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 the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  NYR4-04 
   
   
   
   
   
  He Loves Me,  
  He Loves Me Not 
   
  A One-Round D&D LIVING GREYHAWK®  
  Nyrond Regional Adventure 
  Version 1.0 
  by John D. Jenks and J. Eddy Roberts 
  Maps by Uwe Menzel 
  Reala Nadir is the intellectual property of Jodie Smalley, used with permission 
   
   
  It is the biggest event in Nyrond – a Royal Wedding is to take place!  In celebration you are invited to participate in a 
  special costume ball on the eve of the grand nuptials.  A Royal Adventure for characters of 5th to 14th level.  Part Four of 
  the Scavenger Hunt series.   
  
  He Loves Me, He Loves Me Not 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and record-keeping after the game. The following 
  guidelines are here to help you with both the 
  preparation and voting segment of the game. Read this 
  page carefully so that you know and can communicate to 
  your players the special aspects of playing an RPGA 
  scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the judge) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of 
  even core rulebooks during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, 
  or the Monster Manual when confronted with a 
  monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  bold italics. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and judge fill out the RPGA Tracking Sheet.  
  The judge should complete the top of the form and list 
  his name and RPGA number.  The players should each 
  list their name and RPGA number.  After the form is 
  filled out it should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have 
  in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  LIVING GREYHAWK Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  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 being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  
  He Loves Me, He Loves Me Not 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  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 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  paladin’s mounts, etc.) use the sidebar chart to 
  determine the number of levels you add to the 
  sum 
  above. 
  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.  Nevertheless, 
  if a character has the Mounted 
  Combat feat, he may bring a 
  single warhorse, light or heavy, 
  with him in the adventure and 
  it will not count toward the 
  APL calculation. 
  3. 
  Sum the results of 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. 
  By following these four steps, you 
  will have determined the APL. Throughout this 
  adventure, APLs categorize the level of challenge the 
  PCs will 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 may 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 will receive only one-
  half of the experience points for the adventure.  
  Further, if the PC is three character levels or more 
  lower than the APL at which this adventure is being 
  played, that PC will receive one-half gold for the 
  adventure as well.  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. 
   
  Further, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the scenario unless the highest APL supported 
  by the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters 
  may find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are 
  three things that the group can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  2. 
  Advise characters to buy 
  riding dogs to help protect 
  them, and fight for them. 
  All 
  riding 
  dogs 
  are 
  considered trained to attack. 
  PCs who want their dogs to 
  attack must succeed at a 
  Handle Animal or Charisma 
  check (DC 10). Failure 
  indicates that the animal 
  will not attack that round. 
  This is a move action 
  (spoken 
  command) 
  that 
  may be attempted each 
  round. If the animal is 
  wounded or has taken any 
  nonlethal damage or ability 
  score 
  damage, 
  the 
  DC 
  increases to 12. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Kingdom of Nyrond. Characters native to Nyrond 
  pay one Time Unit per round; all others pay two Time 
  Units per round. Adventurer’s Standard Upkeep costs 
  12gp per Time Unit. Rich Upkeep costs 50gp per Time 
  Unit. Luxury Upkeep costs 100gp per Time Unit. 
  Judge’s Notes 
  The premise of this scenario is that it is the fourth part 
  of the series that started with The Great Scavenger 
  Hunt, however it is not a requirement that characters 
  have played that scenario prior to enjoying this one. 
   
  There are several references to various Nyrond 
  locations, meta-organizations, and NPCs.  Please check 
  with the myriad Nyrond resources available through 
  the Nyrond web site.  The web site is located at: 
  http://www.nyrond.org/turbine/page/ 
   
  Please be sure to communicate the results of your 
  running of this scenario to either the Nyrond triad or 
  the event coordinator so that these results can be 
  recorded. 
  Backstory 
   
   
   
   
   
  It has been nearly six years since Xenia Sallavarian 
  collapsed while touring the Kingdom of Nyrond.  
  Xenia, a beautiful young woman and cousin of the 
  famous Jallarzi Sallavarian of the Circle of Eight, was 
  the King’s fiancée and slated to marry him the 
  following year in a huge public ceremony.  Unknown 
  to the general public, Xenia’s collapse was caused by 
  
  He Loves Me, He Loves Me Not 
   
  Page 4 
  the rapid onset of something that was not unlike a 
  disease, but is actually a creature that feeds on a 
  person’s life force.  A creature put there by an undead 
  cleric of Incabulous in order to insure the fall of the 
  Kingdom of Nyrond. 
   
  A quest for a cure began, and with the help of the 
  AAAA, hope was found.  Adventurers, able to move 
  about the kingdom without attracting attention, were 
  sent out to gather the rare and obscure ingredients 
  required.   
   
  One of these ingredients was a specific meteorite 
  that would fall in the Flinty Hills region of the 
  kingdom.  Unknown to the adventurers sent to recover 
  the meteorite; the impact would take place at the site of 
  an ancient burial chamber used to imprison a powerful 
  demoness by the name of Reala Nadir.  The meteorite 
  crashed through the wards sealing the chamber and 
  freed this ancient evil – none the happier at her long 
  imprisonment. 
   
  This ancient evil succubus fled and joined up with 
  the cause of Xenia’s suffering.  The mummy-cleric of 
  Incabulous, Kalamid, desired nothing more than the 
  destruction of the Aerdy kingdom – a desire shared by 
  Reala.  Each was going to use the other, until Reala 
  discovered that Lynwerd, King of Nyrond, was still 
  single.  She traveled to Rel Mord, using her charms to 
  get her close to Lynwerd, whereupon she took him as 
  her thrall.  Kalamid was to keep tabs on her using his 
  master spy already within the palace, but a band of 
  adventurers entered his stronghold and put an end to 
  him. 
   
  The Grey Seer was not blind to Reala’s nature, but 
  has so far been unable to remove her spells. His 
  frustration is a source of great amusement to the 
  demoness, who keeps him around to watch as she 
  maneuvers to become Queen of Nyrond. And with the 
  nuptials only a day away, he is rapidly running out of 
  time. 
   
  Enter the adventurers.  The Grey Seer has 
  discovered a way to break Reala’s spells, but it requires 
  that special oil be used to enchant her dressing mirror. 
   He is unable to enter her chambers without her 
  knowledge, but the PCs might just be able to do the 
  work for him.  Reala is still a threat should she catch 
  the PCs, and watching from the shadows is Kalamid’s 
  master spy. 
   
  The Spy, a capable and talented follower of 
  Incabulous, has infiltrated the palace in the guise of a 
  simple pageboy.  So capable is he, that the Grey Seer 
  has used him on a number of occasions to deliver 
  messages.  The Spy is going to use the occasion of the 
  masquerade ball being planned for the night of the 
  adventure to launch a surprise attack on Lady Xenia – 
  hopefully slaying her, saving the KOI patriarch, and 
  getting away.  At least that is the plan.  The PCs 
  hopefully have other plans. 
   
  And so the PCs arrive in Rel Mord, anticipating 
  festivities on the eve of the Grand Nuptials.  They find 
  their rooms, unpack, and discover a fancy invitation to 
  the Palace awaits them.  The story opens here. 
  Adventure Synopsis  
   
   
   
  Introduction: The Traveling Companion – The PCs 
  arrive in Rel Mord for the big wedding festivities.  We 
  get our first introduction to the flower theme.  The PCs 
  also get a summons to the royal palace. 
  Scene One: Everything in the Right Place – The 
  PCs make it to the castle, where they are put to work.   
  Scene Two: The Puppet Show Man – The PCs are 
  finally together, meet the Grey Seer and are given quite 
  the unusual mission, along with some specific 
  instructions. 
  Scene Three: The Emperor’s New Suit – While out 
  on their mission, the PCs encounter King Lynwerd; 
  who is obviously a bit confused and befuddled.  But 
  there is one moment of lucidity - when Lynwerd spots 
  a flower. 
  Scene Four: The Shepherdess and the Sheep  – 
  Exploring Reala’s rooms, the PCs encounter a 
  multitude of mirrors, Reala's ‘pets’, and get to have 
  their first shared pain experience.  Winning the fight, 
  the PCs can enchant the Flower Mirror. 
  Scene Five: She Was Good For Nothing – Escaping 
  Reala’s rooms, the PCs encounter the Succubus herself. 
   She asks them to accompany her on a tour of the 
  gardens, where she "wishes to talk with them."   
  Scene Six: The Garden of Paradise – Walking 
  through the gardens, Reala gives the PCs some 
  information on a rival of hers - a traitor that has been 
  undermining the plans of Nyrond.  While Reala is 
  herself an enemy, the PCs were given specific 
  instructions. 
  Scene Seven: In the Uttermost Parts of the Sea – 
  Heading for the traitor's rooms, the PC encounter a 
  trapped door, a water-filled room, and more shared 
  pain. 
  Scene Eight: What One Can Invent – It seems that 
  the traitorous pageboy has left the PCs a noisy and 
  biting surprise. 
  Scene Nine: What the Old Man Does is Always 
  Right – The PCs take their news to the Grey Seer, who 
  sends them to save Xenia from the traitor.   
  Scene Ten: Dance, Dance Doll of Mine – Chasing 
  the traitor, the PCs find him freeing Xenia, and her 
  
  He Loves Me, He Loves Me Not 
   
  Page 5 
  KOI infestation.  Both sides of the conflict get more 
  than they bargained for. 
  Scene Eleven: The Goblin and the Woman – The 
  Patriarch of all the KOI has possessed the traitor and 
  together they give the PCs their final shared pain 
  experience.  But Xenia's voice gives them aid - and 
  hope. 
  Scene Twelve: The Loveliest Rose in the World – 
  Xenia sends the PCs to recover the enchanted mirror, 
  and meets them at the grand ballroom.  A 
  confrontation, a revealed secret, and a freed king make 
  short work of the demoness. 
  Conclusion: The Happy Family – Having saved the 
  day, the PCs are rewarded and the wedding plans 
  continue – this time with the right bride. 
  Introduction – The Traveling 
  Companion 
  News has spread throughout the kingdom.  
  Lynwerd is to wed.  A royal wedding!  And so you 
  have arrived at the capital city of Rel Mord along 
  with hundreds of others. 
   
  The city gates are as busy as they have ever 
  been.  Noble dignitaries from nearly all the 
  surrounding realms are here.   Merchants ready to 
  capitalize on the monies of dozens of foreign 
  lands.  Thieves and pickpockets are out in force.  
  Guardsmen, all decked out in the royal colors, 
  stand on every street corner.  And everywhere is 
  the talk of the bride-to-be. 
   
  Little is known of her.  Rumors abound that 
  Lady Xenia had returned home.  That she finally 
  died of whatever sickness she bore.  That Lynwerd, 
  not Sewarndt or agents of Iuz, had her 
  assassinated.  Some even say that this new Lady 
  Reala is none other than Xenia in disguise. 
   
  Whatever they all think, the simple fact is 
  that King Lynwerd is to wed in two days, and that 
  festivities are being held in celebration.  
   
  So here you are, standing in line with dozens 
  of other travelers.  Ahead of you, you can hear a 
  mild curse.  It seems one of your line-mates has 
  stepped on something. 
   
  And in fact, he has.  One of those visiting merchants 
  has just stepped on a bristlecone flower vine.  As the 
  flowers have deceptively long thorns, stepping on one 
  can be quite painful.  Assuming the PCs decide to talk 
  with him, you can use the following boxed text to start 
  off this role-playing encounter.  The encounter is 
  designed to give the PC’s some background, get them 
  to make introductions to each other, and also to give 
  the PC’s their first hint of the flower theme of the 
  scenario. 
   
  “Blasted weeds.   I wish they would do a better job 
  of keeping these things off the road.  Nasty thorns 
  they’ve got – stick you right through your boots if 
  you aren’t careful.” 
   
  “I’m Gralwan, by the way.  Sorry if I scared you 
  adventuring types with my cursing, but it kind of 
  caught me by surprise.  These weeds are pretty 
  much everywhere here in Justcrown.  Farmers 
  hate ‘em since they grow everywhere, but all the 
  young girls think they are … what was that word 
  my daughter used, oh yeah … adorable.” 
   
  They are pretty flowers and all, and young 
  women looking to marry often wear a garland of 
  them, but I just don’t like stepping on them on 
  the King’s Road is all.” 
   
  “But here I am nattering on without giving 
  you all a chance to speak.  I assume you are here 
  for the wedding like everyone else?” 
   
  Hopefully the PCs will take the hint and strike up a 
  conversation.  Gralwan doesn’t really have any 
  information to pass along, as he’s just arrived at Rel 
  Mord himself.  He’s a drover and cattle merchant; here 
  to see the festivities and hire a team to head out to 
  Newtown for the next cattle drive.  He’s not looking to 
  hire the PCs, and really couldn’t afford them anyway.  
  He does think highly of adventurers though, and will 
  be full of praise for the great many things they’ve done 
  on behalf of the Kingdom. 
   
  Entering the city becomes interesting.  Rel Mord 
  has very specific laws about the carrying of weapons, 
  and there are tolls to be paid before one can pass 
  through the gates. 
   
  As you finally make it to the gates to the city, a 
  sign becomes clearly visible through the crowd. 
  
  He Loves Me, He Loves Me Not 
   
  Page 6 
   
  Welcome to Rel Mord! 
  Please be aware that no person shall be 
  allowed to bear arms larger than short 
  swords, 
  with 
  the 
  exception 
  of 
  quarterstaffs and rapiers.  All items not 
  fitting 
  this 
  description 
  must 
  be 
  checked at the gate.  A receipt will be 
  given. 
   
  Spellcasting of a lethal nature is 
  forbidden, as is any use of magic to 
  beguile, charm, or control the actions of 
  others.  Entertainers may perform such 
  magic 
  as 
  is 
  required 
  for 
  their 
  profession. 
   
  Entrance Fees: 
  Citizen of Nyrond 
  1 Noble 
  Non-citizen 
  2 Nobles 
  Riding Animal 
  5 Shields 
  Non-riding animal 
  2 Shields  
   
  This information has been duplicated in Player 
  Handout #1 – Entering the City.  Should the PCs need 
  translation, a Noble = 1 gp, while a Shield = 1 sp. 
   
  Members of certain meta-orgs may be allowed to 
  reduce or ignore these costs.  Other meta-orgs may 
  allow the PC to carry weapons within Rel Mord 
  without needing to check them at the gate.  Please 
  refer to the latest Nyrond Metaorganizations Booklet 
  to be found on the Nyrond regional webpage. 
   
  Note: A PC may not carry weapons for other PCs. 
  Spiked shields count as weapons, although spiked armor does 
  not.  Even PCs allowed to carry weapons via meta-org access 
  must have these items peace-bound if possible.  Violating these 
  basic premises can be cause to void membership in the meta-
  org that grants the ability.   
   
  Once the PCs have done everything needed to 
  enter the city, they can attempt to find lodging.  Super 
  inquisitive PCs or those with particular meta-org 
  contacts may desire to learn more of current events.  
  Try and discretely steer them in the direction of 
  getting lodging.  In no case will they be able to enter 
  the palace grounds without specific authorization – 
  which none of the PCs will have, including those in 
  royal meta-orgs. 
   
  Assume that unless the PCs specifically travel 
  together, that they have all entered the city separately.  
  Inquire as to each PCs plans for lodgings, stabling and 
  meals.   
   
  If PCs desire to use their meta-org contacts to 
  procure lodging, they are free to do so.  For those not 
  wishing such, or those without contacts able to provide 
  similar benefits, there are only a few inns in the city 
  that still have rooms left.  The inns themselves are not 
  important, but for flavor purposes, please use the 
  following descriptions as you see fit. 
  • 
  The Weary Traveler:  A small bed and breakfast 
  type affair.  Two stories, with only a single room 
  available.  Double normal upkeep costs for 
  standard lifestyle (ie 24 gp per TU).  Rich and 
  Luxury lifestyle are not affected by this increase. 
  • 
  The Crossed Arms Inn:  Dockside, and that should 
  tell one everything.  Two rooms available, if you 
  really want them.  Those staying and having a 
  meal must make a Fortitude save DC 12 against 
  the food poisoning common here.  Sailors and 
  those in the Navy meta-org are immune.  
  Characters failing the save take 1d4 worth of non-
  lethal damage, and can’t bear the sight of food for 
  the rest of the day. 
  • 
  The Three Creeks:  For those that are not 
  members, only a single room is available.  
  Members can always find a place to crash 
  somewhere. 
  • 
  Griffon and Boar:  This is a fairly up-scale, well-to-
  do establishment.  Characters wishing rooms here 
  can find as many as they would like, however 
  prices are at nearly 10 times normal (i.e. only Rich 
  or Luxurious lifestyles can obtain rooms here). 
  • 
  The Plucked Goose:  Another commoners inn.  
  Two rooms are available, but the fleas and ticks are 
  pretty terrible.  Those not taking precautions 
  against the critters will have received 1d4 worth of 
  non-lethal damage from their bites. 
  • 
  The Freeman’s Rest:  This inn is perfectly normal, 
  but has only a single room available. 
  Many PCs will want to question the locals, use their 
  meta-org contacts, or otherwise discuss Reala.  It 
  should become obvious very quickly that either no one 
  knows anything (the vast majority) or they aren’t 
  saying (the few that might know something have been 
  ordered to keep it quiet).  Some specific examples 
  follow. 
  • 
  Royal meta-orgs have been given specific orders 
  not to discuss the wedding, Reala or Lady Xenia 
  with anyone.  PCs using these contacts will learn 
  nothing at all. 
  • 
  Military meta-orgs frankly don’t know anything. 
  Most suspect that Lynwerd has disguised Lady 
  Xenia as this Reala Nadir person, and that the 
  truth will be revealed at the wedding.  In truth, 
  
  He Loves Me, He Loves Me Not 
   
  Page 7 
  the Grey Seer has planted these rumors in order to 
  keep up the morale of the troops. 
  • 
  The adventuring orgs (Warrior’s Brotherhood, 
  Iron Fist Guild, etc) all suspect that Xenia has 
  been assassinated long since, and that this Lady 
  Reala is just Lynwerd’s second choice. 
  • 
  Most religious orders suspect that poor Xenia died 
  of her illness sometime in the past couple of years, 
  and they are glad that Lynwerd has found 
  someone new.  “Although it was a rather fast 
  courtship, now that you mention it.” 
  • 
  The Heironean, Pelorian and Raoan orders know a 
  bit more of the truth, but are unwilling to spread 
  rumors for fear of causing a panic among the 
  common people.  PCs that have played in “To 
  Catch a Falling Star” or “Kiss of Incabulous” and 
  attempting to bring up their experiences as proof, 
  will be basically told to keep it quiet to avoid a 
  panic and riot. 
  Allow the PCs to wander the city to their heart’s 
  content.  Nothing interesting will occur until they 
  finally return to their rooms.   
   
  The first thing the PCs will notice upon returning 
  to their rooms is the nice little note left on their pillow 
  (if they did not leave their rooms, the note will be 
  slipped under the door in a sealed envelope).  The note 
  is basically an invitation to meet at the palace first 
  thing in the morning.  It is a bit cryptic, but PCs should 
  get the point that they are there to “work,” not to have a 
  good time. The note is attached as Player Handout #2 – 
  The Cryptic Invitation. 
   
  The PCs should decide whether they will attend 
  or not.  Those deciding to pass on the invitation miss 
  the scenario.  They end up with no gold or experience. 
   
  If the PCs decide to accept the invitation, then 
  proceed to Scene One. 
  Scene One – Everything In the 
  Right Place 
  When the PCs arrive at the palace, they will be directed 
  to enter through a servant’s entrance.  An overworked 
  guardsman will take their note and they will be 
  directed to: 
   
  “Go over there.  Someone will be along shortly to 
  see to you.  And before you ask, no.  I don’t know 
  anything further.   I’ve got enough to do just 
  making sure people don’t try to sneak in; they’ve 
  been trying in droves all morning.  What is it 
  about a masquerade that brings out all the strange 
  ones?” 
   
  Questions about these sneaks will be answered tersely. 
   “They’re being dealt with I guess.” 
   
  Questioners about the masquerade will be told 
  that it will be held tonight and that dignitaries from 
  throughout the region will be there.  Seems it is a 
  celebration for the King’s upcoming wedding. 
   
  The guard really has no useful information to 
  forward.  He takes his job very seriously and will 
  become quite annoyed with frequent questions – 
  finding them to be a distraction. 
   
  The palace layout is detailed on Judge’s Map #1 – 
  The Royal Palace.   
   
  Going to the place indicated by the guard, you find 
  yourself standing just outside the entrance to a 
  grand ballroom.  Scores of people are moving 
  about; arranging flowers, putting up decorations, 
  sweeping the floor, and otherwise getting the 
  place ready for tonight’s masquerade ball.  You 
  mill about for a few moments while you decide 
  what to do, and then a tabarded young boy of 
  about twelve years approaches.  He is obviously 
  one of the royal pages, and he seems to be pleased. 
   
  The pageboy will approach one and only one of the 
  PCs.  He will speak exclusively to that character, and 
  ignore the others. 
   
  Note:  This pageboy is in reality Kalamid’s 
  master spy, Percil B’kney.  He’s also not a young 
  boy, but actually a 35-year old Halfling with some 
  amazing disguise skills.  In fact, for those PCs that 
  are so paranoid about everyone, allow them to make 
  a spot check against Percil’s disguise.  Assume that 
  Percil took 20 on the roll, used a masterwork disguise 
  kit, and gets a circumstance bonus of +8 from his 
  cover identity and long practice.  This gives a total on 
  the disguise roll of 36+APL.  Percil also gets 
  undetectable alignment at APL 10 and 12.  The PCs 
  will run into him again later on, but right now he has 
  been given the task of escorting one of the PCs to a 
  small meeting room.  He was given this task in his 
  capacity as a pageboy. He’s still trying to maintain 
  his cover identity, so he’s still acting the role.  He has 
  no idea that these adventurers are going to be 
  involved in his own plots, so he’ll be very friendly 
  with his charge until he delivers him or her to the 
  meeting room. 
   
  Percil pretends to know very little about what is 
  going on, but he’ll be full of praise for the  
   
  
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  Page 8 
  “gorgeous Reala.  She’s the king’s fiancée you 
  know, and they’re going to be married tomorrow. 
  The castle is looking very pretty with all the 
  decorations going up, so it ought to be a really 
  nice wedding.  I get to serve the Royal Couple 
  during the dinner afterwards.  I’m Percil by the 
  way, Percil B’kney.  Have you ever been to a 
  wedding?  Probably not one this grand, but big 
  anyway?  What was it like?” 
   
  And so on.  Percil pretty much talks without stopping 
  to wait for responses, and eventually delivers his 
  charge to a small meeting room.  Attempts to Sense 
  Motive on him are unsuccessful, as he is not lying in 
  the least.  He long ago realized that the best way to 
  avoid suspicion was to never say anything of substance. 
   
  The small meeting room has only a single chair 
  and a small table as furnishings.  There are no other 
  exits, and no windows.  All in all, it most resembles a 
  large but empty closet. 
   
  However, if the party had any weapons taken from them 
  at the gates, those weapons can now be found here.   
   
  Once the PC has entered the room, Percil will give 
  a quick bow and then leave, closing the door behind 
  him.   
   
  Meanwhile the other PCs are still milling about in 
  the ballroom.  Have them shuffle nervously for a while 
  and then use each of the following events once.  Each 
  one will pull away a single PC.  If you like you can run 
  these events one on one with each PC so that the 
  players do not know what is going on.  Each of the 
  NPCs will lead the PCs in a different direction but all 
  will arrive at the same place – see below. 
  • 
  A young looking Flannish maid will come up to 
  the strongest looking PC and ask for some 
  assistance in moving chairs.  She’ll have a total of 
  six chairs that need to be moved down the hall and 
  around the corner to a storage room – “it’ll just 
  take a second, really.” Once the PC agrees to help 
  out he or she will be shown to the same meeting 
  room as the first PC.  She’ll acknowledge that she 
  was sent to bring one of you to this room, but she 
  refuses to mention why or who sent her. 
  • 
  An older Oeridian man wearing painter’s clothes 
  will tell one of the PCs that he “needs another 
  warm body to judge lighting and shadow.  If one 
  of you could hurry up and follow me, you should 
  only be gone for a minute at most.  Chop chop.”  
  Again, the PC will be taken to the small meeting 
  room and left without explanation. 
  • 
  A middle-aged woman of mixed heritage will 
  show up with a plate of cookies and a big pitcher 
  of milk.  She’ll ask one of the PCs to help clear off 
  a table in a side room, since her hands are quite 
  full.  Taking the PC to the small meeting room, 
  she’ll leave the plate of cookies and pitcher of milk 
  behind.  There are no glasses. 
  • 
  A very young Oeridian girl of perhaps eight years 
  shows up carrying a stack of earthenware mugs.  
  She’ll drop them near the PC and start crying.  A 
  wandering woman carrying a stack of paper stars 
  will beg the PC to “help the poor girl before we all 
  go deaf.”  Assuming the PC helps out, the girl will 
  stop crying and, between sniffles, ask him or her 
  to carry the mugs to a nearby closet since her mom 
  said they weren’t needed.  Once the PC arrives, the 
  girl’s demeanor will brighten, she’ll grab a cookie 
  and run off down the hallway. 
  • 
  Finally, if there is still another unclaimed PC, 
  another page (not the spy) will arrive and tsk “You 
  know, you are totally in the wrong spot.  Follow 
  me.  Your contact is down this way, and has been 
  waiting for you.”  They’ll arrive at the little room, 
  the PC will enter, and the page will leave. 
  Let the PCs enjoy their cookies for a little bit, and then 
  proceed to the next scene.  Obviously PCs that ignore 
  the obvious hooks deserve to be left behind. 
  Scene Two – The Puppet Show 
  Man 
  Once the PCs have had their fill of milk and cookies, 
  they will hear the door audibly lock.  Purple and green 
  lights will shine on the walls from no visible source.  
  And then, slowly in order to prevent surprise and 
  attack, a portal opens and in steps a gray-haired old 
  man dressed in gray robes.  Use the following 
  description. 
   
  The cookies were nice and chewy, the milk ice 
  cold.  You still have no idea why you were all sent 
  to this little room by such tortured means. 
   
  Without warning, you hear the lock on the 
  door snap shut with an audible click.  You are still 
  making up your minds about whether to 
  investigate this when the lights come on.  Green 
  and purple lights shining on the walls – but 
  coming from no visible source. 
   
  A couple of seconds later and you see a portal 
  slowly opening against one wall.  Standing on the 
  other side is a small, ancient Oeridian male.  Long 
  gray hair, gray beard, gray robes and a hand raised 
  in a wait gesture give you all pause. 
   
  The robed man leans forward and looks about 
  the room.  The look of concentration alerts you to 
  his use of Arcane Sight, but he appears to only give 
  each of you a small glance.  It is the unoccupied 
  
  He Loves Me, He Loves Me Not 
   
  Page 9 
  spaces of the room that he spends the most time 
  observing. 
   
  Finally satisfied, the man steps through and 
  the portal closes behind him.  A small smile 
  crosses his lips and he speaks. 
   
  “Hello everyone.  I am the Gray Seer.  Why 
  don’t we all take a seat and I’ll give you lot some 
  explanations.  But first, let me get rid of this 
  disguise, it’s itchy.” 
   
  With that, the man removes his gray hair and 
  beard, revealing a clean-shaven head and a rugged 
  powerful jaw.  Apparently the Gray Seer is not 
  your typical frail wizard.  He’s also quite a bit 
  younger than you have been lead to believe. 
   
  This is truly the Gray Seer.  First off, any PCs stupid 
  enough to attack him are simply killed.  Remove their 
  characters from play and contact your coordinator or 
  triad representative for further details. 
   
  He’ll grab whatever chair is left after making sure 
  all the PCs have seats.  He’ll also grab a cookie and a 
  mug of milk before he sits down. 
   
  “Before you all ask, no.  I did not foresee you all 
  coming.  I did not Scry, Commune or otherwise 
  use magic to determine whom to contact.  I used a 
  more old fashioned approach.  I watched the 
  people coming through the gate until I found a 
  few likely candidates for my purposes.  You see, we 
  have a very big problem.  And it is one I cannot 
  solve without some help.” 
   
  “I am sure you have heard of the upcoming 
  wedding between our good king Lynwerd and a 
  Lady Reala?  Well, I can assure you that Reala is no 
  lady.  She is nothing other than a succubus and 
  demonic temptress.” 
   
  If any of the PCs have been through NYR3-07 To Catch 
  a Falling Star or NYR3-09 Kiss of Incabulous, then he’ll 
  add, “I see by your looks that you all have some 
  knowledge of this.  Good, it will make what I need 
  ask of you seem all the more important.” 
   
  If the PCs have not been through either scenario, 
  continue with the following. 
   
  “Reala has managed to do the unthinkable.  She 
  has gotten close to our King, using her demonic 
  charms to foil any attempt to stop her.  Since then 
  she has ensorcelled Lynwerd and taken him in 
  thrall.  I dare not attempt to break her hold over 
  him.  Her control over him is nearly total, and I 
  fear for his life and sanity if I should not be one 
  hundred percent sure of success.” 
   
  “But I do have a way to free him.  It is difficult 
  and fraught with danger, but it has the best 
  chance of success of any plan conceived so far.  
  And of course, this is where you lot come in.” 
   
  “You see I have devised an elixir that when 
  applied to a mirror, will capture an image of a 
  being’s true nature.  All we need to do is apply it to 
  a specific mirror in Reala’s chambers before she 
  makes herself ready for tonight’s masquerade ball. 
   I cannot enter her chambers without her 
  knowledge – but you lot can.” 
   
  “Assuming you all agree to this task, I can 
  outline the plan.  Surprisingly it isn’t that 
  difficult, 
  but 
  I 
  have 
  some 
  very 
  specific 
  instructions for you in case things go poorly.” 
   
  “So, what say you all?  Obviously if you cannot 
  agree to this, I’ll be disappointed, but I can 
  understand.” 
   
  The Gray Seer will wait for responses.  Those failing to 
  agree to the task will be politely shown back out into 
  the city.  The scenario is over for those characters.  
  Those that agree can continue below. 
   
  “Excellent.  Since you’ve agreed to give me some 
  help, 
  I’ll 
  explain 
  the 
  plan. 
   
  It 
  is 
  very 
  straightforward.” 
   
  “Point 1.  Reala is using the Lady Xenia’s 
  chambers.  She probably finds it humorous to stay 
  in the rooms of Lynwerd’s true fiancée.  Her main 
  door is magically warded, but luckily there is a 
  secret escape route that you can use to get inside 
  without alerting her.” 
   
  “Point 2.  Reala most likely has guardians 
  within.  These guardians are apt to be demonic in 
  nature.  You will have to defeat them.  Here is a 
  draught that will remove the evidence of your 
  fight.  It dissolves dead demonic flesh and blood.  
  Scatter it about and Reala will think that her 
  guardians just left her service.  The time is too 
  close to the culmination of her plans so she will 
  not go looking for them – thinking to punish 
  them only after she has become queen.” 
   
  The elixir is nothing more than concentrated holy 
  water, but there is no reason to let the PCs know that. 
   
  “Point 3.  When you have defeated her guardians, 
  look about for a mirror with a carved wooden 
  frame.  Pictures of flowers similar to roses as I 
  remember.  The mirror was given to Lady Xenia by 
  Lynwerd as an engagement present.  I think it 
  fitting that it be used to defeat Reala.” 
  
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  Page 10 
   
  “Point 4.  Coat the surface of the mirror with 
  the elixir of enchanted oil.  It should be absorbed 
  into the glass and you’ll see a brief sparkle when 
  the magic takes effect.  Then get out of there by 
  the way you came in.  I’ll try to find you a couple of 
  hours later, once I am positive that Reala has used 
  the mirror.  I’ll probably have more instructions 
  for you then.” 
   
  “Point 5.  Lynwerd is enchanted and 
  ensorcelled.  There is a very real possibility that 
  you might run into him in the halls.  Do not talk 
  about Reala.  Do not try and change his mind or 
  cast any spells to try and alter his opinions.  None 
  will work and most will alert Reala to the attempt. 
   She’ll be able to tell Lynwerd to have you all 
  arrested or executed.  And there would be nothing 
  anyone could do to stop it.  Any attempted harm 
  on the person of the King will also earn you a 
  death sentence.  Only I’ll be forced to find you to 
  administer it myself. 
   
  “Point 6.  Reala is dangerous.  Extremely.  If 
  you should run into her, you must do whatever 
  she tells you to do.  No matter how long it takes or 
  how unusual the task.  If she suspects anything 
  about you being there to stop her, the plan is 
  ruined.  So do nothing to her, and follow her 
  orders to the letter.  Attempting to kill her will in 
  all probability result in Lynwerd’s death instead.  
  And if she doesn’t kill you after such an attempt, 
  I’ll do it myself.” 
   
  “I hope I have made myself clear on all these 
  points?  I assume you all have questions?” 
   
  The Gray Seer is willing to answer any and all 
  questions that pertain to the mission at hand.  
  Questions outside that area will be ignored as not 
  presently important.  Below are some example 
  questions that might come up. 
  • 
  What if Reala attacks us?  Can we defend 
  ourselves? 
  She won’t.  First off, she considers herself to 
  be above everyone else, and would find that 
  demeaning.  Secondly, if you stick to the plan 
  she should have no reason to suspect 
  anything.  She’s obviously preoccupied with 
  other concerns, and shouldn’t pay you any 
  attention. 
  • 
  Does it have to be that mirror, or will any mirror 
  work?  What if the mirror isn’t there? 
  The mirror should still be there.  Reala seems 
  to be very fond of usurping Lady Xenia’s place, 
  which includes all her things as well.  If it 
  isn’t then you can use another mirror, but the 
  symbolism will be lacking. 
  • 
  What if we run into her before we reach the 
  mirror?  You said we had to obey her commands.  
  What if she sends us out of the palace? 
  I’m going to distract her.  She won’t be 
  anywhere near her rooms when you make 
  your attempt.  If she does run into you then 
  you must obey her explicitly.  No matter what 
  those orders are, you must follow them or the 
  whole plan falls apart.  Following her orders is 
  even more important than reaching the 
  mirror.  She must not learn what is up. 
  • 
  What if her guardians get away?  They are sure to 
  go warn her. 
  You are just going to have to make sure that 
  doesn’t happen.  If she is warned, then we fail. 
   Simple as that. 
  • 
  What about Lady Xenia? 
  She is still fine.  Protected and safe. 
  • 
  What about the quest for the cure? 
  It is still proceeding.  The ingredients are 
  being found and we are confident that we can 
  fix the problem soon.  That mummy-priest 
  caused us a lot of problems, but we’ll survive. 
   
  If the PCs ask other questions, answer them in the 
  spirit above.  He will not answer silly questions, 
  questions about extraneous matters, or anything you 
  judge to be improper. 
   
  Once the PCs are ready to go, read the following. 
   
  “Well then.  It sounds like we are ready to go.  
  Here is your demon-flesh removal draught and 
  the elixir of enchanted oil.  And here are the 
  directions to the secret way into Lady Xenia’s 
  chambers.  Good luck to each of you.  The 
  Kingdom is counting on it.” 
   
  He’ll then reattach his wig and beard; give the PCs a 
  wink, and teleport out.  The door will unlock, and the 
  PCs are free to continue with their mission.  Proceed to 
  the next scene. 
  Scene Three – The Emperor’s 
  New Suit 
  You are following the directions given to you be 
  the Gray Seer.  Somewhere around the next bend 
  is a side door into a breakfast nook off of the 
  palace gardens.  From there you should be able to 
  find the hidden trap door, and the tunnel leading 
  into Reala’s – no, Lady Xenia’s rooms.  
  
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  Page 11 
   
  You reach the door, and through it you can 
  hear singing.  It’s not very good, but it is very 
  enthusiastic in any event. 
   
  Allow the party to get incredibly paranoid if they want. 
   Eventually they will open the door.   
   
  Standing within the breakfast nook is a tall and 
  ruggedly handsome Oeridian man.  A man with a 
  crown.  The King. 
   
  King Lynwerd seems to be singing a silly little 
  rhyme about young lovers in the springtime.  And 
  he’s obviously admiring his clothes.  At your 
  arrival he notices you. 
   
  “Ah, loyal subjects.  Excellent timing.  I need 
  you to tell me if these clothes are acceptable, since 
  I’m to be wearing them while dancing this 
  evening.  They are quite new and apparently all 
  the rage in Greyhawk, at least according to my 
  little sugar-drop Reala.”  He makes an audible sigh 
  and his eyes become unfocused. 
   
  A second later he stops gazing with his mind’s 
  eye and returns to the real world, more or less.  
  “So, do I look appropriately royal?  I want to be 
  really sure that Reala likes them.”  He turns to all 
  of you expectantly. 
   
  Lynwerd is not stupid, just ensorcelled.  He is 
  currently unable to think of anything except pleasing 
  Reala.  There is nothing the PCs can do without magic 
  to snap him out of it, and hopefully they heed the 
  warning given to them and do not attempt magical 
  intervention. 
   
  Continue to converse with the PCs, having 
  Lynwerd move about the breakfast nook the entire 
  time.  He should speak of nothing but Reala – either 
  speaking directly of her, or using not so subtle hints to 
  bring her up.  Frankly it should be rather sickening 
  and distressing. 
   
  At some point during the conversation, Lynwerd 
  should notice a vine of bristlecone flowers.  The weed 
  has apparently taken root within the garden and is now 
  stretching a vine into the open space of the breakfast 
  nook.  Lynwerd will stop in mid-sentence and reach 
  down for the vine. 
   
  Stopping in mid-sentence, Lynwerd bends down 
  and plucks at a vine of bright yellow flowers.  If 
  you aren’t mistaken, they are the same kind of 
  bristlecone flowers you saw out at the city gates.  
  Lynwerd’s face becomes serious, and for just a 
  moment you see the King you know him to be. 
   
  “She always loved these.  Said I shouldn’t have 
  them removed from the garden.  She thought that 
  all gardens need a few thorns, especially when the 
  thorns are this beautiful.”  He sniffs deeply of the 
  flower.  You see his features take on the noble set 
  expected of a king. 
   
  But the moment passes, and Lynwerd’s eyes 
  regain their glazed look.  The vine drops from his 
  fingers and he turns back to you. 
   
  “Never mind.  I am sure that these clothes are 
  acceptable.  After all, Reala picked them out 
  herself.  Please go about your business.  I must 
  find my sugar-drop.”  And with that Lynwerd 
  marches out of the little nook, leaving you alone. 
   
  The PCs can make of this whatever they wish.  The 
  entire purpose of this scene was to show the effect that 
  Reala is having on Lynwerd, and to give them some 
  hope that not all is lost.  The PCs will most likely 
  continue on through the trap door and down the 
  escape tunnel.  Go on to the next scene once they do 
  so. 
  Scene Four – The Shepherdess 
  and the Sheep 
  Reala has occupied Lady Xenia’s private rooms. She has 
  eliminated or usurped all of Xenia’s possessions, 
  including her treasured dressing mirror.  The mirror 
  was a gift from Lynwerd on their engagement, and 
  hangs 
  prominently 
  in 
  the 
  dressing 
  room.  
  Xenia/Reala’s apartments are detailed on Judge’s Map 
  #2 – Reala’s Chambers.   
   
  There are three rooms.  The first serves as an 
  entryway and sitting room.  The second acts as a more 
  intimate drawing room and lounge.  The third serves as 
  the bedroom and dressing room. 
   
  The mirror of note obviously hangs in the 
  bedroom area.  However there are dozens, perhaps 
  even scores of mirrors about the place. Reala is an 
  extremely vain creature.  The secret door opens into 
  the second room.  Use the following text when the 
  party first emerges from the escape tunnel. 
   
  Opening the secret door at the end of the hidden 
  tunnel, you know that you have emerged into 
  Reala’s chambers.  The room you have entered 
  seems to be something of an intimate drawing 
  room or lounge with a mauve and pale-blue 
  theme.  A pair of divans neatly flank a small fluted 
  stand. 
   
  Cushions 
  and 
  brightly 
  colored, 
  embroidered rugs cover the floor.  Silken 
  draperies decorate the ceiling.  And everywhere 
  are the mirrors.   
  
  He Loves Me, He Loves Me Not 
   
  Page 12 
   
  Mirrors on stands are scattered about the 
  room.  Mirrors on the walls of all shapes and sizes. 
   There are even a half-dozen hand mirrors lying 
  across every horizontal surface you can find.  
  Given the information the Gray Seer imparted, 
  you are obviously in the right place. 
   
  Off to your right is a narrow archway with a 
  privacy curtain tied off.  It appears to lead towards 
  the front room and the main entrance.  Mostly 
  straight ahead, although a bit to the left is another 
  archway and privacy curtain, although this one 
  has been pulled shut. 
  At some point the PCs will most likely ask about the 
  mirror descriptions.  Feel free to use any or all of the 
  following. 
  1. 
  A gilt-framed mirror about the size of a small 
  portrait. 
  2. 
  A metal-framed mirror hung horizontally. 
  3. 
  A heart shaped hand mirror with an intricate 
  chevron-patterned back. 
  4. 
  A round mirror with a cast iron filigree border. 
  5. 
  An octagonal mirror hung neatly without a frame. 
  6. 
  A triangular mirror with a frame of cut crystal. 
  7. 
  A whimsical hand mirror shaped like the 
  Kingdom of Nyrond. 
  8. 
  A large mirror mounted in a brass swivel-stand. 
  9. 
  An iron stand bearing a two-sided oval mirror, 
  which pivots in the middle. 
  10. A small gilded cherub holds aloft a circular mirror 
  above his right shoulder. 
  11. Another brass stand, this one very tiny and on a 
  wall shelf, is carved like a pair of rearing unicorns. 
   Their horns and fore-hooves hold up a diamond 
  shaped mirror. 
  12. A larger hand mirror has a padded and 
  upholstered back. 
  13. A silver chased mirror hung by a delicate silver 
  chain. 
  14. A mirror cunningly carved to resemble a waterfall. 
  15. On another shelf, a cut glass shepherd leads a 
  small flock of glass sheep across an oblong, 
  mirrored plate. 
  Of note is the absence of the flower-bordered, wooden-
  framed mirror that the party is seeking.  Intelligent 
  PCs will determine that it must be hanging in one of 
  the other rooms. 
   
  Should the party decide to investigate the front 
  room first, allow them to do so.  The front room is very 
  similar to the drawing room, although with a light-
  burgundy and wood theme. 
   
  Eventually they will decide to move aside the 
  curtain into the bedroom.  There are four different 
  descriptor paragraphs that follow.  Read the correct 
  paragraph depending on the APL you are playing at. 
  APL6: 
  Parting the privacy curtain into the bedroom, you 
  are greeted with the sight the Gray Seer warned 
  you about.  Waiting for your arrival in a red and 
  yellow themed room is a small black-skinned 
  humanoid with bright red forearms and claws.  It 
  has an obviously demonic cast to its features, and 
  a feral grin splits its face. 
  APL 6 (EL5) 
  � Jovoc Demon: hp 36; see Appendix A for further 
  details 
  Tactics:  The Jovoc will attempt to fight one opponent 
  at a time.  Given its fast heal ability it is not worried 
  about attacks of opportunity from moving through 
  threatened squares.  However, the longer it can fight 
  the party the more retribution damage they will take.  
  It will only attempt to gate in another Jovoc if it takes 
  half of its hit points in damage. 
  APL8: 
  Parting the privacy curtain into the bedroom, you 
  are greeted with the sight the Gray Seer warned 
  you about.  Waiting for your arrival in a red and 
  yellow themed room are a pair of small black-
  skinned humanoids with bright red forearms and 
  claws.  They sport obviously demonic features, and 
  feral grins split their faces. 
  APL 8 (EL7)  
  � Jovoc Demons (2): hp 40, 36; see Appendix A for 
  further details 
  Tactics:  The Jovocs will attempt to fight one opponent 
  at a time, although not necessarily the same opponent.  
  Given their fast heal ability they are not worried about 
  attacks 
  of 
  opportunity 
  from 
  moving 
  through 
  threatened squares.  However, the longer they can 
  fight the party the more retribution damage they will 
  take.  They will only attempt to gate in other Jovocs if 
  they take half of their hit points in damage. 
  APL10: 
  Parting the privacy curtain into the bedroom, you 
  are greeted with the sight the Gray Seer warned 
  you about.  Waiting for your arrival in a red and 
  yellow themed room are three small black-
  skinned humanoids.  Two have bright red 
  forearms and claws.  Each has obviously demonic 
  
  He Loves Me, He Loves Me Not 
   
  Page 13 
  casts to their features, and feral grins on their 
  faces. 
  APL 10 (EL9) 
  � Jovoc Demons (2): hp 40, 36; see Appendix A for 
  further details 
  � Babau Demon: hp 66; Monster Manual v3.5 page 
  40 
  Tactics:  The Jovocs will attempt to fight one opponent 
  at a time, although not necessarily the same opponent.  
  Given their fast heal ability they are not worried about 
  attacks 
  of 
  opportunity 
  from 
  moving 
  through 
  threatened squares.  However, the longer they can 
  fight the party the more retribution damage they will 
  take.  They will only attempt to gate in other Jovocs if 
  they take half of their hit points in damage. 
   
  The Babau demon will attempt to cast Darkness 
  first, and then move flank an opponent opposite one of 
  the Jovocs to get its sneak attack damage. 
  APL12: 
  Parting the privacy curtain into the bedroom, you 
  are greeted with the sight the Gray Seer warned 
  you about.  Waiting for your arrival in a red and 
  yellow themed room are Reala’s Guardians.  A pair 
  of small black-skinned humanoids with bright red 
  forearms and claws and one without the red 
  markings, stand next to a humanoid vulture-
  demon with vast, gray-feathered wings.  The 
  vulture-demon grins and starts to dance.  
  APL 12 (EL11) 
  � Jovoc Demons (2): hp 40, 36; see Appendix A for 
  further details 
  � Babau Demon: hp 66; Monster Manual v3.5 page 
  40 
  � Vrock Demon: hp 113; see Monster Manual v3.5 
  page 48 
  Tactics:  The Vrock’s first action will be to release its 
  spores as a free action, while attempting to gate in 
  another Vrock.  The Jovocs will spend the first round 
  also attempting their gate ability.  The Babau will cast 
  darkness, to overlap all the gathered demons.  
  Following that, the Vrock will attempt his stunning 
  screech while the Jovocs and the Babau move to 
  engage one opponent at a time.   
   
  Note: This is a particularly difficult fight to run.  
  The Jovoc’s retribution attack can quickly spell doom 
  for an entire party, especially when combined with the 
  Vrock’s spore attack. 
   
  Once the party has defeated the demon guardians, 
  they should remember to use the Gray Seer’s Elixir to 
  remove the evidence of the combat.  Should 
  furnishings be damaged, Reala will suspect the demons 
  of causing it, and not worry about it for the time being. 
   
  The defeat of the demons will allow the party to 
  find the correct mirror.  Note that while it is not 
  required for the PCs to coat this particular mirror (as 
  explained by the Gray Seer), it does add quite a bit of 
  closure to the story. 
   
  Standing against one wall is a large wooden-
  framed mirror.  The frame is beautifully carved to 
  resemble roses or perhaps Bristlecone flower 
  vines.  The frame is wheeled and can be easily 
  rolled around.  The mirror’s surface is of silver 
  and highly polished.  This must be the object of 
  your quest. 
   
  Once the party uses the enchanted oil on the mirror, 
  the surface will briefly glow and then fade.  All the 
  party needs do now is escape – preferably through the 
  same tunnel they used to enter. 
  Scene Five – She Was Good For 
  Nothing 
  Note: This encounter assumes that the party left Reala’s 
  rooms using the same escape tunnel they used getting 
  inside.  If this is not the case, please adjust the 
  following read aloud text to compensate for this fact. 
   
  You have just exited the secret tunnel.  Now, what 
  to do and where to go for the next couple of hours 
  until the Gray Seer contacts you again?   
   
  You begin to contemplate that concept when a 
  fairly musical voice reaches you from the 
  direction of the garden. 
   
  “Hello there!  You must be those adventurers 
  that I asked Lynwerd to fetch for me.  Although he 
  should have given you better directions.” 
   
  This comes from what must be the most 
  stunning woman you have ever set eyes upon.  
  Long raven tresses with flashing red highlights.  A 
  slender Oeridian face with high cheekbones and 
  bright green eyes.  An exquisite figure with long 
  and shapely limbs. All wrapped up in a low cut, 
  short-skirted dress designed to hint at revealing 
  more.   
   
  Oh no, this can only be Reala. 
   
  It is indeed Reala.  She has no idea that the party 
  standing before her is actively seeking her destruction. 
  
  He Loves Me, He Loves Me Not 
   
  Page 14 
   Rather, she requested that Lynwerd, “fetch some of 
  those resourceful adventurers you always use.  I have a 
  task I’d like them to perform.”  She simply assumes 
  that these are the adventurers she requested.  Lynwerd 
  of course agreed, but has not yet been able to contact 
  any adventurers – mostly because he is too busy 
  contemplating ‘his darling sugar-drop Reala.’ 
   
  Once the party gets over their shock (something 
  Reala will simply assume is because of her beauty) 
  Reala will continue to talk to them. 
   
  “Yes, you lot.  You are the adventurers I requested. 
   Excellent timing, although Lynwerd should have 
  given you better directions.  Never mind that, I 
  have a task I need all of you to perform.  Walk 
  with me for a bit through the garden, and I’ll 
  explain it to you. 
   
  Hopefully the party has taken the Gray Seer’s warnings 
  to heart.  Any of the following are cause to end the 
  scenario prematurely: 
  • 
  Attacking Reala in any fashion – Reala will simply 
  destroy them and the scenario ends with all 
  players being killed.  If your party argues that they 
  could have survived or fled such a fight, simply 
  mention that all the resources of a powerful 
  demoness, a mighty court wizard and the entire 
  kingdom of Nyrond will be brought to bear.  Their 
  characters are dead.  Period.  All characters must 
  be collected, along with all adventure records, 
  certs and similar effects.   
  • 
  Teleporting away, attempting to flee Reala’s 
  presence, or any similar suspicious action will alert 
  Reala to the Gray Seer’s influence and ruin the 
  plan.  Lynwerd will marry Reala, and the Kingdom 
  is in a world of trouble. 
  • 
  Refusing her commands, accepting the commands 
  but failing to pursue them to completion, or acting 
  belligerent towards her will have the same results 
  as fleeing her presence. 
  If the party heeds the Gray Seer’s warnings, they will 
  follow Reala out into the garden and the next scene.  
  Otherwise the scenario ends here.   
  Scene Six – The Garden of 
  Paradise 
  Reala will continue once the party has had a chance to 
  compose themselves and follow her. 
   
  “Lovely garden isn’t it?  Quite a bit of work to 
  maintain.  Our gardener is forever pulling weeds.  
  And the task I have for you is not dissimilar.  It 
  seems we have a spy, and I’d like you lot to kill 
  him.” 
   
  At this point the PCs might suspect that she wants 
  them to kill the Gray Seer.  While that might be 
  tempting, she knows that the Gray Seer is probably too 
  powerful even for a group of adventurers.  Plus, he 
  would have advanced knowledge of such an attempt.  
  But there is no reason that the players should be 
  worried for a while.  Most likely one of the PCs will ask 
  a question like, “Spy?”  Reala will continue. 
   
  “Yes, you see there has been a spy in the royal 
  household for several years now.” 
   
  At this point Reala stops in her speech.  She also stops 
  walking and looks down.  That same Bristlecone flower 
  vine that Lynwerd found is beneath her foot.  Reala’s 
  face will briefly contort in anger. 
   
  Stepping off of the Bristlecone flower vine she 
  just trod upon, Reala reaches down and angrily 
  jerks the vine out of the ground.  “These weeds are 
  everywhere.  Gardener!  Come here!”  
   
  Her fist closes about the vine, crushing the 
  thorns between her fingers.  Her other hand rips 
  the flower petals off, one by one, scattering them 
  about with quick jerky movements. 
   
  Observant players (Spot DC 20) will notice that the 
  thorns do not pierce her skin, nor does any blood get 
  drawn.  Reala has damage reduction (DR) after all, and 
  a simple plant is not enough to hurt her. 
   
  A few seconds go by with Reala slowly shredding 
  the vine in her hands.  When the gardener arrives 
  he is obviously in a great deal of fear, for he 
  trembles and quakes before her.  “Y-yes-s my lady?” 
  Even his voice quivers. 
   
  “Have I not asked you to remove these weeds? 
   Am I not holding another vine in my hands?”  
  Reala grabs the man’s shoulders and shoves the 
  vine into his face.  The thorns scratch him in a few 
  places and small droplets of blood appear. 
   
  “Do your job.  Remove these vines – all of 
  them – before the masquerade this evening, or 
  
  He Loves Me, He Loves Me Not 
   
  Page 15 
  tomorrow you will find another place of 
  employment.” 
   
  The gardener quickly bows his obedience and 
  very nearly runs to the nearest patch of the weeds. 
   Reala gazes after him for a moment before 
  turning back to you.   
   
  “So sorry about that.  It is so hard to hire good 
  help.”  Her eyes briefly size your party up.  “Now 
  where was I?  Ah yes, the spy.” 
   
  “This man has been actively working to bring 
  about the fall of Nyrond, and no one has noticed.  
  It is time to end this threat and assure that the 
  Kingdom, and Lynwerd as well, will remain safe.  I 
  did not want to reveal this to him, so I had 
  Lynwerd contact you lot as he has been doing with 
  other adventurers for several months now.  It 
  should go unnoticed.” 
   
  The party may have some questions at this point.  Let 
  them speak, but Reala will eventually interrupt, as she 
  cannot let control of the conversation get away from 
  her. 
   
  “You may have heard a story about a priest of 
  Incabulous?  I am sure you are aware of the plague 
  that has spread throughout the Kingdom?  Well, 
  all of this was possible because this priest had a 
  spy in our royal household.  You may have even 
  met him in your travel through the palace.  He’s 
  our (dramatic pause) pageboy Percil.” 
   
  At this the party is bound to be a bit stunned.  Let them 
  be.  This is supposed to catch them by surprise. 
   
  “Yes, our pageboy.  Or should I say our page-adult 
  Halfling?”  She smirks at this before continuing.  
  “He’s been the one passing vital information to 
  the priest for years.  Even now he is plotting to 
  destroy my darling Lynwerd and bring grief and 
  more to Our Kingdom.  This cannot be allowed to 
  continue.  That is why you are here.  Are you ready 
  to proceed?” 
   
  Reala will not dicker about fees, retainers, or down 
  payments.  She expects that the party will be paid by 
  Lynwerd and frankly considers such trivial matters to 
  be beneath her.  She’ll answer any questions about such 
  things with a wave of her hand and a dismissive snort. 
  Once the PCs have agreed to Reala’s 
  commands, she’ll give them some further information. 
   
  “I’m glad you have agreed.  Here are the directions 
  to his rooms.  I am sure he has traps and the like 
  awaiting you.  I cannot guarantee that he is in his 
  rooms, but it seems the most likely spot to find 
  him.  He is currently off duty as he expects to be 
  serving us at the masquerade this evening.  I 
  would start there if I were you.” 
   
  “If you have no further questions, I’ll leave 
  you to your task.  I must go and prepare for this 
  evening.” 
   
  The query about additional questions should be said in 
  such a manner that Reala expects there not to be. 
   
  Reala leaves after giving the party the directions.  
  Again, we hope that the party follows instructions and 
  goes to the next scene.  Otherwise the entire mission 
  fails. 
  Scene Seven – In the Uttermost 
  Parts of the Sea 
  As much as you might hate to follow her orders, 
  you really have been given no choice. So here are 
  you are, standing before the door that Reala’s 
  directions say lead to the rooms of a spy. 
   
  The door itself seems rather plain and no 
  different from any other door along this hallway.  
  There is no one in the hall, so now is as good a 
  time as any to go inside. 
   
  Given the read-aloud text listed above, parties are going 
  to want to check the door for traps.  Let them.  This 
  particular door is not trapped.  The trap is located just a 
  bit further along; see Judge’s Map #3 – Percil’s 
  Chambers for details. 
   
  When they do finally open the door, they will see 
  a short hallway that ends at another door.  A door with 
  a number of graven glyphs upon it.  Give the PCs 
  Player Handout #3 – The Glyph Covered Door when 
  they finally look within the short hallway. 
   
  The passageway beyond the outer door is small, 
  perhaps twenty feet in length, and ending in a 
  highly carved door.  Even from here it is easy to 
  see that the carven runes upon the door are 
  buttons.   
   
  The party will be unable to do anything until they 
  enter the room and proceed down the hallway.  The 
  buttons on the door cannot be depressed until the 
  
  He Loves Me, He Loves Me Not 
   
  Page 16 
  main hallway door is closed, and that main hallway 
  door cannot be opened from the inside.  Once the door 
  has been closed, and any button pressed, the door locks 
  shut (Open Locks DC 25+APL). 
  Essentially, the party either is all in the 
  hallway, or else they split the party – which could spell 
  doom for the ones trapped inside.  The fact that the 
  door locks, and that there is no way to open it from the 
  inside can be seen with a simple Search check (DC15).   
  The entire hallway and glyph covered door is 
  one large and fairly nasty trap.  It doesn’t do a lot of 
  damage, but there are a lot of ways to keep triggering 
  that damage.  To make matters worse, they don’t have 
  forever to think about it, since the room will slowly fill 
  with water every round the glyph door remains shut 
  after the first button has been pressed. 
  The trap works as follows: 
  • 
  The area between the outer door and the glyph 
  door is approximately 20’ long, 5’ wide, and about 
  10’ high.   
  • 
  Any weight placed on the floor will set the trap.  If 
  you have characters that insist on always flying or 
  walking on the walls, this will not be a problem so 
  long as at least one member of the party is still 
  walking normally.  If the entire party managed to 
  avoid the floor, then pressing any button on the 
  glyph door (even a correct one) will set the trap. 
  • 
  The buttons on the glyph door cannot be 
  depressed until the outer door has been shut.  
  Once the door is shut and a button pressed the 
  outer door will lock.  There is no handle to open 
  the outer door from the inside (Percil uses a 
  different method to leave his chambers). 
  • 
  Once the first button is pressed, the passage 
  slowly starts to fill with water.  Each round that 
  passes sees the water level rise by about 2’.  A total 
  of five rounds and the passage will be completely 
  submerged.   
  • 
  This is a perfectly acceptable time to use the Favor 
  of Kurast water-breathing effect. 
  • 
  The door is covered with dozens of letters that 
  serve as buttons.  The rhyme they form gives a 
  clue about the answer – the buttons that must be 
  pushed to unlock the inner door. 
  • 
  Each incorrect button pressed will discharge a 
  shocking grasp spell through the intruder.  If 
  there is water present in the room, all other 
  characters will suffer the same damage if they are 
  touching the water in any fashion.  The damage 
  varies slightly by APL as follows:  APL6 – 1d6, 
  APL8 – 2d6, APL10 – 3d6 and APL12 – 4d6.  This 
  damage is electrical in nature and there is no save 
  allowed to reduce damage. 
  • 
  Once all the correct letters (glyphs) are pushed, in 
  the correct order, the inner door snaps open and 
  the outer door unlocks.   
  • 
  If there is any water present in the passage when 
  the inner door opens (highly likely), the resulting 
  rush of water will most likely send any characters 
  in the passage tumbling into the room beyond – 
  and the monster hidden there (see Scene Eight 
  below).  A Balance check (DC10+APL) is required 
  to not be swept along with the water and not fall 
  prone.  Characters failing the check will be 
  deposited in the next room in one of the entry 
  squares, prone. 
  The rhyme on the door is as follows (and spelled out on 
  Player Handout #3). 
  
  He Loves Me, He Loves Me Not 
   
  Page 17 
   
  In the uttermost depths of the sea 
  It is said 
  Lies the treasure of thousands 
  It is said 
  Lovers too have fallen beneath the waves 
  It is said 
  Never to be found by any who try 
  It is said 
  Even you will find those depths 
  It is said 
  Should you try to stop the plague 
  It is said 
   
  So it is written for all 
   
  � Shocking Grasp Buttons (233): CR2 (4 entire 
  trap); shocking grasp (var. d6 per APL), Search DC 
  10+APL, Disable DC 20+APL (each button). 
  � Iron Door: 4” thick; hardness 10; hit points 120; AC 
  5; Break DC 33.  Attacking the door sets off 1d10 
  shocking grasps. 
  The answer to the trap is rather simple, but 
  some players might miss it.  All that is required is that 
  the first letter of every odd line be depressed in order.  
  Those letters spell out ILLNESS, which is something 
  of the theme of this scenario series. 
  Depressing any other letter or pressing even 
  the correct buttons out of order will cause the 
  shocking grasp enchanted on that button to discharge. 
    
  The door does detect as magical, in fact there 
  are 233 individual evocation and 240 individual 
  transmutation effects on the door.  In fact, there are so 
  many individual effects that it is impossible to 
  determine which effects are on which button.   
  Attempting to bypass the shocking grasp 
  effects by depressing the buttons under the effect of an 
  Antimagic Field will not be effective.  The 
  transmutation effects on the correct buttons are what 
  allow the door to open.  Without magic, the door 
  cannot unlock. 
  Once the puzzle is solved and the inner door 
  opened, you can skip ahead to the next scene.   
  Scene Eight – What One Can 
  Invent 
  This is a simple combat scene.  In the room beyond the 
  trap, the spy Percil has left a surprise for any intruders. 
   At least one advanced Gibbering Mouther, specially 
  bred and augmented by Percil’s master (Kalamid), 
  awaits the party’s entry.  At higher APLs there might be 
  two such Gibbering Mouthers. 
  The Mouther(s) will attack the party as soon 
  as the door crashes open.  Neither side should get a 
  surprise round, as it is obvious that both sides were 
  suspecting something.  Simply roll initiative.  
  If the PCs split the party, those outside the 
  passageway will be delayed by at least a round, as they 
  need to open the door and proceed down the passage.   
   
  With the last button pressed, the inner door 
  crashes open.  Beyond is a fairly large room – 
  much more than would ever be expected for a 
  simple pageboy.  But then the trapped hallway was 
  enough to tell you that. 
   
  Sitting within the room is a horror out of a 
  nightmare.  Terrible, ooze-covered mouths and 
  eyes chatter and stare out of a formless blob.  It is 
  impossible to tell how large it is, even if it is alone 
  or not.  The mouths and eyes open.   
   
  APL 6 (EL 6) 
  � Fiendish Gibbering Mouther, see Appendix B 
  for details 
  APL 8 (EL 8) 
  � 2 Fiendish Gibbering Mouthers, see Appendix 
  B for details 
  APL 10 (EL 10) 
  � Advanced (12 HD) Fiendish Gibbering 
  Mouther, see Appendix B for details 
  APL 12 (EL 12) 
  � 2 Advanced (12 HD) Fiendish Gibbering 
  Mouthers, see Appendix B for details 
  Once the party has defeated the Mouther(s) they can 
  explore the rest of Percil’s rooms.  They will not find 
  Percil, but they will find Player Handout #4 – The Spy’s 
  Notes.  These notes detail how he has discovered the 
  location of Xenia’s chambers and how it was he, Master 
  Spy Percil, who has slain the Lady Xenia and prevented 
  the terrible prophesy that Kalamid foretold. 
  
  He Loves Me, He Loves Me Not 
   
  Page 18 
  Obviously he expects the note to be read long 
  after he has succeeded in his mission.  He is not 
  counting on the PCs involvement.   
  Scene Nine – What the Old 
  Man Does is Always Right 
  The Gray Seer will be awaiting the PCs, once they are 
  ready to leave.  They will find another one-way door, 
  which leads out of Percil’s chambers.  The Gray Seer 
  will ask to be brought up to speed by the party.  He’ll 
  know about and want to read the note they just found 
  as well.  Once he has caught up, he will speak the 
  following: 
   
  “It is obvious by this note that Percil expects it to 
  be read long after he has succeeded in slaying 
  Xenia.  I know not how he plans to get through 
  her protective shroud, but we must take this 
  threat seriously.  I ask you all for another favor.  I 
  propose to send you all to Xenia’s chambers.  You 
  must stop this Percil from reaching Lady Xenia.” 
   
  The Gray Seer will wait for everyone’s agreement (and 
  we doubt that anyone will refuse – if they do, play it by 
  ear) and then teleport them directly to Xenia’s rooms.  
  As they fade from view, they will faintly hear the 
  following: 
   
  “I forgot to warn you, it’s rather dark in there.” 
   
  And then the party is plunged into blackness. 
  Scene Ten – Dance, Dance Doll 
  of Mine 
  Read the following to those characters without 
  darkvision.   
   
  Wherever you have arrived, it is pitch black.  Not a 
  single light source can be found.  The echo of your 
  arrival lets you know it is a fairly large place you 
  have arrived in, but that is all you can tell. 
   
  You may get some PCs that argue that they always have 
  light sources.  Remind them that they were wandering 
  around the halls of a brightly lit palace, with torches or 
  windows scattered everywhere.   
  If they still argue, or if they happen to have 
  mentioned they have a light source earlier, you can 
  allow them to listen to the darkvision description 
  given below. 
   
  Your eyes adjust instantly to the gloom.  You are 
  standing in a fairly large room with a single exit 
  opposite you.  In the center of the chamber is what 
  appears to be a crystalline coffin holding a 
  beautiful woman.  Straddling the coffin is a 
  Halfling man.  He plunges his sword downward… 
   
  From this point on, all descriptions are the same.  
  There is no further need for light sources, as the 
  shattering of the coffin will provide plenty of 
  illumination. 
   
  From the center of the room comes an explosion 
  of light.  A crystalline coffin lays shattered, a 
  pretty Sueloise woman moaning and shaking her 
  head as she struggles to consciousness.  Next to 
  the coffin a Halfling male does the same.  Floating 
  above the coffin is some sort of creature.   
   
  It looks like a jellyfish, with a number of long 
  tendrils hanging down and extending backwards 
  into nothingness.  A feral scream of rage and pain 
  echoes from the creature as it grasps the Halfling 
  in its tendrils.  
   
  The Halfling writhes and shakes, struggling 
  against the terrible creature that has grappled 
  him.  But then all shaking stops.  The Halfling’s 
  eyes open and glow with an alien intelligence.  
  The creature is absorbed into the Halfling’s body, 
  as it grabs for the necklace about its throat. 
   
  The KOI Patriarch was severely wounded by the 
  shattering of the protective shroud, and would be 
  unable to fight the party in its weakened state.  But by 
  forcing itself inside the body of Percil, it can control 
  Percil and fight the party that way.  This is addressed in 
  further detail in the next scene. 
  Scene Eleven – The Goblin and 
  the Woman 
  Just as the Halfling is about to throw some small 
  object pulled from his necklace, a single pure note 
  rings out.  Your eyes, and those of the Halfling 
  look back at the coffin for just an instant.   
   
  Rising up, her mouth open in song, is the 
  Lady Xenia.  Her bright red hair cascades from 
  beneath a garland of Bristlecone vines.  Her 
  strong voice emerges from a face every bit as 
  beautiful as Reala’s, but Xenia’s features are softer 
  and more pleasant.   
  
  He Loves Me, He Loves Me Not 
   
  Page 19 
   
  As her song continues and the Halfling turns 
  backtoward you to continue his assault, you feel 
  the power of Xenia’s voice give you hope. 
   
  Again we have another combat encounter.  The KOI 
  Patriarch has taken over Percil’s body.  The resulting 
  combination creature is considered to be Percil the 
  Halfling spy, with the captured one template applied.   
   
  For this fight, Judge’s Map #4 – Xenia’s Chamber 
  has been included.  The room is very large, and Percil is 
  quite mobile.  
   
  This fight can be very difficult to run, as the 
  captured one template makes Percil immune to a large 
  number of spells and effects.  It has also increased 
  Percil’s Dexterity (among other stats), which greatly 
  adds to his combat effectiveness. 
   
  Luckily Xenia is a bard.  Her song initially is 
  designed to inspire courage.  This has the effect of 
  granting all her allies (the party in this case) a +2 
  morale bonus on weapon attack rolls and damage rolls. 
   It also grants a +2 morale bonus on saves against 
  charms and fear, but those shouldn’t come into play in 
  this combat. 
   
  Tactics and Round-by-Round: 
  • 
  Initially Xenia will sing to Inspire Courage.  This 
  happens immediately before the combat begins – 
  she took a readied action to begin singing. 
  • 
  Percil will open the combat by throwing the 
  highest level fireball made available by his 
  necklace of fireballs (see the Percil’s description in 
  the appropriate appendix) 
  • 
  Percil will follow up his fireball by tumbling 
  around the room and using his Improved Feint 
  ability to gain sneak attack damage against his 
  target.  Percil will aim for lightly armored 
  individuals such as wizards and rogues.  If he has 
  the ability to perform a full attack action he will 
  take it.  He will trust in his dexterity, augmented 
  hit points and tumble ability to prevent fighters 
  from gaining the same against him. 
  • 
  Percil will use as many points from his BAB to 
  augment his AC (Combat Expertise) as it takes to 
  prevent being hit.  If this means that Percil has 
  difficulty hitting in return, then so be it. 
  • 
  Combat will continue in this fashion, with Xenia 
  singing and Percil attempting to kill the party.  
  Periodically Percil should attempt another fireball 
  or two just to keep things interesting.  Percil will 
  not target Xenia with any of his attacks, but it is 
  possible that she will be caught in the area of 
  effect of the fireballs.  Assume that she makes all 
  her reflex saves, so her ring of evasion will protect 
  her from damage. 
  At APL6 Xenia will only Inspire Courage. 
  At APL8 she will Inspire Courage first, but will 
  switch her song to Inspire Greatness in one individual 
  if the fight goes poorly for the party. 
  At APL10 she will Inspire Courage first, but will 
  switch her song to Inspire Greatness in two individuals 
  if the fight goes poorly for the party. 
  At APL12 she will Inspire Courage first, but will 
  switch her song to Inspire Greatness in two individuals 
  on her next action (round 2).   
  If Xenia Inspires Greatness, she will target front-
  line fighters primarily, although fighting rogues or 
  clerics are also a possibility. 
  APL 6 (EL 9) 
  � Percil/Patriarch, see Appendix C for details 
  APL 8 (EL 11) 
  � Percil/Patriarch, see Appendix C for details 
  APL 10 (EL 13) 
  � Percil/Patriarch, see Appendix C for details 
  APL 12 (EL 15) 
  � Percil/Patriarch, see Appendix C for details 
  The Spy/Patriarch is designed to be a bit tougher than 
  the allotted Challenge Rating.  However, the 
  Encounter Level has been adjusted down by one as the 
  party gets the free benefit of Xenia’s song. 
  Expect this combat to be long, somewhat 
  frustrating, and highly annoying to the players.  
  However, if the PCs are able to coordinate attacks, use 
  unusual spells or abilities, and learn to think beyond 
  the simple charge and attack, then they should 
  succeed. 
  When the battle is over, Xenia will move to 
  heal or stabilize any PCs.  She recognizes the party as 
  her rescuers. 
  Scene Twelve – The Loveliest 
  Rose in the World 
   
  “Many thanks, mine rescuers.  Long have I laid in 
  that crystal shroud, feeling that foul Patriarch 
  attached to my very soul.  Prithee, tell me what has 
  transpired since last I saw my beloved and his 
  Seer?  Although the shroud did slow time and 
  prevent my death at the Patriarch’s will, still was I 
  able to know some of the events surrounding me.  
  
  He Loves Me, He Loves Me Not 
   
  Page 20 
  Prithee, who is this Lady Reala, and why do I feel 
  dread at the very mention of her name?” 
   
  Hopefully the party will catch Xenia up to speed.  Role 
  play this encounter as best you can, asking questions of 
  the party and seeing just how much they know of 
  current events.  Xenia is somewhat archaic in her 
  speech patterns, and should sound like she is speaking 
  Old English as much as possible. 
   
  Once the PCs have given their explanations, 
  Xenia’s bright green eyes will narrow. 
   
  “So, this usurper thinks she can steal her way into 
  my beloved’s heart and thereby win herself a 
  throne?  We shall see about that.”  Xenia turns 
  back to the party, “Mine friends, she who would be 
  your queen must ask of you to continue your 
  mission.  Go and fetch for us this enchanted 
  mirror and meet with me at the entrance to the 
  grand ballroom.  We shall finish this plan and 
  remove the taint from our kingdom altogether.” 
   
  And hopefully the PCs will go and fetch the mirror.  
  Xenia would prefer that the PCs go in a group, just in 
  case Reala has left or summoned more guardians, but 
  will not complain if the PCs insist on sending someone 
  to accompany her.   
   
  Her plan is extremely simple.  She marches 
  straight to a convenient closet, grabs a heavy cloak with 
  which to cover herself and an extra cloak (although she 
  will not say why).  She will then go to the entrance to 
  the ballroom and await the party. 
   
  The party will not find any opposition either along 
  the way, or inside Reala’s (or should we say Xenia’s) 
  rooms.   
   
  Entering Reala’s rooms, you prepare for another 
  conflict, but the chambers are deserted.  Inside 
  the bedroom you find the correct mirror, although 
  something seems to be wrong.  A long vertical 
  crack runs the length of the mirror.  The, now two, 
  panes of glass also seem warped, for you can see 
  their reflected images do not exactly line up. 
   
  The mirror is easily fetched and the wheels on the 
  bottom of the wooden frame roll nice and evenly.   
   
  Note:  If you wish, you may use Judge’s Maps 5 and 
  5a for the ballroom.  This may scare the PCs that they 
  will need to do battle with Reala, but they are mostly 
  for show.  No combat is expected to occur in the 
  following scene. 
   
  When the party arrives with the mirror, Xenia will 
  throw the extra cloak over it, covering the glass panes 
  from view.  She’ll turn back to the party once she is 
  done. 
   
  “Now for a spot of fun.”  Xenia’s eyes glitter 
  mischievously.  “Let us reclaim Lynwerd’s heart 
  and drive this demoness back to the abyss that 
  spawned her.  Come behind me with yon mirror, 
  and follow my lead.”  And with that she begins to 
  slowly walk into the ballroom and down towards 
  where King Lynwerd and Reala are seated. 
   
  Xenia’s walk is slow and stately, designed to 
  catch the eye of all present.  The heavy cloak she 
  wears covers up her features, and you can hear a 
  murmur in the crowd as they wonder whom this 
  individual could be.   
   
  Xenia eventually reaches a spot just before the 
  royal couple, where she waits just a moment to 
  build tension.   
   
  “My dearest Lady Reala,” Xenia begins 
  without a hint of malice in her voice.  “In 
  anticipation of your upcoming nuptials.  I present 
  to you this wedding gift.  Look upon it fondly and 
  with remembrance from the people you tried to 
  rule.” 
   
  With that, Xenia pulls back the cloaks, both 
  the one on the mirror and the one on herself.  
  Reala jumps to her feet, a snarl curling her lips as 
  she starts to speak. 
   
  The mirror flares, but only yourselves, and 
  perhaps Lynwerd, seem to notice.  As the flare 
  fades, you can see two reflections separated by the 
  vertical crack.  The first is of Xenia – dressed as a 
  princess, still wearing her garland of flowers.  The 
  second shows the true Reala – wings, fangs and 
  horns. 
   
  “So you are the little girl whose place I took.  
  Come my love, show the little girl who you really 
  desire.” 
   
  Lynwerd rises, and looks back and forth 
  between Reala and Xenia.  Then, he turns his back 
  on Xenia and bends to kiss Reala.  Reala’s lips curl 
  once again in a sneer as she stretches to accept the 
  kiss. 
   
  A momentary blur distracts your eye, and 
  when you are able to focus again you see Lynwerd 
  step back from Reala, his hand still wrapped about 
  the sword he must have thrust through her breast.  
   
  Reala’s form shifts and her true appearance 
  comes out.  Her face contorts in agony as flames 
  begin to lick from within the wound.  Her scream 
  of anguish grows louder and louder as the flames 
  consume her body.   
  Soon nothing is left of 
  the demoness but a small cloud of smoke quickly 
  
  He Loves Me, He Loves Me Not 
   
  Page 21 
  dispersed.  Lynwerd and Xenia embrace as the 
  ballroom erupts in cheers! 
   
  The story is over.  If the PCs are playing this at 
  CONduit 2004, remind them to attend the interactive 
  for the conclusion, and do not read the conclusion 
  shown below.  If the PCs are playing this elsewhere, 
  read the conclusion contained below.   
  Conclusion – The Happy 
  Family 
  The Royal Wedding was held the very next day.  
  The festivities were huge, with visiting dignitaries 
  from throughout the lands giving voice to their 
  approval. 
   
  The common people competed in contests, 
  and all in attendance were treated to wedding cake 
  and brew.  The party lasted for hours, even past 
  the discrete exit of the happy couple. 
   
  In the days following the wedding of Lynwerd 
  to his new queen Xenia, a heavy fog seems lifted 
  from the shoulders of their subjects.  Wherever 
  you go, people excitedly talk about the new 
  Queen.  Whispered gossip of the traitor prince has 
  been replaced with insatiable curiosity about Her 
  Majesty.  What fashions will she wear?  What sort 
  of parties will she host?  When will she bear an 
  heir to the throne?  
   
  As you travel away from Rel Mord in the 
  weeks 
  following, 
  you 
  are 
  asked 
  incessant 
  questions about the wedding.  "She is just what 
  this Land needed.  A gift of hope," remarks an 
  innkeeper.  And, remembering everything that 
  was done to restore her health, you cannot help 
  but agree. 
   
  If the PCs have questions about the state of the plague 
  in Nyrond, it still exists.  There is one missing 
  ingredient that needs to be recovered.  Future 
  information about the plague will be available on the 
  Nyrond website as time goes on.   
  Xenia, however, is free of her infestation, and 
  the KOI Patriarch is dead.  Without the continued 
  interference from the mummy-priest Kalamid and his 
  spymaster Percil, it seems likely that the plague will 
  soon be eradicated from Nyrond.  Let the PCs take 
  pride in their victory. 
  Alternate Conclusion – A Great 
  Grief 
  Of course there is always the possibility that the PCs 
  fail.  Perhaps they are all killed by Reala’s guardians.  
  Perhaps they fail to complete the mission.  Perhaps 
  they simply don’t care and go their own way. 
   
  In any event, if the PCs are not successful in their 
  quest to eliminate Reala’s influence on King Lynwerd, 
  then a great grief settles upon the Kingdom of Nyrond. 
    
   
  For players at the premiere running of this 
  scenario (CONduit 14 – May 2004), the consequences 
  are most dire.  First off, the King marries Reala, and the 
  Kingdom will need to deal with a half-fiend upon the 
  throne.  Even worse, Reala’s sweeping changes to the 
  Nyrondal government will very probably bring the 
  Kingdom to its knees.   
   
  For players at all other runnings of this scenario, 
  luckily the fate of the Kingdom rests only with the 
  premiere event.  Perhaps fate has already determined 
  that Lady Xenia has recovered, and she and Lynwerd 
  have started a happy family together.   
   
  In either event, there should be some penalties.  
  First, read off the following text to the players. 
   
  You have failed to secure the mirror, save Lady 
  Xenia, and expose Reala’s evil nature.   
   
  The Royal Wedding takes place as scheduled -- 
  with Reala as the Bride.  In due time, the Royal 
  Couple “happily announces the forthcoming birth 
  of their first child.”  With this development, no 
  one speaks of Xenia Sallavarian again.  There is no 
  funeral, no more announcements, either of her 
  death or her recovery; it is as if she never existed. 
   
  Without the promised ‘Songbird of the 
  Golden Voice’ the King and kingdom have 
  changed.  The Kingdom of Nyrond seems to be 
  trapped in the pre-dawn twilight, as if waiting for 
  the songbirds to introduce the dawn.  King 
  Lynwerd has changed as well.  He no longer 
  travels the kingdom or makes the unscheduled 
  public appearances that he once was known for.  
  He seems to have retreated into his palace and is 
  governing from a distance, much like his father 
  Archbold did, rather than continuing to govern as 
  a “people’s king.” 
   
  Secondly, the players will receive only the “Failure” AR 
  for their trouble.  This AR has less item access, and 
  lower maximum gold and maximum XP totals.  Please 
  adjust these totals for anything missed by the party. 
  The End 
  
  He Loves Me, He Loves Me Not 
   
  Page 22 
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  discretionary roleplaying experience award. The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) 
  to each character. 
  Scene Four 
   
   
   
   
   
  Defeat the Demon Guardians 
   
   
  APL 6 – EL5 
  150 xp 
   
  APL 8 – EL7 
  210 xp 
   
  APL 10 – EL9 
  270 xp 
   
  APL 12 – EL11 
  330 xp 
  Scene Seven  
   
   
   
   
  Solve the puzzle trap 
   
   
  All APLs – EL4 
  120 xp 
  Scene Eight  
   
   
   
   
  Defeat the Gibbering Mouther(s) 
   
   
  APL 6 – EL6 
  180 xp 
   
  APL 8 – EL8 
  240 xp 
   
  APL 10 – EL10 
  300 xp 
   
  APL 12 – EL12 
  360 xp 
  Scene Eleven  
   
   
   
   
  Defeat Percil the Captured One Spy 
   
   
  APL 6 – EL9 
  270 xp 
   
  APL 8 – EL11 
  330 xp 
   
  APL 10 – EL13 
  390 xp 
   
  APL 12 – EL15 
  450 xp 
  Discretionary Role-playing Reward  
   
  APL 6 – No EL 
  0-180 xp 
   
  APL 8 – No EL 
  0-225 xp 
   
  APL 10 – No EL 
  0-270 xp 
   
  APL 12 – No EL 
  0-315 xp 
   
  Total possible experience 
   
   
   
   
  APL6 
  900 xp 
   
  APL8 
  1125 xp 
   
  APL10 
  1350 xp 
   
  APL12 
  1575 xp 
   
  Treasure Summary 
  The following list details the possible treasure from each 
  encounter.  The amount given is for each PC, regardless 
  of the number of PCs present.  It is divided by APL, so be 
  sure to look at the appropriate value for your PCs.  In 
  some cases, the PCs may have needed to take specific 
  actions to acquire the treasure, while in other cases; some 
  of the items could have been used during the scenario 
  (by the players or the NPCs).  Take the total amount of 
  treasure recovered, covert to the listed gold piece value 
  (value listed is the correct resale value) and divide by the 
  number of players present.  Should only part of the 
  available treasure from an encounter be collected, refer 
  to the appropriate NPC description for further details. 
  Scene Eleven  
   
   
   
   
  Percil’s Equipment 
  Resale Value 
   
  APL 6  
   
   
  Two Adamantine Short Swords 
  1501 gp (ea) 
   
  Bracers of Armor +2 
  2,000 gp 
   
  Necklace of Fireballs, Type II 
  825 gp 
   
  APL 8  
   
   
  Adamantine Short Sword 
  1,501 gp 
   
  +1 Frost Adamantine Short Sword 
  5,501 gp 
   
  Bracers of Armor +2 
  2,000 gp 
   
  Necklace of Fireballs, Type II 
  825 gp 
   
  Ring of Protection +1 
  1,000 gp 
   
  APL 10 
   
   
  +1 Vicious Adamantine Short Sword 
  5,501 gp 
   
  +1 Frost Adamantine Short Sword 
  5,501 gp 
   
  Bracers of Armor +3 
  4,500 gp 
   
  Necklace of Fireballs, Type IV 
  2,700 gp 
   
  Ring of Protection +2 
  4,000 gp 
   
  APL 12  
   
   
  +1 Vicious Adamantine short sword 
  5,501 gp 
   
  +1 Frost, Shock Adamantine short sword 
  10,501 gp 
   
  Bracers of Armor +4 
  8,000 gp 
   
  Necklace of Fireballs type VI 
  4,050 gp 
   
  Two Potions of Displacement  
  325 gp ea 
   
  Ring of Protection +2 
  4,000 gp 
   
  Total possible recovered treasure  
   
  APL 6  
  5,827 gp 
  APL 8  
  10,827 gp 
  APL 10 
  22,202 gp 
  APL 12  
  32,702 gp 
   
  
  He Loves Me, He Loves Me Not 
   
  Page 23 
  Total possible monetary reward 
   
   
  APL 6  
  900 gp 
  APL 8  
  1300 gp 
  APL 10 
  2300 gp 
  APL 12  
  3300 gp 
   
  The above maximum monetary reward is the gp cap for 
  that particular APL per PC.   
  
  He Loves Me, He Loves Me Not 
   
  Page 24 
  Player Handout #1 – Entering the City  
   
  Welcome to Rel Mord! 
   
  Please be aware that no person shall be allowed to bear 
  arms larger than short swords, with the exception of 
  quarterstaffs and rapiers.  All items not fitting this 
  description must be checked at the gate.  A receipt will be 
  given. 
   
  Spellcasting of a lethal nature is forbidden, as is any use of 
  magic to beguile, charm, or control the actions of others.  
  Entertainers may perform such magic as is required for 
  their profession. 
   
   
  Entrance Fees: 
   
                  Citizen of Nyrond                       1 Noble 
                    Non-citizen 
           2 Nobles 
                    Riding Animal 
  5 Shields 
                    Non-riding Animal 
  2 Shields  
   
   
  
  He Loves Me, He Loves Me Not 
   
  Page 25 
  Player Handout #2 – The Cryptic Invitation  
   
  This note was found in your rooms when you returned this evening.  It is addressed to you by name, and appears to 
  be a formal invitation as well as a simple letter.  But what can it mean? 
   
   
  Greetings, 
   
  My dear friend, I do hope that this letter finds you in good health and good spirits.  I was 
  overjoyed to find that you had entered the city on this fine day.  I am sure that you will feel the 
  same way once we have had a chance to sit down and enjoy a nice long talk. 
   
  I would not want to keep you from whatever duties have brought you to the capital, so please 
  take your time and get plenty of rest this evening.  Tomorrow will be soon enough for our little 
  chat. 
   
  As I am sure you are aware, the palace is on a heightened state of alert  - what with the Royal 
  Wedding taking place in two days.  In order to prevent any sort of difficulties and to avoid 
  any number of embarrassing questions, please bring this letter with you when you come visit me 
  tomorrow.  It should serve to give you entrance. 
   
  I regret that I will be unable to escort you in, but my duties are many and it is difficult to get 
  away from them.  I am sure you will find someone ready to help you upon your arrival at the 
  palace. 
   
  As you well know, I enjoy these chats and love to keep them informal.  All that bowing, 
  scraping and the like, should be left to those in positions that require it.  Please do not dress to 
  impress, as I’d much rather meet with you in comfort and in your familiar attire. 
   
  Until tomorrow, I remain your most humble servant, 
   
  GG  
   
    
  
  He Loves Me, He Loves Me Not 
   
  Page 26 
  Player Handout #3 – The Glyph Covered Door  
   
  The following rhyme or passage appears on the inner door leading to the pageboy Percil’s chambers. 
   
   
   
   
  IIN
  N  TTH
  HEE  U
  UTTTTEERRM
  MO
  OSSTT  D
  DEEPPTTH
  HSS  O
  OFF  TTH
  HEE  SSEEA
  A  
  IITT  IISS  SSA
  AIID
  D  
  LLIIEESS  TTH
  HEE  TTRREEA
  ASSU
  URREE  O
  OFF  TTH
  HO
  OU
  USSA
  AN
  ND
  DSS  
  IITT  IISS  SSA
  AIID
  D  
  LLO
  OV
  VEERRSS  TTO
  OO
  O  H
  HA
  AV
  VEE  FFA
  ALLLLEEN
  N  BBEEN
  NEEA
  ATTH
  H  TTH
  HEE  W
  WA
  AV
  VEESS  
  IITT  IISS  SSA
  AIID
  D  
  N
  NEEV
  VEERR  TTO
  O  BBEE  FFO
  OU
  UN
  ND
  D  BBYY  A
  AN
  NYY  W
  WH
  HO
  O  TTRRYY  
  IITT  IISS  SSA
  AIID
  D  
  EEV
  VEEN
  N  YYO
  OU
  U  W
  WIILLLL  FFIIN
  ND
  D  TTH
  HO
  OSSEE  D
  DEEPPTTH
  HSS  
  IITT  IISS  SSA
  AIID
  D  
  SSH
  HO
  OU
  ULLD
  D  YYO
  OU
  U  TTRRYY  TTO
  O  SSTTO
  OPP  TTH
  HEE  PPLLA
  AG
  GU
  UEE  
  IITT  IISS  SSA
  AIID
  D  
    
  SSO
  O  IITT  IISS  W
  WRRIITTTTEEN
  N  FFO
  ORR  A
  ALLLL
    
   
  
  He Loves Me, He Loves Me Not 
   
  Page 27 
  Player Handout #4 – The Spy’s Notes  
   
  The following passage was found in the pageboy Percil’s chambers.  It details his plans for the coming night. 
   
   
  Those fools!  They never suspected me.  “Good little Percil the pageboy.”  What did they know? 
   
  But now, now you know that it was I, the Master Spy Percil B’Kney, who has slain the ‘Lady’ Xenia.  
  That terrible prophecy spoken by my Master Kalamid shall never come to pass. 
   
  After the time of great troubles and before the coming war, two noble houses will be united in love and marriage.  
  The golden voice from the west and he of great stature will find each other.  From their union will come a child, a 
  child whose destiny is to bring an end to the Plague. 
   
  What rubbish.  With Xenia’s death shall the reign of Incabulous return to these lands.   
   
  So fear my return, fools of Nyrond!  You hold in your hands the proof that Percil cannot be stopped. 
   I shall come back to Nyrond as its conqueror.  What I started the night of the masquerade will end 
  with the death of Lynwerd and his demon-wife as well. 
  
  He Loves Me, He Loves Me Not 
   
  Page 28 
  Judge’s Map #1 – The Royal Palace  
  
  He Loves Me, He Loves Me Not 
   
  Page 29 
  Judge’s Map #2 – Reala’s Chambers   
  
  He Loves Me, He Loves Me Not 
   
  Page 30 
  Judge’s Maps #3 and #4 – Percil’s Chambers and Xenia’s Chamber 
   
  
  He Loves Me, He Loves Me Not 
   
  Page 31 
  Judge’s Map #5 – Grand Ballroom 
  
  He Loves Me, He Loves Me Not 
   
  Page 32 
  Judge’s Map #5a – Grand Ballroom (upstairs) 
  
  He Loves Me, He Loves Me Not 
   
  Page 33 
  Appendix A – Jovoc Demons  
   As taken from MMII (pp58-59) and modified as per the 
  D&D® v3.5 Accessory Update (p 31) 
  Jovoc (Tanar’ri)  
  Small Outsider (Chaotic, Evil) 
  Hit Dice: 4d8+18 (36 hp) 
  Initiative: +2 
  Speed: 30 ft. (5 squares) 
  AC: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14 
  Base Attack/Grapple: +5/+6 
  Attack: Claw +6 melee (1d3+1) 
  Full Attack: 2 Claws +6 melee (1d3+1) and Bite +1 melee 
  (1d4) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: - 
  Special Qualities: Aura of Retribution, DR 5/good or cold 
  iron, fast healing 5, darkvision 60 ft., immune to electricity 
  and poison, resistance to acid 10, cold 10, fire 10, spell 
  resistance 13, telepathy 100 ft., summon tanar’ri. 
  Saves: Fort +7, Ref +6, Will +4 
  Abilities: Str 12, Dex 15, Con 16, Int 7, Wis 10, Cha 7 
  Skills: Hide +13, Listen +7, Move Silently +9, Search +5, 
  Sense Motive +7, Spot +7 
  Feats: Toughness (x2) 
  Environment: Infinite Layers of the Abyss. 
  Organization: Solitary, Pair, or Gang (3-4) 
  Challenge Rating: 5 
  Treasure: Standard 
  Alignment: Always Chaotic Evil 
  Advancement: 5-8 HD (Small); 9-12 HD (Medium) 
  Level Adjustment: +5 
  These vicious little black-hearted fiends were born to create 
  strife.  Their ability to inflict the damage they take on others 
  makes them invaluable in the front lines of tanar’ri armies.  A 
  unit of jovocs can absorb repeated blows and spells from the 
  enemy and still survive to exact a punishing revenge. 
   
  A jovoc is a 4-foot-tall, bloated, hairless creature of 
  humanoid shape.  It resembles the bruised and battered 
  corpse of a gnome left too long to decay in the heat of 
  summer and the stench that emanates from its rough skin 
  lends credence to this impression.  Its skin is dark blue or 
  black, and its eyes are vacant, black pools.  Each of the 
  creature’s long arms ends in a three-fingered hand with long 
  red fingernails, forever stained the color of blood. 
  Combat 
  Jovocs are not especially intelligent, but they are quick and 
  experienced ambushers who know how to use their size to 
  best effect.  Years of training and experience have taught 
  them how to take advantage of their aura of retribution and 
  fast healing abilities.  They often adopt a hit-and-run strategy, 
  jumping into a group of enemies to do as much damage as 
  possible, and then dashing off for a few rounds to heal. 
   
  Alternatively, jovocs fighting in pairs or trios can utilize 
  their favorite tactic.  Lurking just beyond the reach of their 
  enemies (preferably concealed by darkness, a wall, or some 
  other barrier), they begin to attack one another, automatically 
  hitting with each swing.  These attacks deal full damage not 
  only on the jovocs, but also on anyone caught within their 
  aura of retribution.  After allowing a round or two for their 
  fast healing ability to close their wounds, the creatures being 
  to claw and bite one another again. 
   
  Aura of Retribution (Su): This effect is always active in 
  a 30-foot spread centered on the jovoc.  Whenever the 
  creature takes damage from any source, every non-tanar’ri 
  within the area immediately takes an equal amount of 
  damage.  A successful Fortitude saving throw (DC 15) haves 
  the damage.  (For example, if an opponent deals 12 points of 
  damage to a jovoc, that opponent and every other non-tanar’ri 
  within 30 feet also immediately take 12 points of damage 
  each, or 6 points with a successful Fortitude save).  Regardless 
  of the source of the damage to the jovoc, the damage dealt to 
  non-tanar’ri by this effect is not subject to negation or 
  reduction 
  because 
  of 
  resistance, 
  immunity, 
  damage 
  reduction, spell resistance or the like. 
   
  Fast Healing (Ex): A jovoc regains lost hit points at the 
  rate of 5 per round.  Fast healing does not restore hit points 
  lost from starvation, thirst or suffocation, and it does not 
  allow the jovoc to regrow or reattach lost body parts. 
   
  Summon Tanar’ri (Sp): Once per day, a jovoc can 
  attempt to summon another jovoc with at 25% chance of 
  success. 
  
  He Loves Me, He Loves Me Not 
   
  Page 37 
  Appendix B – Fiendish and Advanced Fiendish Gibbering Mouthers  
  Fiendish Gibbering Mouther 
  Medium Aberration 
  Hit Dice: 4d8+24 (42 hp) 
  Initiative +2 
  Speed: 10 ft (2 Sq.); Swim 20 ft. 
  Armor Class: 19 (+1 Dex, +8 Natural), touch 11, flatfooted 18 
  Base Attack/Grapple: +3/+3 
  Attack: Bite +4 melee (1) or spittle +4 ranged touch (1d4 acid 
  plus blindness) 
  Full Attack: 6 Bites +4 melee (1) and spittle +4 ranged touch 
  (1d4 acid plus blindness) 
  Space/Reach: 5 ft/5 ft 
  Special Attacks: Gibbering, spittle, improved grab, blood 
  drain, 
  engulf, 
  ground 
  manipulation, 
  smite 
  good 
  Special Qualities: Amorphous, DR 5/bludgeoning and magic, 
  Darkvision 60’, resistances - cold 5, fire 5, SR 9 
  Saves: Fort +7, Ref +4, Will +5 
  Abilities: Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13 
  Skills: Listen +4, Spot +9, Swim +8 
  Feats: Lightning Reflexes, Weapon Finesse 
  Environment: Underground 
  Organization: Solitary or in pairs 
  Challenge Rating: 6 
  Alignment: Neutral Evil 
  Combat 
  Gibbering mouthers attack by shooting out strings of 
  protoplasmic flesh, each ending in one or more eyes and a 
  mouth that bites at the enemy. A mouther can send out a total 
  of six such members in any round. 
  Gibbering (Su): As soon as a mouther spots something 
  edible, it begins a constant gibbering as a free action. All 
  creatures (other than mouthers) within a 60-foot spread must 
  succeed at a Will save (DC 13) or be affected as though by a 
  confusion spell for 1d2 rounds. This is a sonic, mind-affecting 
  compulsion effect. Opponents who successfully save cannot 
  be affected by the same gibbering mouther’s gibbering for 
  one day. 
  Spittle (Ex): At the start of every combat, and every 2 rounds 
  thereafter, a gibbering mouther looses a stream of spittle. 
  This ignites on contact with the air, creating a blinding flash 
  of light. All sighted creatures within 60 feet must succeed at a 
  Fortitude save (DC 13) or be blinded for 1d3 rounds. 
  Improved Grab (Ex): To use this ability, the gibbering 
  mouther must hit with a bite attack. 
  Blood Drain (Ex): On a second successful grapple check 
  after grabbing, that mouth attaches to the opponent. It 
  automatically deals bite damage and drains blood, dealing 1 
  point of temporary Constitution damage each round. A 
  mouth can be ripped off (dealing 1 point of damage) with a 
  successful Strength check (DC 12) or severed by a normal 
  attack that deals at least 2 points of damage (AC 18). A 
  severed mouth continues to bite and drain blood for 1d4 
  rounds after such an attack. A creature whose Constitution is 
  reduced to 0 is killed and absorbed by the mouther, which 
  gains 1 hit point and adds another mouth and pair of eyes to 
  its body. 
  Engulf (Ex): A gibbering mouther can try to engulf a 
  Medium-size or smaller opponent grabbed by three or more 
  mouths. The opponent must succeed at a Reflex save (DC 14) 
  or fall and be engulfed. On the next round, the mouther 
  makes twelve bite attacks instead of six (each with a +4 attack 
  bonus). An engulfed creature cannot attack the mouther from 
  within. The previously attached mouths are now free to 
  attack others. 
  Ground Manipulation (Su): At will, as a standard action, a 
  gibbering mouther can cause stone and earth within 5 feet of 
  it to become a morass akin to quicksand. Softening earth, 
  sand, or the like takes 1 round, while stone takes 2 rounds. 
  Anyone other than the mouther in that area must take a 
  move equivalent action to avoid becoming mired (treat as 
  being pinned). 
  Amorphous (Ex): A gibbering mouther is not subject to 
  critical hits. It has no clear front or back, so it cannot be 
  flanked. 
  Smite Good (Su): Once per day the creature can make a 
  normal attack to deal additional damage equal to its HD total 
  (maximum of +20) against a good foe. 
  Special Qualities:  
  A fiendish creature retains all the special qualities of the base 
  creature and also gains the following. 
  Darkvision with a range of 60 feet.  
  Skills: Thanks to their multiple eyes, gibbering mouthers 
  receive a +4 racial bonus to Spot checks. 
  
  He Loves Me, He Loves Me Not 
   
  Page 38 
  Advanced 
  Fiendish 
  Gibbering 
  Mouther 
  Large Aberration 
  Hit Dice: 12d8+96 (159 hp) 
  Initiative +1 
  Speed: 10 ft (2 Sq.); Swim 20 ft. 
  Armor Class: 19 (-1 Size, +10 Natural), touch 9, flatfooted 19 
  Base Attack/Grapple: +8/+16 
  Attack: Bite +12 melee (1d2+4) or spittle +9 ranged touch 
  (1d4 acid plus blindness) 
  Full Attack: 6 Bites +12 melee (1d2+4) and spittle +9 ranged 
  touch (1d4 acid plus blindness) 
  Space/Reach: 10 ft/10 ft 
  Special Attacks: Gibbering, spittle, improved grab, blood 
  drain, 
  engulf, 
  ground 
  manipulation, 
  smite 
  good 
  Special Qualities: Amorphous, DR 10/bludgeoning and 
  magic, Darkvision 60’, resistances - cold 10, fire 10, SR 17 
  Saves: Fort +14, Ref +4, Will +11 
  Abilities: Str 18, Dex 11, Con 26, Int 4, Wis 13, Cha 13 
  Skills: Listen +6, Spot +12, Swim +11 
  Feats: Lightning Reflexes, Weapon Finesse, Great Fortitude, 
  Iron Will, Weapon Focus (spittle) 
  Environment: Underground 
  Organization: Solitary or in pairs 
  Challenge Rating: 10 
  Alignment: Neutral Evil 
   
  Gibbering mouthers can speak Common, but seldom say 
  anything other than gibbering. 
  Combat 
  Gibbering mouthers attack by shooting out strings of 
  protoplasmic flesh, each ending in one or more eyes and a 
  mouth that bites at the enemy. A mouther can send out a total 
  of six such members in any round. 
  Gibbering (Su): As soon as a mouther spots something 
  edible, it begins a constant gibbering as a free action. All 
  creatures (other than mouthers) within a 60-foot spread must 
  succeed at a Will save (DC 13) or be affected as though by a 
  confusion spell for 1d2 rounds. This is a sonic, mind-affecting 
  compulsion effect. Opponents who successfully save cannot 
  be affected by the same gibbering mouther’s gibbering for 
  one day. 
  Spittle (Ex): At the start of every combat, and every 2 rounds 
  thereafter, a gibbering mouther looses a stream of spittle. 
  This ignites on contact with the air, creating a blinding flash 
  of light. All sighted creatures within 60 feet must succeed at a 
  Fortitude save (DC 13) or be blinded for 1d3 rounds. 
  Improved Grab (Ex): To use this ability, the gibbering 
  mouther must hit with a bite attack. 
  Blood Drain (Ex): On a second successful grapple check 
  after grabbing, that mouth attaches to the opponent. It 
  automatically deals bite damage and drains blood, dealing 1 
  point of temporary Constitution damage each round. A 
  mouth can be ripped off (dealing 1 point of damage) with a 
  successful Strength check (DC 12) or severed by a normal 
  attack that deals at least 2 points of damage (AC 18). A 
  severed mouth continues to bite and drain blood for 1d4 
  rounds after such an attack. A creature whose Constitution is 
  reduced to 0 is killed and absorbed by the mouther, which 
  gains 1 hit point and adds another mouth and pair of eyes to 
  its body. 
  Engulf (Ex): A gibbering mouther can try to engulf a 
  Medium-size or smaller opponent grabbed by three or more 
  mouths. The opponent must succeed at a Reflex save (DC 14) 
  or fall and be engulfed. On the next round, the mouther 
  makes twelve bite attacks instead of six (each with a +4 attack 
  bonus). An engulfed creature cannot attack the mouther from 
  within. The previously attached mouths are now free to 
  attack others. 
  Ground Manipulation (Su): At will, as a standard action, a 
  gibbering mouther can cause stone and earth within 5 feet of 
  it to become a morass akin to quicksand. Softening earth, 
  sand, or the like takes 1 round, while stone takes 2 rounds. 
  Anyone other than the mouther in that area must take a 
  move equivalent action to avoid becoming mired (treat as 
  being pinned). 
  Amorphous (Ex): A gibbering mouther is not subject to 
  critical hits. It has no clear front or back, so it cannot be 
  flanked. 
  Smite Good (Su): Once per day the creature can make a 
  normal attack to deal additional damage equal to its HD total 
  (maximum of +20) against a good foe. 
  Special Qualities:  
  A fiendish creature retains all the special qualities of the base 
  creature and also gains the following. 
  Darkvision with a range of 60 feet.  
  Skills: Thanks to their multiple eyes, gibbering mouthers 
  receive a +4 racial bonus to Spot checks. 
  
  He Loves Me, He Loves Me Not 
   
  Page 39 
   
  Appendix C – Percil B’Kney/Patriarch the Captured One Spy 
  APL 6   
   
   
   
   
  Percil B’Kney/KOI Patriarch, Male Captured One 
  (Was 
  Halfling) 
  Rgr2/Rog5/Spy1: 
  CR10; 
  Small 
  Humanoid (4’3” tall); HD 2d8+5d6+1d6+24; hp 61 
  (special); Init +7 (Dex); Spd 20 ft; AC 23 (+7 Dex, 
  Bracers of Armor +2, +3 Natural Armor, +1 Size); Base 
  Attack +5, Grapple +1, Atk +7 melee (Small 
  Adamantine Short Sword, 1d4); Full Attack +5/+5 
  melee (Small Adamantine Short Swords 1d4 ea); SA : 
  SQ Construct Traits, Immune to Sleep, Paralysis, 
  Stunning, Darkvision 60’; AL NE; SV Fort +8, Ref +17, 
  Will +5, Str 10 (was 6), Dex 25 (was 15), Con 16, Int 16, 
  Wis 13 (was 10), Cha 12. 
   
  Skills and Feats: Bluff +15, Diplomacy +13, 
  Disguise +12, Escape Artist +13, Gather Information 
  +10, Hide +19, Knowledge Nobility +7, Listen +10, 
  Move Silently +15, Profession +4, Sense Motive +10, 
  Spot +14, Survival +3, Tumble +18; Combat Expertise, 
  Improved Feint, Skill Focus (Bluff). 
   
  Evasion (Ex): At 2nd level and higher, a rogue 
  can avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armor or 
  no armor. A helpless rogue does not gain the benefit of 
  evasion. 
   
  Poison Use: Assassins are trained in the use of 
  poison 
  and 
  never 
  risk 
  accidentally 
  poisoning 
  themselves when applying poison to a blade. 
   
  Construct Traits: Percil is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any 
  effect that requires a Fortitude save unless it also works 
  on objects.  Percil is not subject to critical hits, non-
  lethal damage, ability damage, ability drain, or death 
  from massive damage.  Percil heals normally, but 
  cannot be raised or resurrected. 
  
  He Loves Me, He Loves Me Not 
   
  Page 40 
  APL 8 Version 
   
   
   
   
  Percil B’Kney/KOI Patriarch, Male Captured One 
  (Was Halfling) Rgr2/Rog6/Spy1/Asn1: CR12; Small 
  Humanoid (4’3” tall); HD 2d8+6d6+1d8+1d6+30; hp 75 
  (special); Init +7 (Dex); Spd 20 ft; AC 24 (+7 Dex, 
  Bracers of Armor +2, +3 Natural Armor, Ring of 
  Protection +1, +1 Size); Base Attack +6/+1, Grapple +2, 
  Atk +15 melee (Small Frost Adamantine Short Sword, 
  1d4+1d6 (cold)); Full Attack +13/+8 melee (Small Frost 
  Adamantine Short Sword 1d4+1d6) and +13 melee 
  (Small Adamantine Short Sword, 1d4); SA : SQ 
  Construct 
  Traits, 
  Immune 
  to 
  Sleep, 
  Paralysis, 
  Stunning, Darkvision 60’; AL NE; SV Fort +9, Ref +20, 
  Will +6, Str 10 (was 6), Dex 25 (was 15), Con 16, Int 16, 
  Wis 13 (was 10), Cha 12. 
   
  Skills and Feats: Bluff +17, Diplomacy +13, 
  Disguise +14, Escape Artist +15, Gather Information 
  +12, Hide +21, Knowledge Nobility +7, Listen +10, 
  Move Silently +17, Profession +6, Sense Motive +12, 
  Spot +14, Survival +3, Tumble +20; Combat Expertise, 
  Improved Feint, Skill Focus (Bluff), Weapon Finesse. 
   
  Death Attack (Ex): If an assassin studies his 
  victim for 3 rounds and then makes a sneak attack with 
  a melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly either 
  paralyzing or killing the target (assassin’s choice). 
  While studying the victim, the assassin can undertake 
  other actions so long as his attention stays focused on 
  the target and the target does not detect the assassin or 
  recognize the assassin as an enemy. If the victim of 
  such an attack fails a Fortitude save (DC 10 + the 
  assassin’s class level + the assassin’s Int modifier) 
  against the kill effect, she dies. If the saving throw fails 
  against the paralysis effect, the victim is rendered 
  helpless and unable to act for 1d6 rounds plus 1 round 
  per level of the assassin. If the victim’s saving throw 
  succeeds, the attack is just a normal sneak attack. Once 
  the assassin has completed the 3 rounds of study, he 
  must make the death attack within the next 3 rounds.  
  If a death attack is attempted and fails (the victim 
  makes her save) or if the assassin does not launch the 
  attack within 3 rounds of completing the study, 3 new 
  rounds of study are required before he can attempt 
  another death attack. 
   
  Poison Use: Assassins are trained in the use of 
  poison 
  and 
  never 
  risk 
  accidentally 
  poisoning 
  themselves when applying poison to a blade. 
   
  Construct Traits: Percil is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any 
  effect that requires a Fortitude save unless it also works 
  on objects.  Percil is not subject to critical hits, non-
  lethal damage, ability damage, ability drain, or death 
  from massive damage.  Percil heals normally, but 
  cannot be raised or resurrected. 
  Shared Damage (Ex): An attack on Percil deals 
  half 
  its 
  normal 
  damage 
  (rounded 
  down).
   
  Possessions: 
  Bracers 
  of 
  Armor 
  +2, 
  Small 
  Adamantine Short Sword, Small Frost Adamantine Short 
  Sword, Necklace of Fireballs (Type II), Ring of Protection +1, 
  Courtier’s Outfit 
  
  He Loves Me, He Loves Me Not 
   
  Page 41 
  APL 10  
   
   
   
   
  Percil B’Kney/KOI Patriarch, Male Captured One 
  (Was Halfling) Rgr2/Rog7/Spy2/Asn1: CR14; Small 
  Humanoid (4’3” tall); HD 2d8+7d6+2d8+1d6+36; hp 90 
  (special); Init +8 (Dex); Spd 20 ft; AC 27 (+8 Dex, 
  Bracers of Armor +3, +3 Natural Armor, Ring of 
  Protection +2, +1 Size); Base Attack +8/+3, Grapple +4, 
  Atk +17 melee (Small Vicious Adamantine Short 
  Sword, 1d4+2d6); Full Attack +16/+11 melee (Small 
  Vicious Adamantine Short Sword 1d4+2d6) and +16 
  melee 
  (Small 
  Frost 
  Adamantine 
  Short 
  Sword 
  1d4+1d6(cold)); SA : SQ Construct Traits, Immune to 
  Sleep, Paralysis, Stunning, Darkvision 60’; AL NE; SV 
  Fort +9, Ref +22, Will +7, Str 10 (was 6), Dex 26 (was 
  16), Con 16, Int 16, Wis 13 (was 10), Cha 12. 
   
  Skills and Feats: Bluff +21, Diplomacy +13, 
  Disguise +16, Escape Artist +22, Gather Information 
  +14, Hide +24, Knowledge Nobility +7, Listen +10, 
  Move Silently +20, Profession +9, Sense Motive +12, 
  Spot +14, Survival +3, Tumble +23; Combat Expertise, 
  Improved Feint, Skill Focus (Bluff), Weapon Finesse, 
  Persuasive. 
   
  Death Attack (Ex): If an assassin studies his 
  victim for 3 rounds and then makes a sneak attack with 
  a melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly either 
  paralyzing or killing the target (assassin’s choice). 
  While studying the victim, the assassin can undertake 
  other actions so long as his attention stays focused on 
  the target and the target does not detect the assassin or 
  recognize the assassin as an enemy. If the victim of 
  such an attack fails a Fortitude save (DC 10 + the 
  assassin’s class level + the assassin’s Int modifier) 
  against the kill effect, she dies. If the saving throw fails 
  against the paralysis effect, the victim is rendered 
  helpless and unable to act for 1d6 rounds plus 1 round 
  per level of the assassin. If the victim’s saving throw 
  succeeds, the attack is just a normal sneak attack. Once 
  the assassin has completed the 3 rounds of study, he 
  must make the death attack within the next 3 rounds.  
  If a death attack is attempted and fails (the victim 
  makes her save) or if the assassin does not launch the 
  attack within 3 rounds of completing the study, 3 new 
  rounds of study are required before he can attempt 
  another death attack. 
   
  Construct Traits: Percil is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any 
  effect that requires a Fortitude save unless it also works 
  on objects.  Percil is not subject to critical hits, non-
  lethal damage, ability damage, ability drain, or death 
  from massive damage.  Percil heals normally, but 
  cannot be raised or resurrected. 
  Shared Damage (Ex): An attack on Percil deals 
  half its normal damage (rounded down). 
   
  Possessions: Bracers of Armor +3, Small Vicious 
  Adamantine Short Sword, Small Frost Adamantine 
  Short Sword, Necklace of Fireballs (Type IV), Ring of 
  Protection +2, Courtier’s Outfit 
   
  Note:  Due to the combined creature’s construct traits, 
  Percil is now immune to the side effects of his Vicious 
  Short Sword.   
  
  He Loves Me, He Loves Me Not 
   
  Page 41 
  APL 12  
   
   
   
   
  Percil B’Kney/KOI Patriarch, Male Captured One 
  (Was Halfling) Rgr2/Rog9/Spy2/Asn1: CR16; Small 
  Humanoid (4’3” tall); HD 2d8+9d6+2d8+1d6+42; hp 90 
  (special); Init +8 (Dex); Spd 20 ft; AC 28 (+8 Dex, 
  Bracers of Armor +4, +3 Natural Armor, Ring of 
  Protection +2, +1 Size); Base Attack +9/+4, Grapple +5, 
  Atk +19 melee (Small Vicious Adamantine Short 
  Sword, 1d4+2d6); Full Attack +17/+12 melee (Small 
  Vicious Adamantine Short Sword 1d4+2d6) and +17 
  melee (Small Frost and Shock Adamantine Short 
  Sword 1d4+1d6(cold)+1d6(shock)); SA : SQ Construct 
  Traits, 
  Immune 
  to 
  Sleep, 
  Paralysis, 
  Stunning, 
  Darkvision 60’; AL NE; SV Fort +10, Ref +23, Will +8, 
  Str 10 (was 6), Dex 26 (was 16), Con 16, Int 16, Wis 13 
  (was 10), Cha 12. 
   
  Skills and Feats: Bluff +23, Diplomacy +13, 
  Disguise +18, Escape Artist +25, Gather Information 
  +16, Hide +26, Knowledge Nobility +7, Listen +10, 
  Move Silently +22, Profession +12, Sense Motive +16, 
  Spot +14, Survival +3, Tumble +25; Combat Expertise, 
  Improved Feint, Skill Focus (Bluff), Weapon Finesse, 
  Persuasive. 
   
  Death Attack (Ex): If an assassin studies his 
  victim for 3 rounds and then makes a sneak attack with 
  a melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly either 
  paralyzing or killing the target (assassin’s choice). 
  While studying the victim, the assassin can undertake 
  other actions so long as his attention stays focused on 
  the target and the target does not detect the assassin or 
  recognize the assassin as an enemy. If the victim of 
  such an attack fails a Fortitude save (DC 10 + the 
  assassin’s class level + the assassin’s Int modifier) 
  against the kill effect, she dies. If the saving throw fails 
  against the paralysis effect, the victim is rendered 
  helpless and unable to act for 1d6 rounds plus 1 round 
  per level of the assassin. If the victim’s saving throw 
  succeeds, the attack is just a normal sneak attack. Once 
  the assassin has completed the 3 rounds of study, he 
  must make the death attack within the next 3 rounds.  
  If a death attack is attempted and fails (the victim 
  makes her save) or if the assassin does not launch the 
  attack within 3 rounds of completing the study, 3 new 
  rounds of study are required before he can attempt 
  another death attack. 
   
  Construct Traits: Percil is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any 
  effect that requires a Fortitude save unless it also works 
  on objects.  Percil is not subject to critical hits, non-
  lethal damage, ability damage, ability drain, or death 
  from massive damage.  Percil heals normally, but 
  cannot be raised or resurrected. 
   
  Shared Damage (Ex): An attack on Percil deals 
  half its normal damage (rounded down). 
   
  Possessions: Bracers of Armor +4, Small Vicious 
  Adamantine Short Sword, Small Frost and Shock 
  Adamantine Short Sword, Necklace of Fireballs (Type 
  VI), Ring of Protection +2, Two Potions of 
  Displacement, Courtier’s Outfit 
   
  Note:  Due to the combined creature’s construct traits, 
  Percil is now immune to the side effects of his Vicious 
  Short Sword.  
  
  He Loves Me, He Loves Me Not 
   
  Page 41 
  Captured One Template 
  A captured one is a living creature that is under the 
  control of a raggamoffyn.  The raggamoffyn has access 
  to the host’s memories and draws on its host’s 
  experiences.  The captured one eats, speaks, and lives 
  all under the direction of its raggamoffyn master. 
   
  Captured ones speak common and whatever 
  languages the base creature speaks. 
  Creating a Captured One 
  “Captured one” is a template that can be added to a 
  giant, humanoid, monstrous humanoid, animal, beast 
  or vermin (hereafter known as the “base creature”) that 
  is the same size or smaller than the dominating 
  raggamoffyn.  The creature’s type changes to construct. 
   Both the raggamoffyn’s and the base creature’s 
  statistics and special abilities are modified as noted 
  here. 
   
  Hit Dice: A captured one maintains separate hit 
  point totals for each of its two parts 
   
  Initiative: Same as raggamoffyn 
   
  Speed: Same as base creature 
   
  Armor Class: Use either the raggamoffyn’s 
  natural armor bonus or the base creature’s natural 
  armor bonus (if any), which ever is higher. 
   
  Attacks: Same as base creature, modified by the 
  new ability modifiers 
   
  Damage: Same as base creature 
   
  Special Attacks: The raggamoffyn gains control 
  over all special attacks that the base creature possesses, 
  including spells and spell-like abilities.  The 
  raggamoffyn’s wrap and improved grab special attacks 
  are unavailable while it controls the host. 
   
  Special Qualities: Both the raggamoffyn and the 
  base creature retain any special qualities that they had 
  previously 
   
  Construct Traits: A captured one is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is also not subject 
  to critical hits, non-lethal damage, ability damage, 
  ability drain, energy drain, or death from massive 
  damage.  The raggamoffyn cannot heal itself but can be 
  healed through repair.  It cannot be raised or 
  resurrected.  A captured one has darkvision (60 ft. 
  range). 
   
  Senses (Ex): The raggamoffyn sees and hears 
  everything that the base creature is able to. 
   
  Shared Damage (Ex): An attack on a captured 
  one deals half its damage to the raggamoffyn and half 
  to the base creature. 
   
  Saves: A captured one uses the raggamoffyn’s base 
  Fortitude, Reflex, and Will saves 
   
  Abilities: A captured one uses the Constitution, 
  Intelligence and Charisma scores of the base creature 
  and the Strength, Dexterity, and Wisdom scores of the 
  raggamoffyn. 
   
  Skills: Same as base creature 
   
  Feats: Same as base creature 
   
  Climate/Terrain: Same as raggamoffyn 
   
  Organization: Solitary, pair or gang (3-4) 
   
  Challenge Rating: Same as base creature +2 
   
  Treasure: Standard 
   
  Alignment: Same as raggamoffyn 
   
  Advancement: Same as base creature. 
    
  Note, for the purposes of this scenario, the KOI 
  Patriarch is considered to be the dominating 
  Raggamoffyn.  The two creatures (the Patriarch and the 
  Halfling Spy Percil) will share damage (resulting in 
  Percil taking half damage from every attack), although 
  the Patriarch cannot detach and both creatures will die 
  when Percil reaches –10 hit points 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Nyrond/NYR4-03 - He Loves Me, He Loves Me Not.pdf