 
  image, obscure object, spider climb.  Weight: 3 lbs.; Price: 550 
  gp. 
  � Spellbook II: You have recovered a spellbook with 
  the following spells: 1st – chill touch, comprehend 
  languages, expeditious retreat, hypnotism, lesser orb of acid 
  (Spell Compendium), magic missile, silent image, sleep; 2nd – 
  glitterdust, summon monster II, Tasha’s hideous laughter, 
  touch of idiocy; 3rd – deep slumber, protection from energy, 
  secret page, shrink item.  Weight: 3 lbs.; Price: 1,400 gp. 
  � Burglar!: You were caught breaking into a private 
  home in Loftwick.  The result is (circle the appropriate 
  result): 
  • 
  Serve 15 additional TUs in a work gang and 
  pay a fine of 150 gp. 
  • 
  Stephon Kelven has spoken on your behalf.  
  You will serve a reduced sentence of 5 
  additional TUs and pay a fine of 50 gp. 
  • 
  Stephon Kelven has spoken significantly on 
  your behalf.  You will be released from jail 
  with time served and pay a fine of 50 gp. 
   
  � Murderer!: You killed a Loftwick guardsman while 
  he was simply trying to do his job. You will serve 100 
  additional TUs in a work gang and pay a fine of 2,000 
  gp.  Additionally, the government is extremely 
  unhappy with your unlawful behavior - if you are a 
  member of the military or the Co7F, your membership 
  is revoked, you immediately lose all benefits granted by 
  them, and you may never again join either 
  organization. 
  Item Access 
  APL 2: 
  • 
  Fairy Button (Adventure; Complete Mage; 
  Limit 3) 
  • 
  Quaal’s Feather Token, Bird (Adventure; 
  Dungeon Master’s Guide) 
  • 
  Spellbook I (Adventure; See Above) 
  • 
  Spellbook II (Adventure; See Above) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Pearl of Power, 1st Level Spell (Adventure; 
  Dungeon Master’s Guide) 
   
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Metamagic Rod, Enlarge, Lesser (Adventure; 
  Dungeon Master’s Guide; Limit 1) 
  • 
  Panic 
  Button, 
  Meandering 
  (Adventure; 
  Complete Scoundrel; Limit 3) 
   
   
   
   
   
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 18 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 9 
   
   
   
   
  T H U G  1 
  CR  1 
  Female human fighter 1 
  CN Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1  
  Languages Common  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 armor) 
  hp 9 (1 HD);   
  Fort +4, Ref +1, Will +1 
   
  Speed 20 ft. in banded mail (4 squares), base movement 30 ft. 
  Melee mw bastard sword +4 (1d10+3/19-20) 
  Base Atk +1; Grp +3 
  Atk Options Power Attack 
  Special Actions Quick Draw, Second Wind 
  Combat Gear caltrops, smokestick, acid flask x2 
  Abilities Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 10  
  Feats Power Attack, Quick Draw, Second Wind,  
  Skills Handle Animal +2, Intimidate +2, Jump -1, Ride +3, 
  Possessions combat gear plus mw bastard sword, mw banded 
  mail, noble’s outfit, belt pouch, 8gp. 
  Description  
  Sources Second Wind (Miniatures Handbook) 
   
  T H U G  2 
  CR  1 
  Male human Wizard 1 
  NE Medium humanoid (half-elf) 
  Init +2; Senses low-light vision, Listen +3, Spot +3  
  Languages Common, Elven, Draconic  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 mage armor) 
  hp 8 (1 HD);  
  Immune sleep 
  Fort +2, Ref +2, Will +2 (+4 against enchantment) 
   
  Speed 30 ft. (6 squares), base movement 30 ft.; 
  Melee dagger +1 (1d4+1/19-20) or 
  Ranged dagger +2 (1d4+1/19-20) 
  Base Atk +0; Grp +1 
  Combat Gear scroll of haste 
  Class Spells Prepared (CL 1st): 
   1st—grease (DC 12), mage armor 
   0—acid splash (+2 ranged touch), ray of frost (+2 ranged touch), 
  touch of fatigue (+1 touch) 
  �Already cast 
  Abilities Str 12, Dex 15, Con 14, Int 13, Wis 10, Cha 8  
  SQ elven blood 
  Feats Scribe Scroll, Toughness,  
  Skills Diplomacy +1, Gather Information +1, Knowledge 
  (Arcana) +5, Knowledge (Geography) +5, Knowledge 
  (History) +3, Listen +3, Move Silently +5, Search +2, Spot +3, 
  Spellcraft +3, 
  Possessions combat gear plus cat familiar, dagger, backpack, 
  hemp rope (50ft), waterskin, spellbook, spell component 
  pouch, scroll case, scroll of arcane sight, 3gp. 
  Spellbook spells prepared plus 0—arcane mark, dancing lights, 
  daze, detect magic, detect poison, disrupt undead, flare, ghost sound, 
  light, mage hand, mending, message, open/close, prestidigitation, 
  read magic, resistance; 1st—erase, expeditious retreat. 
  Description  
   
  T H U G  3 
  CR  2 
  Male elf wizard 2 
  CE Medium humanoid (human) 
  Init +1; Senses low-light vision, Listen +8, Spot +5  
  Languages Common, Elven, Draconic, Goblin 
  AC 12, touch 11, flat-footed 11 
   (+1 Dex, +1 armor) 
  hp 8 (2 HD);  
  Immune sleep 
  Fort +1, Ref +1, Will +4 
  Speed 30 ft. (6 squares), base movement 30 ft.; 
  Melee club +2 (1d6+1)  
  Base Atk +1; Grp +2 
  Atk Options spells 
  Combat Gear scroll of summon monster 1, scroll of lightning bolt, 
  scroll of cure moderate wounds, caltrops, 7gp. 
  Class Spells Prepared (CL 2nd): 
   1st—magic missile, orb of acid lesser (+2 ranged touch), sleep (DC 
  13) 
   0—acid splash (+2 ranged touch), daze (DC 12), ray of frost (+2 
  ranged touch), resistance 
  Abilities Str 13, Dex 12, Con 12, Int 15, Wis 12, Cha 8  
  Feats Scribe Scroll, Skill Focus (Concentration) 
  Skills Concentration +9, Knowledge (History) +7, Knowledge 
  (Planes) +7, Listen +8, 
  Possessions combat gear plus club, scroll case, 5 sheets paper, 
  waterskin, bracers of armor +1, spell component pouch with 
  fairy button, inkpen, ink 1 oz vial, spellbook, bat familiar, 7 
  gp. 
  Spellbook spells prepared plus 0—all; 1st—chill touch, 
  comprehend languages, expeditious retreat, hypnotism, silent image. 
  Description  
  Sources Fairy button (Complete Mage) 
   
  T H U G  4 
  CR  1 
  Male dwarf fighter 1 
  N Medium humanoid (human) 
  Init +0; Senses darkvision, Listen -1, Spot -1  
  Languages Common, dwarven, goblin 
  AC 16, touch 10, flat-footed 16 
   (+6 armor) 
  hp 9 (1 HD);   
  Fort +4 (+6 against poison), Ref +0, Will -1 
   
  Speed 20 ft. in splint mail (4 squares), base movement 20 ft.; 
  Melee mw morningstar +4 (1d8+2) or 
  Melee mw spiked gauntlet +4 (1d4+2) 
  Base Atk +1; Grp +3 
  Atk Options Blind Fight, +1 attacks against orcs and 
  goblinoids, +4 dodge bonus to AC against giants 
  Special Actions  
  Combat Gear smokestick 
  Abilities Str 15, Dex 10, Con 15, Int 12, Wis 8, Cha 12  
  SQ Dwarven racial enemy, stonecunning, +4 dodge vs. giants 
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 19 
  Feats Blind-Fight, Endurance  
  Skills Climb -1, Handle Animal +5, Jump -1, 
  Possessions combat gear plus mw spiked gauntlet, mw 
  Morningstar, splint mail, backpack, silk rope (50ft), 
  grappling hook, 9gp. 
  Description  
   
  T H U G  5 
  CR  2 
  Male wood elf warrior 3 
  CG Medium humanoid (wood elf) 
  Init +6; Senses low-light vision, Listen +1, Spot +1  
  Languages Common, Elven, Goblin 
  AC 20, touch 12, flat-footed 18 
   (+2 Dex, +6 armor, +2 shield) 
  hp 18 (3 HD);   
  Immune sleep 
  Fort +3, Ref +5, Will +0 
   
  Speed 20 ft. in breastplate (4 squares), base movement 30 ft.; 
  Melee mw heavy mace +7 (1d8+3)  
  Base Atk +3; Grp +5 
  Combat Gear 2 potion remove fear, thunderstone, alchemist’s fire 
  Abilities Str 17, Dex 14, Con 11, Int 12, Wis 8, Cha 10  
  SQ +2 to saves vs. enchantment 
  Feats Improved Initiative, Lightning reflexes  
  Skills Handle Animal +6, Jump +5, Listen +1, Ride +10, 
  Possessions combat gear plus breastplate +1, mw heavy 
  wooden shield, mw heavy mace, backpack, silk rope (50ft), 
  Quaal’s feather token (bird), 9gp. 
  Description  
  ENCOUNTER 12 
   
   
   
   
  P O I S O N  D A R T  T R A P 
  CR  2 
  Description Should either door be opened without the special 
  key, a trap will activate just across the threshold.  Whenever 
  someone steps into either of the indicated squares, it will go 
  off.  There is one of these traps on the front door and one on 
  the back.  Each must be disabled separately. 
  Search DC 18; Type mechanical 
  Trigger location, 
  Effect ranged +12 dart (1d4+poison); poison (blue whinnis, DC 
  14 save resists (poison only), 1 Con/unconsciousness); 
  Disarm Disable Device DC 18. 
  
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  Page 20 
  APPENDIX 2 – APL 4 
   
  ENCOUNTER 9 
   
   
   
   
  T H U G  1 
  CR  2 
  Female human fighter 2 
  CN Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1  
  Languages Common  
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +7 armor) 
  hp 18 (2 HD);   
  Fort +5, Ref +1, Will +1 
   
  Speed 20 ft. in banded mail (4 squares), base movement 30 ft. 
  Melee mw bastard sword +4 (1d10+3/19-20) 
  Base Atk +2; Grp +4 
  Atk Options Power Attack, Cleave 
  Special Actions Quick Draw, Second Wind 
  Combat Gear caltrops, smokestick, acid flask x2 
  Abilities Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 10  
  Feats Power Attack, Quick Draw, Second Wind, Cleave, 
  Skills Handle Animal +2, Intimidate +3, Jump +0, Ride +3, 
  Possessions combat gear plus mw bastard sword, mw banded 
  mail, noble’s outfit, belt pouch, 8gp. 
  Description  
  Sources Second Wind (Miniatures Handbook) 
   
  T H U G  2 
  CR  2 
  Male human Wizard 2 
  NE Medium humanoid (half-elf) 
  Init +2; Senses low-light vision, Listen +3, Spot +3  
  Languages Common, Elven, Draconic  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +1 bracers of armor, +4 mage armor) 
  hp 12 (2 HD);  
  Immune sleep 
  Fort +2, Ref +2, Will +3 (+5 against enchantment) 
   
  Speed 30 ft. (6 squares), base movement 30 ft.; 
  Melee dagger +2 (1d4+1/19-20) or 
  Ranged dagger +3 (1d4+1/19-20) 
  Base Atk +1; Grp +2 
  Combat Gear scroll of haste 
  Class Spells Prepared (CL 2nd): 
   1st—grease (DC 13), mage armor, summon monster 1 
   0—acid splash (+3 ranged touch), daze (DC 12), ray of frost (+3 
  ranged touch), touch of fatigue (+2 touch) 
  �Already cast 
  Abilities Str 12, Dex 15, Con 14, Int 13, Wis 10, Cha 8  
  SQ elven blood 
  Feats Scribe Scroll, Toughness,  
  Skills Diplomacy +1, Gather Information +1, Knowledge 
  (Arcana) +6, Knowledge (Geography) +6, Knowledge 
  (History) +3, Listen +3, Move Silently +5, Search +2, Spot +3, 
  Spellcraft +6, 
  Possessions combat gear plus cat familiar, bracers of armor +1, 
  dagger, backpack, hemp rope (50ft), waterskin, spellbook, 
  spell component pouch, scroll case, scroll of arcane sight, 3gp. 
  Spellbook spells prepared plus 0—all; 1st—erase, expeditious 
  retreat, unseen servant. 
  Description  
   
  T H U G  3 
  CR  4 
  Male elf wizard 4 
  CE Medium humanoid (human) 
  Init +1; Senses low-light vision, Listen +8, Spot +6  
  Languages Common, Elven, Draconic, Goblin 
  AC 12, touch 11, flat-footed 11 
   (+1 Dex, +1 armor) 
  hp 15 (4 HD);  
  Immune sleep 
  Fort +2, Ref +2, Will +5 
  Speed 30 ft. (6 squares), base movement 30 ft.; 
  Melee club +3 (1d6+1)  
  Base Atk +2; Grp +3 
  Atk Options spells 
  Combat Gear scroll of summon monster 1, scroll of lightning bolt, 
  scroll of cure moderate wounds (arcane), caltrops, pearl of power 1st-
  level. 
  Class Spells Prepared (CL 4th): 
  2nd—glitterdust (DC 15), summon monster 2, touch of idiocy (+3 
  touch) 
  1st—chill touch (+3 touch), magic missile, orb of acid lesser (+3 
  ranged touch), sleep (DC 15) 
   0—acid splash (+3 ranged touch), daze (DC 14), ray of frost (+3 
  ranged touch), resistance 
  Abilities Str 13, Dex 12, Con 12, Int 16, Wis 12, Cha 8  
  Feats Scribe Scroll, Skill Focus (Concentration)Spell Focus 
  (Enchantment) 
  Skills Concentration +11, Decipher Script +4, Knowledge 
  (History) +9, Knowledge (Planes) +9, Listen +8, Spellcraft 
  +10, Spot +6, 
  Possessions combat gear plus club, scroll case, 5 sheets paper, 
  waterskin, bracers of armor +1, spell component pouch with 
  fairy button, inkpen, ink 1 oz vial, spellbook, bat familiar, 7 
  gp. 
  Spellbook spells prepared plus 0—all; 1st—comprehend 
  languages, expeditious retreat, hypnotism, silent image; 2nd—. 
  Description  
  Sources Fairy button (Complete Mage) 
   
  T H U G  4 
  CR  2 
  Male dwarf fighter 2 
  N Medium humanoid (human) 
  Init +0; Senses darkvision, Listen -1, Spot -1  
  Languages Common, dwarven, goblin 
  AC 18, touch 10, flat-footed 18 
   (+7 armor, +1 shield) 
  hp 18 (2 HD);   
  Fort +5 (+7 against poison), Ref +0, Will -1 
   
  Speed 20 ft. in splint mail (4 squares), base movement 20 ft.; 
  Melee mw morningstar +5 (1d8+2) or 
  Melee mw spiked gauntlet +5 (1d4+2) 
  Base Atk +2; Grp +4 
  Atk Options Improved Shield Bash, Blind Fight, +1 attacks 
  against orcs and goblinoids, +4 dodge bonus to AC against 
  giants 
  Special Actions  
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 21 
  Combat Gear smokestick 
  Abilities Str 15, Dex 10, Con 15, Int 12, Wis 8, Cha 12  
  SQ Dwarven racial enemy, stonecunning, +4 dodge vs. giants 
  Feats Blind-Fight, Endurance Improved Shield Bash, 
  Skills Climb +1, Handle Animal +6, Jump +1, 
  Possessions combat gear plus mw spiked gauntlet, mw 
  Morningstar, splint mail +1, light steel shield, backpack, silk 
  rope (50ft), grappling hook. 
  Description  
   
  T H U G  5 
  CR  2 
  Male wood elf warrior 3 
  CG Medium humanoid (wood elf) 
  Init +6; Senses low-light vision, Listen +1, Spot +1  
  Languages Common, Elven, Goblin 
  AC 20, touch 12, flat-footed 18 
   (+2 Dex, +6 armor, +2 shield) 
  hp 18 (3 HD);   
  Immune sleep 
  Fort +3, Ref +5, Will +0 
   
  Speed 20 ft. in breastplate (4 squares), base movement 30 ft.; 
  Melee mw heavy mace +7 (1d8+3)  
  Base Atk +3; Grp +5 
  Combat Gear 2 potion remove fear, thunderstone, alchemist’s fire 
  Abilities Str 17, Dex 14, Con 11, Int 12, Wis 8, Cha 10  
  SQ +2 to saves vs. enchantment 
  Feats Improved Initiative, Lightning reflexes  
  Skills Handle Animal +6, Jump +5, Listen +1, Ride +10, 
  Possessions combat gear plus breastplate +1, mw heavy 
  wooden shield, mw heavy mace, backpack, silk rope (50ft), 
  Quaal’s feather token (bird), 9gp. 
  Description  
   
  ENCOUNTER 12 
   
   
   
   
  P O I S O N  D A R T  T R A P 
  CR  4 
  Description Should either door be opened without the special 
  key, a trap will activate just across the threshold.  Whenever 
  someone steps into either of the indicated squares, it will go 
  off.  There is one of these traps on the front door and one on 
  the back.  Each must be disabled separately 
  Search DC 20;  Type mechanical 
  Trigger location, 
  Effect ranged +16 dart (1d4+4 plus poison); poison (blue 
  whinnies, 
  D 
  14 
  save 
  resists 
  (poison 
  only), 
  1 
  Con/unconsciousness); multiple targets (one target in each 
  of two preselected 5-ft squares) 
  Disarm Disable Device DC 20.  
   
  R I D I N G  D O G,  C O R R U P T E D 
  CR  2 
  Male riding dog 
  NE Medium Aberration 
  Init +1; Senses low-light vision, scent, darkvision, Listen +4, 
  Spot +4  
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 natural)  
  hp 19 (2 HD); fast healing 1;  
  Immune acid 
  Fort +7, Ref +4, Will +0 
  Speed 40 ft. (8 squares), base movement 40 ft.; 
  Melee bite +5 (1d8+5) 
  Base Atk +1; Grp +5 
  Atk Options Disruptive Attack +1 damage 
  Abilities Str 19, Dex 13, Con 19, Int 2, Wis 10, Cha 4  
  SQ enhanced power 
  Feats Alertness, Track, Feat, Feat, Feat  
  Skills Jump +10, Listen +4, Spot +4, Swim +5, 
  Disruptive Attack (Su) The corrupt creature deals additional 
  vile damage when it touches uncorrupted, living, corporeal 
  nonoutsiders.  The amount of vile damage dealt is equal to 
  half the creature’s Hit Dice (max 20 points of vile damage).  
  A corrupted creatures natural weapons are treated as evil for 
  purposes of overcoming damage reduction. 
  Fast Healing (Ex) Each round, a corrupted creature heals 
  damage equal to half it’s Hit Dice (max of 10 points healed).  
  Enhanced Power (Su) The save DC’s of any and all of the 
  corrupt creature’s special attacks increase by +4. 
  Skills Riding dogs have a +4 racial bonus on Jump checks and a 
  +4 bonus on Survival checks when tracking by scent. 
  Description Looks like a regular riding dog except it’s features 
  appear to be twisted in a hideous appearance. 
  Sources Corrupted Template (Book of Vile Darkness) 
   
   
  
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  Page 22 
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 9 
   
   
   
   
  T H U G  1 
  CR  4 
  Female human fighter 4 
  CN Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1  
  Languages Common  
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +7 armor) 
  hp 36 (4 HD);   
  Fort +6, Ref +2, Will +2 
   
  Speed 20 ft. in banded mail (4 squares), base movement 30 ft. 
  Melee mw bastard sword +8 (1d10+4/19-20) 
  Base Atk +4; Grp +7 
  Atk Options Power Attack, Cleave, Eviscerator 
  Special Actions Quick Draw, Second Wind, Improved Sunder 
  Combat Gear caltrops, smokestick, acid flask x2, panic button 
  (meandering) 
  Abilities Str 16, Dex 13, Con 14, Int 8, Wis 12, Cha 10  
  Feats Power Attack, Quick Draw, Second Wind, Cleave, 
  Eviscerator, Improved Sunder, 
  Skills Handle Animal +2, Intimidate +5, Jump +3, Ride +3, 
  Possessions combat gear plus mw bastard sword, banded mail 
  +1, noble’s outfit, belt pouch, 8gp. 
  Description  
  Sources Second Wind (Miniatures Handbook), Eviscerator 
  (Libris Mortis) 
   
  T H U G  2 
  CR  4 
  Male human Wizard 4 
  NE Medium humanoid (half-elf) 
  Init +6; Senses low-light vision, Listen +3, Spot +3  
  Languages Common, Elven, Draconic  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +1 bracers of armor, +4 mage armor) 
  hp 21 (4 HD);  
  Immune sleep 
  Fort +3, Ref +3, Will +4 (+6 against enchantment) 
   
  Speed 30 ft. (6 squares), base movement 30 ft.; 
  Melee dagger +3 (1d4+1/19-20) or 
  Ranged dagger +4 (1d4+1/19-20) 
  Base Atk +2; Grp +3 
  Combat Gear scroll of haste, scroll of false life, scroll of knock, scroll of 
  silent image, potion of cure light wounds, wand of burning 
  hands 
  Class Spells Prepared (CL 4th): 
  2nd—mirror image (2), spider climb� 
  1st—expeditious retreat, grease (DC 13), mage armor�, summon 
  monster 1 
   0—acid splash (+4 ranged touch), daze (DC 12), ray of frost (+4 
  ranged touch), touch of fatigue (+3 touch) 
  �Already cast 
  Abilities Str 12, Dex 15, Con 14, Int 14, Wis 10, Cha 8  
  SQ elven blood 
  Feats Improved Initiative, Scribe Scroll, Toughness,  
  Skills Decipher Script +3, Diplomacy +1, Gather Information 
  +1, Knowledge (Arcana) +9, Knowledge (Geography) +7, 
  Knowledge (History) +5, Listen +3, Move Silently +5, Search 
  +3, Spot +3, Spellcraft +11, 
  Possessions combat gear plus cat familiar, bracers of armor +1, 
  dagger, backpack, hemp rope (50ft), waterskin, spellbook, 
  spell component pouch, scroll case, scroll of arcane sight, 8gp. 
  Spellbook spells prepared plus 0—all; 1st—erase, unseen servant; 
  2nd—obscure object 
  Description  
   
  T H U G  3 
  CR  6 
  Male elf wizard 6 
  CE Medium humanoid (human) 
  Init +1; Senses low-light vision, Listen +8, Spot +7  
  Languages Common, Elven, Draconic, Goblin 
  AC 12, touch 11, flat-footed 11 
   (+1 Dex, +1 armor) 
  hp 23 (6 HD);  
  Immune sleep 
  Fort +3, Ref +3, Will +6 
  Speed 30 ft. (6 squares), base movement 30 ft.; 
  Melee club +4 (1d6+1)  
  Base Atk +3; Grp +4 
  Atk Options spells 
  Special Actions Improved Counterspell 
  Combat Gear scroll of summon monster 1, scroll of lightning bolt, 
  scroll of cure moderate wounds (arcane), caltrops, pearl of power 1st-
  level, rod of metamagic, enlarge lesser. 
  Class Spells Prepared (CL 6th): 
  3rd—deep slumber (2) (DC 17), protection from energy 
  2nd—glitterdust (DC 15), summon monster 2, Tasha’s hideous 
  laughter (DC 16) 
  1st—chill touch (+4 touch) (DC 14), expeditious retreat (silent), 
  magic missile (2), orb of acid lesser (+4 ranged touch) 
   0—acid splash (+4 ranged touch), daze (DC 13), ray of frost (+4 
  ranged touch), resistance 
  Abilities Str 13, Dex 12, Con 12, Int 16, Wis 12, Cha 8  
  Feats Improved Counterspell, Scribe Scroll, Skill Focus 
  (Concentration)Spell Focus (Enchantment), Silent Spell 
  Skills Concentration +13, Decipher Script +5, Knowledge 
  (History) +10, Knowledge (Planes) +10, Listen +8, Spellcraft 
  +12, Spot +7, 
  Possessions combat gear plus club, scroll case, 5 sheets paper, 
  waterskin, bracers of armor +1, spell component pouch with 
  fairy button, inkpen, ink 1 oz vial, spellbook, bat familiar, 7 
  gp. 
  Spellbook spells prepared plus 0—all; 1st—comprehend 
  languages, hypnotism, silent image, sleep; 2nd—touch of idiocy; 
  3rd—secret page, shrink item. 
  Description  
  Sources Fairy button (Complete Mage) 
   
  T H U G  4 
  CR  4 
  Male dwarf fighter 4 
  N Medium humanoid (human) 
  Init +0; Senses darkvision, Listen -1, Spot -1  
  Languages Common, dwarven, goblin 
  AC 18, touch 10, flat-footed 18 
   (+7 armor, +1 shield) 
  hp 41 (4 HD);   
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 23 
  Fort +7 (+9 against poison), Ref +2, Will +1 
   
  Speed 20 ft. in splint mail (4 squares), base movement 20 ft.; 
  Melee mw morningstar +8 (1d8+3) or 
  Melee mw spiked gauntlet +8 (1d4+3) 
  Base Atk +4; Grp +7 
  Atk Options Improved Shield Bash, Blind Fight, +1 attacks 
  against orcs and goblinoids, +4 dodge bonus to AC against 
  giants 
  Special Actions Diehard 
  Combat Gear smokestick 
  Abilities Str 16, Dex 10, Con 15, Int 12, Wis 8, Cha 12  
  SQ Dwarven racial enemy, stonecunning, +4 dodge vs. giants 
  Feats Blind-Fight, Diehard, Endurance, Improved Shield Bash, 
  Improved Toughness 
  Skills Climb +3, Handle Animal +8, Jump +3, 
  Possessions combat gear plus mw spiked gauntlet, mw 
  Morningstar, splint mail +1, light steel shield, backpack, silk 
  rope (50ft), grappling hook, cloak of resistance +1. 
  Description  
   
  T H U G  5 
  CR  4 
  Male wood elf warrior 5 
  CG Medium humanoid (wood elf) 
  Init +6; Senses low-light vision, Listen +1, Spot +1  
  Languages Common, Elven, Goblin 
  AC 20, touch 12, flat-footed 18 
   (+2 Dex, +6 armor, +2 shield) 
  hp 30 (5 HD);   
  Immune sleep 
  Fort +4, Ref +5, Will +0 
   
  Speed 20 ft. in breastplate (4 squares), base movement 30 ft.; 
  Melee +1 heavy mace +10 (1d8+5)  
  Base Atk +5; Grp +8 
  Combat Gear potion remove fear (2), thunderstone, alchemist’s 
  fire 
  Abilities Str 18, Dex 14, Con 11, Int 12, Wis 8, Cha 10  
  SQ +2 to saves vs. enchantment 
  Feats Improved Initiative, Lightning reflexes  
  Skills Climb +5, Handle Animal +6, Jump +6, Listen +1, Ride 
  +10, 
  Possessions combat gear plus breastplate +1, mw heavy 
  wooden shield, heavy mace +1, backpack, silk rope (50ft), 
  Quaal’s feather token (bird), 9gp. 
  Description  
   
  ENCOUNTER 12 
   
   
   
   
  W H I R LI N G  P O I S O N  B L A D E S 
  CR  6 
  Description Should either door be opened without the special 
  key, a trap will activate just across the threshold.  Whenever 
  someone steps into either of the indicated squares, it will go 
  off.  There is one of these traps on the front door and one on 
  the back.  Each must be disabled separately 
  Search DC 20; Type mechanical 
  Trigger location, 
  Effect melee +10 melee (1d4+4/19-20 plus poison, dagger); 
  poison (purple worm poison, DC24 Fortitude save resists 
  (poison only), 1d6 Str/2d6 Str); multiple targets (one target 
  in each of two preselected 5-ft squares) 
  Disarm Disable Device DC 20. 
   
  R I D I N G  D O G,  C O R R U P T E D 
  CR  2 
  Male riding dog 
  NE Medium Aberration 
  Init +1; Senses low-light vision, scent, darkvision, Listen +4, 
  Spot +4  
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 natural)  
  hp 19 (2 HD); fast healing 1;  
  Immune acid 
  Fort +7, Ref +4, Will +0 
  Speed 40 ft. (8 squares), base movement 40 ft.; 
  Melee bite +5 (1d8+5) 
  Base Atk +1; Grp +5 
  Atk Options Disruptive Attack +1 damage 
  Abilities Str 19, Dex 13, Con 19, Int 2, Wis 10, Cha 4  
  SQ enhanced power 
  Feats Alertness, Track, Feat, Feat, Feat  
  Skills Jump +10, Listen +4, Spot +4, Swim +5, 
  Disruptive Attack (Su) The corrupt creature deals additional 
  vile damage when it touches uncorrupted, living, corporeal 
  nonoutsiders.  The amount of vile damage dealt is equal to 
  half the creature’s Hit Dice (max 20 points of vile damage).  
  A corrupted creatures natural weapons are treated as evil for 
  purposes of overcoming damage reduction. 
  Fast Healing (Ex) Each round, a corrupted creature heals 
  damage equal to half it’s Hit Dice (max of 10 points healed).  
  Enhanced Power (Su) The save DC’s of any and all of the 
  corrupt creature’s special attacks increase by +4. 
  Skills Riding dogs have a +4 racial bonus on Jump checks and a 
  +4 bonus on Survival checks when tracking by scent. 
  Description Looks like a regular riding dog except it’s features 
  appear to be twisted in a hideous appearance. 
  Sources Corrupted Template (Book of Vile Darkness) 
   
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 24 
  APPENDIX 5 – ALL APL 
   
  ENCOUNTER 13 
   
   
   
   
  L O F T W I C K  T O W N  G U A R D 
  CR  3 
  Male human fighter 3 
  LG Medium humanoid (human) 
  Init +5; Senses Listen +1, Spot +1  
  Languages Common  
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 armor) 
  hp 27 (3 HD);   
  Fort +5, Ref +2, Will +2 
   Speed 20 ft. in full plate (4 squares), base movement 30 ft; 
  Melee mw longspear +7 (1d8+3/20x3) or 
  Ranged mw longbow +5 (1d8/20x3) 
  Space 5 ft.; Reach 10 ft. (with longspear) 
  Base Atk +3; Grp +5 
  Atk Options Distracting Attack, Point Blank Shot, Precise Shot 
  Combat Gear sleep arrows x5 (deals non-lethal damage and 
  forces will save DC 11 or target fall asleep) 
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8  
  Feats Distracting Attack, Improved Initiative, Point Blank Shot, 
  Precise Short, Weapon Focus  
  Skills Climb +0, Handle Animal +1, Intimidate +5, Jump +0, 
  Ride +3, Swim -1, 
  Possessions combat gear plus mw longspear, mw longbow, 
  arrows x20, mw full plate. 
  Sources Distracting Attack (Miniatures Handbook) 
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 25 
  DM AID: MAP #1 – ALLEYWAY 
   
   
   
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 26 
  DM AID: MAP #2 – JARRAD’S HOUSE 
   
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 27 
   DM AID: ENCOUNTER CHART 
   
  Use this chart as a reference to determine which encounter the PCs are going to. Hopefully this will be easier than 
  flipping through a dozen pages over and over again. 
   
  Encounter 
  What they can do there
  Location 
  Encounter 1 – 3 
  Not used in investigating.
   
  Encounter 4: The Merchants 
  The PCs can seek out information 
  about Jarred among his merchant 
  counterparts. 
  Marketplace 
  Encounter 5: The Groom 
  The PCs can visit Jarred at home and 
  talk to him personally. 
  Merchants Row (residential area 
  where many merchants live)  
  Encounter 6: The Bride 
  The PCs can visit Marissa at home and 
  talk to her. 
  Her father’s house 
  Encounter 7: Always a Bridesmaid 
  The PCs can visit with a couple of 
  Marissa’s friends and talk to them. 
  Somewhere in town 
  Encounter 8: Something Borrowed 
  The PCs check back in with Stephon 
  Kelven and exchange information 
  gathered so far. 
  The Pig’s Eye 
  Encounter 9: Best Men 
  The PCs will get jumped after visiting 
  2 locations (not counting Encounter 
  1-3) 
  Somewhere in town 
  Encounter 10: Something Blue 
  The PCs can question the guard about 
  the investigation of Chelsea’s murder. 
  Go immediately to Encounter 11 
  upon completion! 
  West End Guard House 
  Encounter 11: Something New 
  Immediately after finishing Enc. 10, 
  the PCs are approached by a 
  mysterious stranger. 
  Outside the West End Guard House 
  Encounter 12: Gifts 
  The PCs can return to Jarred’s house 
  to find him gone, and explore the 
  house. Go immediately to Enc. 13 
  upon completion! 
  Jarred’s House – Merchants Row 
  Encounter 13: The Honeymoon’s 
  Over 
  Directly after Enc. 12 - The PCs get 
  caught leaving Jarred’s house. 
  Jarred’s House – Merchants Row 
  Conclusion 
  Triggers upon the PCs giving up, 
  completing Enc. 13, or finishing all 
  the other encounters and returning to 
  Stephon. 
  Varies 
   
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 28 
  DM AID: NEW RULES 
  NEW FEATS 
  Second Wind (Miniatures Handbook) 
   
  Prerequisite: none. 
   
  Benefit: Once per day, as a free action, you can heal yourself of a number of points of damage equal to your 
  Constitution modifier (minimum 1). 
  Eviscerator (Libris Mortis) 
   
  Prerequisite: none. 
   
  Benefit: Whenever you score a critical hit with a melee attack against a living foe, creatures within 30 feet that are 
  allied to that foe are shaken for 1 minute.  This is a mind-affecting, fear effect. 
  Distracting Attack (Miniatures Handbook) 
   
  Prerequisite: base attack bonus +1 
   
  Benefit: When you make a melee attack against a creature, whether you are successful or not, all other creatures get 
  a +1 circumstance bonus on attack rolls against that creature until the start of your next turn. 
   
  Special: A fighter may select Distracting Attack as one of his fighter bonus feats. 
   
  NEW ITEMS 
  Fairy Button (Complete Mage) 
   
  These small bits of stone resemble brightly colored mushrooms or flowers.  They occur naturally in caverns 
  where the groundwater has the correct mineral content.  They get their name from their minuscule size and bright 
  colors - usually red, yellow, green, or purple or some variegated combination that includes some or all of those hues. 
  When incorporated into an illusion spell, a fairy button doubles the area of the spell, as if affected by the Widen Spell 
  feat. 
   
  Price 200 gp; Weight 1/10 lb. 
  Panic Button - Meandering (Complete Scoundrel) 
   
  You act as if under the effect of a slow spell for 1 round; this panic button is usually thrown at an opponent.   
  Panic buttons often look like normal buttons sewn into clothing.  They might also resemble metal bells, glass beads, or 
  other small adornments.  Regardless of its form, when activated a panic button bursts with a small flash of light, a tiny 
  popping noise, and a faint smell of sulfur.  You activate it by dropping or throwing it onto the ground.  These items are 
  designed for quick use; you can pull it off your clothing and drop it in your square as a swift action or toss it into another 
  square as a standard action.  Thrown buttons have a range increment of 5 feet and require a ranged touch attack as 
  though it were a splash weapon, and it lands in a random square if you miss (PHB 158).  Targeting an unwilling creature 
  gets them a DC 16 Fort save to resist. 
   
  Moderate Transmutation; CL 7th; Craft Wondrous Item, slow; Price 750 gp; Weight --. 
   
  NEW SPELLS 
  Orb of Acid, Lesser (Spell Compendium) 
  Conjuration (Creation) [Acid] 
  Level: Sor/Wiz 1, Wmg 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 + 5ft/2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You 
  must succeed on a ranged touch attack to hit your target. 
   
  For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th 
  level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher. 
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 29 
   
   
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 30 
  PLAYER HANDOUT #1 – ANONYMOUS NOTE 
   
   
   
  If you love your daughter, do not allow her 
  to marry that man. 
   
  It is not safe for me to be seen here, but 
  please know my intentions are good. 
   
  I will speak to you in person once I believe 
  it is safe. In the meantime, stop that 
  wedding! 
  
  YEO7-03 Another Bride.  Another Groom? 
   
  Page 31 
  CRITICAL EVENT SUMMARY: YEO7−03 A.B.A.G.? 
  For use only before March 1st, 2008. 
  1.  Did the PCs find the secret altar room?    
  Yes 
   
  No 
   
   
   
  2. 
  Did the PCs give away Ben’s presence to Jarrad at any time? 
   
   
   
   
   
   
   
   
  Yes 
   
  No 
   
   
   
  3. 
  Did the PCs kill any guards? 
   
   
   
   
   
   
   
   
  Yes 
   
  No 
   
  If so, list player names/PC names here: 
   
   
   
   
   
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, results that 
  may not fit the above, etc): 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/YEO (Yeomanry)/YEO7-03 - Another Bride, Another Groom (3E).pdf