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.  
   
  VER4-08  
   
   
   
   
   
   
   
  Beauty and Two Beasts 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Verbobonc Regional Adventure 
   
   
  By Ron Lundeen, Mike Maenza, and Vernon L. Vincent 
   
  Circle Edit: Tim Sech 
   
  Lady Asbury asks for help from those that have helped her before. She has an important decision to make and she dare 
  not make it herself. Her taxes did not make it to the Viscount so she must make other arrangements. She must barter 
  the only thing of enough value that she possesses. She must marry, not for love, but for financial reasons. But which 
  suitor will she choose? A Verbobonc Regional adventure for APLs 6-12. 
   
  
  Beauty and Two Beasts 
   
  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 scoring 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. 
   
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
   
  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 DM) 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 DM 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 gray boxes. 
  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. 
   
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
   
  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, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials 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 paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  
  Beauty and Two Beasts 
   
  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 
  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. 
  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 you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score: 
   
  1. 
  Attempt to create a table of six 1
  st-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 free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Verbobonc.  Characters native to Verbobonc 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. 
   
  Areas of 
  Influence 
   
   
   
   
  This 
  adventure 
  allows the use of 
  the 
  following 
  influence 
  points 
  for purposes of the Verbobonc Influence document: 
  Viscount Langard, Noble Houses (all), Council of Abbots 
  (all), Gentlemen of the Watch, the Wrinkle Academy, 
  and the Family. 
   
  Adventure Background 
   
  Note:  This background reveals events from several other 
  Verbobonc scenarios.  Judges of this event should take 
  care to keep their knowledge as players and their 
  characters’ knowledge separate. 
   
  After the Greyhawk Wars, Iuz the Evil sent three agents 
  undercover into the realm of Verbobonc.  These three 
  agents have been behind much trouble in the region 
  since the Living Greyhawk Campaign began.  One is a 
  hooded woman who leads the giant invasion of the Kron 
  Hills.  Another is a dwarven assassin.  The third is a 
  master of disguise named Ryjenis, who has been 
  impersonating Lord Simon Milinous for the last eight 
  years.  The first two villains are the focus of other 
  Verbobonc scenarios.  This scenario focuses on revealing 
  Ryjenis the Imposter for who he really is. 
   
  Common knowledge of the noble houses important to 
  this adventure is found in Appendix Three.  Those 
  narratives are fairly common knowledge, so you should 
  feel free to distribute that Appendix to the characters if 
  they want to know more about the noble houses featured 
  in this adventure. 
  
  Beauty and Two Beasts 
   
  Page 4 
   
  It is common knowledge that Lord Milinous went to 
  fight in the Greyhawk Wars in 583 CY.  In 587 CY, he 
  was captured, and his unit of knights wiped out. To hear 
  bards tell it, Milinous languished in Iuz’s prisons for 
  weeks before he was ransomed by his father.  Although 
  his men returned to Verbobonc, Milinous remained at 
  the front lines of the wars, killing every evil minion 
  responsible for his embarrassing capture.  After months 
  of slaughter, the Greyhawk Wars ended, and Simon 
  Milinous returned home.  Those closest to him, 
  particularly his former love Baroness Elinor Asbury, 
  knew he was a changed man.  His heart was now dark, 
  and the horrors of war had made him hard and cruel. 
   
  The truth is far darker.  While in Iuz’s prisons, Simon 
  Milinous was tortured and interrogated by Ryjenis, a 
  human rogue in Iuz’s service who, coincidentally, 
  resembled Simon Milinous a great deal.  Through magic 
  and brutal interrogation, Ryjenis was able to adopt Simon 
  Milinous’s demeanor, and learned almost all of his past.  
  Once he felt his disguise was complete, Ryjenis took over 
  Milinous’ identity and had agents smuggle the broken 
  body of Simon Milinous back to Verbobonc.  Ryjenis’s 
  agents hid the real Simon Milinous under a symbiotic 
  plant in the Fens of Tor.  Ryjenis wanted to keep 
  Milinous alive, in case he should be needed in the future. 
   With the skill of a doppelganger, Ryjenis became Lord 
  Milinous.  He remained fighting the wars in order to slay 
  all of his evil comrades who might expose his ruse and to 
  appear a hero to the good folk of Verbobonc. 
   
  At first, things went quite well for Ryjenis.  His disguise 
  went off virtually without a hitch, and he was able to 
  amass further power as a tyrant in his role as Lord 
  Milinous.  He infested his House Guard with 
  blackguards and villains.  He introduced his dark-hearted 
  vassals (such as Lady Kolgrim of VER2-08 Griffon’s 
  Blood) to the worship of evil.  He encouraged violent 
  action against the gnome rebellion, in order to further 
  destabilize the Viscounty.  He usurped the position of 
  Provost Marshall of Verbobonc (the leader of the 
  Viscounty’s armies) once the former Provost Marshall, 
  Baron Rollof Avgustin, had become too old to defend his 
  title. 
   
  But things are starting to unravel for Ryjenis in his role as 
  Lord Milinous.  First, a group of adventurers were able to 
  discover the real Simon Milinous’ hiding place (in VER3-
  08 Mirror in a Quagmire), and returned him to the 
  Temple of St. Cuthbert to care for his shattered mind.  
  Skilled diplomats were able to pacify the gnome rebellion 
  (in VER4-07 Reunification).  Finally, some adventurers 
  discovered that Lord Milinous was not who he claimed to 
  be (in VTF4-04 Insidious Malfeasance).  Worst of all, a 
  prophetess in the Gnarley Forest has been able to identify 
  all three agents of Iuz (in the forthcoming VER4-09 
  Wicked Three).  Ryjenis is getting desperate to keep 
  rumors of his real identity in check, and amass as much 
  personal power as he can. 
   
  Fortunately for Ryjenis, he has learned of a way.  Simon 
  Milinous was betrothed to Lady Asbury before the 
  Greyhawk Wars.  Lady Asbury refused to marry “Lord 
  Milinous” after the Wars, however, citing that his heart 
  had darkened and she no longer loved him. Even Simon’s 
  old love did not recognize Ryjenis as an imposter, but she 
  would not marry him.  Ryjenis tried to force the 
  impoverished Lady Asbury to marry him for money 
  several years ago (in VER1-01 Noble Ambitions), but a 
  group of adventurers was able to return a lost treasure to 
  her.  Now, Lady Asbury’s annual taxes have gone missing 
  (due to the critical event summaries from VER4-02 A 
  Costly Gamble), and she is again destitute.  Lady Asbury 
  must marry for money, to keep her people out of poverty. 
   Ryjenis intends to marry Lady Asbury, giving him the 
  largest holdings in Verbobonc (after the Viscount) and 
  increasing his House Guard to the size of a small army. 
   
  This time, resistance came not from a band of 
  adventurers, but from another noble of Verbobonc. Lord 
  Ludovic 
  Langmuir 
  is 
  a 
  soft, 
  cowardly 
  man  
  tyrannized by his evil mother, Lady Godelva Langmuir.  
  Although Ludovic is the Lord of Langmuir lands, it’s no 
  small secret that Lady Langmuir rules through her simple 
  son.  Lady Langmuir was behind the plot to steal Lady 
  Asbury’s taxes (see VER4-02 A Costly Gamble), and her 
  coffers are now bursting.  She offered her son’s hand to 
  Lady Asbury, in exchange for the “gift” of the tax money 
  Lady Asbury has lost. 
   
  Lady Asbury is at a loss what to do.  She is willing to 
  marry to save her people from poverty, but she doesn’t 
  love either man.  Advice from her friends, family, and 
  advisors has been mixed, and she doesn’t know which 
  man she should marry.  To solve this problem, she 
  intends to turn to those who have helped her so often in 
  the past: adventurers of Verbobonc. 
   
  Adventure Summary 
   
  This adventure takes place entirely within Verbobonc 
  City.  The characters receive an invitation to meet with 
  Lady Asbury, and she presents her dilemma to them.  
  With her is the aged Armount, her trusted seneschal and 
  closest friend.  She asks the characters to dine with Lord 
  Milinous and Lord Langmuir separately, to see if they can 
  
  Beauty and Two Beasts 
   
  Page 5 
  discern their true hearts and determine who she should 
  marry.  They can go to either Lord first. 
   
  Lord Milinous is stern and demanding, and not at all 
  polite.  A half-dozen of his guardsmen are always present. 
   He wants to determine if any of the characters have 
  guessed he’s an imposter.  If the characters question him 
  about his feelings for Lady Asbury, he feeds them a lie 
  about loving her long ago, and the truth about wanting to 
  increase his lands and power. 
   
  Lord Langmuir meets the characters under the watchful 
  gaze of his evil mother.  It’s clear to the characters that 
  he’s a cowardly, soft man.  He may actually like Lady 
  Asbury, but he certainly isn’t in love with her.  Near the 
  end of the meal, Lady Asbury enacts a clever ruse to make 
  the characters think Ludovic really loves Lady Asbury, 
  but observant characters see through this ploy. 
   
  As the characters are walking from Milinous’s manor to 
  Langmuir’s (or vice versa), they are attacked by drunken 
  half-orc thugs concealing tabards of House Milinous.  
  This is actually another trick of Lady Langmuir’s, trying 
  to throw suspicion on Milinous. 
   
  After both dinners, on their way back to Jylee’s Inn to 
  report to Lady Asbury, the characters witness a man 
  nearly beaten to death by vampires.  They intervene and 
  defeat the vampires, but the vampires are able to disperse 
  into the mist if slain.  The man they rescue is “Sigh” (the 
  poor fellow rescued from under the plant in VER3-08 
  Mirror in a Quagmire).  He insists that he is Simon 
  Milinous, and must return to the Temple of St. Cuthbert, 
  where he is being cared for.  He asks the characters to 
  escort him, and reveals the truth of his capture in the 
  Greyhawk Wars.  The real Simon Milinous is a caring and 
  good man, who doesn’t want to see Lady Asbury marry 
  anyone else, but doesn’t know what to do.  He asks the 
  characters to help him become reunited with Lady 
  Asbury, his old love. 
   
  The characters eventually make their way back to Jylee’s 
  Inn, only to find Armount packing his things to leave.  
  He explains that Milinous came to the Inn late at night 
  (after his dinner with the characters), demanding that 
  Asbury marry him at his manor immediately.  When she 
  demurred, he threatened to invade her lands and kill her 
  people if she did not consent.  Asbury had no choice but 
  to go with the villain.  Out of malice, Lord Milinous 
  discharged Armount on the spot. 
   
  The characters race back to Milinous’s manor, and burst 
  in just in time to see Lady Asbury and Ryjenis about to be 
  married by a priest of St. Cuthbert.  If Simon Milinous 
  has not followed the characters this far, he bursts in just 
  behind the party. Determined that he can still succeed at 
  his plans, Ryjenis and his guards fight to the death. At 
  lower APLs, the players will assist in holding back the 
  guards while Milinous attacks the imposter. At higher 
  APLs, a weakened Sir Simon Milinous is no match for 
  Ryjenis; Simon faces off against some of the imposter’s 
  guards, while the characters must face Ryjenis and the 
  remaining guards. 
   
  If players are successful, the real Lord Milinous drops to 
  his knees, cradling Elinor Asbury’s body. Fearing her for 
  dead (due to the amount of blood in the room) he 
  professes his sorrow for going to war and the loss of his 
  only love. As he bends to kiss her limp body, she 
  awakens. Looking in his eyes, she kisses him and they 
  tighten their embrace. They inform the party that they 
  need some time alone to sort things out. They inform the 
  party that they should meet them at Jylee’s in at high 
  noon tomorrow. They also ask that they inform Armount 
  of their impending arrival. 
   
  If the characters are defeated, Ryjenis takes Lady Asbury 
  hostage and leaves with the remaining guards in his 
  entourage. If this happens the Gentlemen of the Watch 
  and clerics of St. Cuthbert arrive to sort out what has 
  happened. They will take the body of Lord Milinous, if 
  dead, so that they can perform a raise dead. Once Lord 
  Milinous comes back he and the priests of St. Cuthbert 
  will go to his lands to get his house in order, all the while 
  attempting to track down Ryjenis. Players will be asked 
  to give a full account of the events. The scenario ends on 
  a down note with the potential for another run-in with 
  Ryjenis 
   
  The scenario concludes with the real Sir Simon Milinous 
  and Lady Asbury revealing that they plan to get married, 
  that Lord Milinous will pay all her taxes and that upon 
  marriage, their lands will become one. They thank the 
  party and offer friendship and reward. 
   
  Note: Many of the NPCs the characters interact with in 
  this scenario wear a ring of mind shielding (in an age of 
  intrigue and magic, it’s a must-have magic item).  Be 
  aware of the powers and limitations of this magic item.  
  “Lord Milinous” (actually, Ryjenis the Imposter), Lord 
  Langmuir, and Lady Langmuir each wear one of these 
  rings. 
   
  Before Play 
   
  Find out whether any of the characters have close 
  connections with Lady Asbury, Lord Milinous, or Lord 
  
  Beauty and Two Beasts 
   
  Page 6 
  Langmuir.  Pay particular attention to those who have 
  played VER4-02 A Costly Gamble or VTF4-04 Insidious 
  Malfeasance, as those characters may have rumors (but 
  no proof) that some of the NPCs in this scenario are evil 
  villains. 
   
  Let the players know that their characters have each 
  received a discreet note asking them to meet with 
  Baroness Elinor Asbury at Jylee’s Inn in Verbobonc City 
  at three o’clock in the afternoon, on the day this 
  adventure begins.   
   
  Encounter One: 
  Damsel in Distress 
   
  Jylee’s Inn is perhaps the most extravagant inn in all 
  of Verbobonc.  A row of carefully pruned plum trees 
  shelters the courtyard of Jylee’s Inn from the dust of 
  the road near the southeast district of Verbobonc 
  City.  The banners above Jylee’s Inn flap in the wind, 
  displaying the crests of the nobles and other ranking 
  persons residing at the Inn.  One of the banners, 
  displaying a gem and a sword, proclaims Lady 
  Asbury’s presence at Jylee’s Inn. 
   
  The guard at the entrance to Jylee’s Inn is stationed 
  primarily to keep the “riff raff” away from the 
  establishment.  He permits any character that has paid at 
  least Adventurer’s Standard upkeep to pass; the others 
  (like those paying no Upkeep, or those living off the 
  wild), he obstinately refuses admittance.  Even if the 
  characters protest that they’re here to meet Baroness 
  Asbury, this guard is unfazed, and grants entrance only to 
  the “proper sort.” 
   
  In the outer courtyard of Jylee’s Inn, you could 
  almost believe you are out in the countryside.  The 
  walls and high trees block the noise of the city, and 
  the flowers provide a pleasant, pastoral scent to the 
  air.  You prepare to move to the doors of the Inn itself 
  when an old man standing nearby discreetly waves a 
  hand, drawing your attention. 
   
  Characters who have met Lady Asbury before (those that 
  played VER1-01 Noble Ambitions, VER1-06 Knocking 
  on the Keep, VERIntro3-03 Teeth of the Storm, VERS4-
  01 Return to the Fens of Tor, some players of VER4-02 A 
  Costly Gamble, or characters that are members of the 
  Asbury House Guard) or characters who succeed at a DC 
  15 Knowledge (nobility and royalty) check recognize 
  Armount, Lady Asbury’s seneschal and closest advisor.  
  This man is very old, very proper, and has an obvious 
  grandfatherly affection for Elinor Asbury. 
   
  “Good folk, please, here in the garden.” the old man in 
  stylish but out-of-date clothes begins. “Armount is my 
  name, and I am Lady Asbury’s advisor and friend.  The 
  Lady is taking some air beneath the plum trees just 
  now, but I know that she is anxious to meet with you. 
   You want to freshen up, I’m sure, but in her state, my 
  Lady won’t notice a spot of mud or an uneven tunic.” 
  (Almost absentmindedly, Armount reaches over to 
  straighten a character’s shirt, and flick off some piece of 
  dirt.)  “If you’ll wait but a moment, I’ll let the Lady 
  know you’ve arrived.” 
   
  Armount hurries off behind a screen of trees, and returns 
  only a moment later with Lady Asbury. 
   
  The seneschal returns, walking unsteadily, and 
  leaning heavily on his arm is a beautiful young 
  woman.  She wears a simple but elegant dress with a 
  brooch depicting the serene face of Rao. Her hair is in 
  disarray, and her eyes are red and puffy.  She 
  discreetly wipes a sleeve across her face as she 
  approaches you. 
   
  “Oh!  I’m so glad that adventurers of such good name 
  have heeded my call for help.  Some of you I know, 
  and others I know only by reputation.  My name is 
  Baroness Elinor Tregaurd Asbury, Ambassador to 
  Veluna, and Lady of Verbobonc.” 
   
  Lady Asbury gives a practiced curtsey, and waits for the 
  characters to introduce themselves.  She greets them 
  warmly, as friends.  If the characters have friends waiting 
  outside the gate because the guard wouldn’t let them in, 
  Lady Asbury demands the guard admit them (which he 
  does, acting fawning and servile to Lady Asbury). 
   
  “Some of my peers think those in your career are little 
  more than bandits or pirates, but I’ve found that most 
  adventurers are good and heroic.  I wouldn’t be in my 
  fortunate 
  position 
  today 
  without 
  the 
  aid 
  of 
  resourceful heroes years ago.  I need some resourceful 
  assistance right now.  Although I don’t doubt your 
  combat abilities, I’m in dire need of allies skilled in 
  diplomacy and investigation. 
   
  Perhaps 
  I 
  should 
  explain 
  my 
  very 
  serious 
  predicament.  I’ve long enjoyed the service of a 
  master 
  dwarven 
  craftsman, 
  named 
  Thuldon 
  Rockspitter.  I think some of you have met him on 
  many occasions.  He keeps ties to his people, the 
  dwarves of Clan Rockhall, high in the Lortmil 
  Mountains.  I have arranged to pay my taxes to 
  Viscount Langard annually, and just this last year, I 
  
  Beauty and Two Beasts 
   
  Page 7 
  offered to provide my taxes in a valuable ore, obtained 
  from the Rockhall dwarves.  A shipment of this ore 
  would surely invite bandits or worse, but Thuldon 
  came up with a clever idea: he crafted the metal into 
  the form of a wagon axle, and we intended to drive it 
  to Verbobonc City in the strictest of secrecy. Despite 
  these secretive precautions, the wagon was stolen and 
  has not been recovered. I am now more than one year 
  behind on my taxes to the Viscount. 
   
  “Langard is a good man, but he isn’t in a position 
  where he can allow one of his nobles to go without 
  paying a years’ worth of taxes.  I have to come up with 
  the money.  My people are hardworking, but still 
  recovering from the depredations the Cult of 
  Elemental Evil worked in my lands while I was 
  growing up.  I simply don’t have it, and I can’t borrow 
  such a sum; it would ruin my people. 
   
  “I have two similar solutions, and I can’t decide 
  between the two.  The other Lords of Verbobonc have 
  heard rumors of my plight.  I’ve received offers of 
  marriage from two eligible Lords.  Both have agreed 
  that if I take their hand in marriage, they will pay my 
  outstanding debts.  For the sake of my beloved 
  people, I have to choose one of these men. 
   
  “Lord Simon Milinous has persistently offered me his 
  hand for the seven years since he returned from the 
  Greyhawk Wars.  We were very much in love before 
  he left, and I waited anxiously for his return.  I 
  imagined that we would be wed once he returned, a 
  hero, from the war.  I heard that he had been 
  captured, and cried myself to sleep for weeks.  When 
  he was ransomed, I knew he would then return to me. 
   But he did not.  He stayed at the front lines, leading 
  another band of knights back into the fray, and it 
  seemed his thirst for killing knew no bounds.  After 
  the wars were over, Simon returned and insisted 
  upon my hand.  But he was a changed man, hard and 
  cruel.  I knew as soon as I laid eyes upon him that I 
  did not love this man any longer.  He has tried to buy 
  my heart back for years, and now I’m in a position 
  where I cannot refuse him any longer. 
   
  “Then, only last week, Ludovic Langmuir offered me 
  his hand, as well.  I’ve known Ludovic since 
  childhood, 
  of 
  course, 
  but 
  we’ve 
  never 
  been 
  particularly close.  He knew of my lost taxes, he said, 
  and genuinely wanted to help me.  But Ludovic is 
  watched carefully by his hawk-like mother.  He dares 
  not make a move without consulting her.  He wants 
  to help me, he says, but his mother won’t let him give 
  away that kind of money without something in 
  return.  She thinks I would be a fine match for her 
  son, and agreed that Ludovic could part with the 
  money only if I would marry him.  I don’t mind 
  Ludovic; he is not brave like Simon, and nowhere 
  near as handsome, but I feel that he has a kind nature. 
   
  “I must choose between these two men, and I don’t 
  know what to do.  If I marry Simon, perhaps I can 
  rediscover the love we once shared.  If I marry 
  Ludovic, perhaps I can bring out his kindness and 
  make him a stronger man. 
   
  “Of course, all my friends, family, and advisors have 
  their own opinions, even Armount.  But I’m still 
  unable to decide in my heart.  I thought that if I 
  could gather the opinions of goodhearted heroes, 
  who don’t face politics and intrigues every day, 
  perhaps their counsel would show me wisdom. 
   
  “Will you help me choose my husband?” 
   
  Lady Asbury isn’t looking for an immediate decision on 
  which man she should marry, although characters are 
  sure to offer.  She’s only asking for the characters to help 
  her decide.  The players might also suggest some novel 
  solutions as well.  Here is how to deal with them: 
   
  Don’t marry either of them.  If Lady Asbury doesn’t 
  marry, the Viscount will have to collect the taxes from 
  her people directly, and that would bankrupt nearly all of 
  them.  She won’t put her people in that hard position. 
   
  Marry the Viscount.  Lady Asbury confides that she and 
  Langard are good friends, but it’s certainly nothing more 
  than that.  Furthermore, it would almost certainly 
  damage Langard politically to marry an impoverished 
  Lady. 
   
  Ask for more time.  The Viscount has already been more 
  than kind in allowing the extensions he has.  His 
  treatment of the situation is starting to look like 
  favoritism, and some of the other Lords are starting to 
  grumble.  It might be politically unpleasant for Langard 
  to wait any longer, and Lady Asbury doesn’t want to hurt 
  his position any more than she already has.  She must pay 
  soon. 
   
  Marry me! or I’ll give you the money.  Lady Asbury 
  appreciates any offer of assistance, but her taxes are tens 
  of thousands of gold pieces.  She won’t take it as charity, 
  and doesn’t want to marry someone she barely knows. 
   
  They’re Evil!  Characters may have reason to think, from 
  other Verbobonc scenarios, that either Simon Milinous 
  
  Beauty and Two Beasts 
   
  Page 8 
  or Ludovic Langmuir are evil villains.  Lady Asbury 
  dismisses such claims, stating, “I’m sure that’s just a 
  mistake, or a rumor.  I can’t see that Viscount Langard 
  and the other nobles would let a truly evil man remain in 
  power.” 
   
  If the characters ask Armount about his preference, he 
  sniffs and states that he’d “rather see the Lady with a 
  simpering pup than with a bloodthirsty barbarian.”  But 
  it’s clear he isn’t happy with either choice. 
   
  Once the characters have agreed to help Lady Asbury, she 
  explains that both Lord Ludovic Langmuir and Lord 
  Simon Milinous are staying in Verbobonc City (both of 
  them have manor houses elsewhere in the city).  She has 
  arranged to send “representatives” to dinner with each of 
  them.  She’d like the characters to be these 
  representatives. 
   
  Lady Asbury asks the characters to dine with each of the 
  Lords, and get a sense of their feelings toward her.  They 
  will probably both be on their best behavior, but the 
  characters should try to get at the Lords’ true feelings.  
  After both dinners, they should report back to her at 
  Jylee’s Inn.  Whether they come back late at night or 
  early tomorrow morning is up to them. 
   
  Armount provides directions to both manor houses.  
  Lord Milinous’s manor house is in the far south of the 
  city (near the Wrinkle Academy of magic); it should take 
  the characters fifteen minutes of walking to get there 
  from Jylee’s Inn.  Lord Langmuir’s manor house is near 
  the west gate by the River Road entrance. It’s about a half-
  hour from Jylee’s Inn.  The two manor houses are about a 
  half-hour’s walk from each other. 
   
  Dinner with Lords?  Us?!?  The characters might think 
  that armor-clad, weapon-wielding adventurers are hardly 
  fit to dine privately with the Lords of Verboobonc.  Lady 
  Asbury assures them otherwise.  Both Lords know that 
  Lady Asbury has many friends among the adventurers of 
  Verbobonc, so a “rugged” appearance and less-than-
  perfect table manners are acceptable.  She cautions that 
  each Lords’ House Guard will certainly insist the 
  characters surrender their weapons and spell component 
  pouches at the door, and might also ask the characters to 
  strip out of armor. 
   
  All APLs 
  �Baroness Elinor Asbury: human Brd12; Cha 17, NG. 
  �Armount: human Brd6; Cha 15, NG. 
   
  Development:  This scenario now diverges into two 
  separate paths, depending on whether the characters 
  want to start with dinner at Lord Langmuir’s manor, or 
  Lord Milinous’s manor. 
   
  If the characters start with Lord Ludovic Langmuir, go 
  to Encounter Two: Dinner with Ludovic.  On their way 
  to Lord Milinous’s manor, half-orc thugs attack the 
  characters.  Run Encounter Four: After-Dinner 
  Drunks, then go back to Encounter Three: Dinner with 
  Simon.  After that, skip ahead to Encounter Five: A 
  Very Dark Alley.  These Encounters will be in the order 
  1-2-4-3-5. 
   
  If the characters start with Lord Simon Milinous, go to 
  Encounter Three: Dinner with Simon.  On their way to 
  Lord Langmuir’s manor, half-orc thugs attack the 
  characters.  Run Encounter Four: After-Dinner 
  Drunks, then go back to Encounter Two: Dinner with 
  Ludovic.  After that, skip ahead to Encounter Five: A 
  Very Dark Alley.  These Encounters will be in the order 
  1-3-4-2-5. 
   
  Encounter Two: 
  Dinner with Ludovic 
   
  Lord Ludovic Langmuir recently purchased a stately 
  manor house near the Temple district of the city, on 
  the east end.  The manor itself is old, although it 
  shows sign of recent restoration.  The doors to the 
  manor are flanked by two of the Langmuir House 
  Guard, a human and a half-elf. 
   
  The House Guardsmen here are polite but firm.  They ask 
  the characters to leave their weapons, spell component 
  pouches, and armor in a secure attached room (they have 
  a Spot of +8 and a Sense Motive of +7, should the 
  characters try anything funny).  They summon a butler, 
  who invites the characters into the manor house, and 
  provides a private room for them to freshen up.  He then 
  sees the characters into the dining room, where Lord 
  Langmuir and his mother are already seated. 
   
  The large dining hall of Lord Langmuir’s manor is 
  paneled in rich, dark woods.  A low fire burns in an 
  enormous hearth, warming the room but making it 
  look even larger.  At the high dining table sit two 
  people.  One is a pinched, sour-faced old woman 
  wearing expensive clothes and elaborate jewelry.  She 
  scowls as the butler announces you, as though he’s 
  given her bad news.  The other figure is a nervous, 
  tubby man who leaps to his feet and approaches you 
  anxiously. 
   
  
  Beauty and Two Beasts 
   
  Page 9 
  “So very glad you could join us for this dinner.  Any 
  friend of Elinor’s is a friend of mine, and I expect us 
  to be much closer friends before too long.  Elinor and 
  I, I mean.  I mean, more than friends.”  The man looks 
  over his shoulder at his mother.  She shakes her head 
  disapprovingly. 
   
  She snaps, “Don’t let my son’s senseless enthusiasm 
  tire you.  I’m sure you have many questions, so we 
  should start this dinner right away.” 
   
  With that, servants bring in the first course while the 
  butler shows you to your seats. 
   
  Over the dinner (greens, roast pheasant, and stewed 
  potatoes), Ludovic Langmuir makes small talk, asking the 
  characters about what sorts of things they’ve done and 
  where they’ve been.  He eats heartily Lady Godeleva 
  Langmuir doesn’t speak at all, and only picks at her food.  
  She watches any conversation between her son and the 
  characters very closely, and the characters should get the 
  feeling that they are being constantly observed and 
  assessed.  Remember that both Lord Langmuir and Lady 
  Langmuir wear rings of mind shielding. 
   
  If the characters begin some conversation topics, here’s 
  how these characters respond: 
   
  Any question to Lady Godeleva, she tries to ignore.  If 
  the characters persist, she snaps, “I believe you’re here to 
  interview my son, not me.” 
   
  What do you think about Lady Asbury?  Ludovic 
  responds, “We’ve been friends for a long time.  Since we 
  were children,  I’ve always thought well of her.”  A DC 20 
  Sense Motive reveals that this is the truth. 
   
  Why do you want to marry her?  “Oh, I think a union of 
  our houses would be a fine thing; very fine indeed.  Our 
  people, I mean hers and mine, grow a lot of the same 
  crops, which means it will be good to combine forces and 
  so on.  Oh, and I also love her.”  A DC 15 Sense Motive 
  reveals that Ludovic thinks the economic reason is the 
  better one, and he’s not being truthful about loving Lady 
  Asbury. 
   
  Do you love Lady Asbury?  “Umm…well, yes.”  A DC 15 
  Sense Motive reveals that this isn’t really the case.  If 
  pressed, he adds hastily, “But I’m sure I could, you know. 
   She’s terribly nice, and very pretty.”  This is the truth; 
  Ludovic hopes that they’ll be happy after the wedding. 
   
  Do you know Lord Milinous is trying to marry her as 
  well?  Ludovic looks immediately dejected if the 
  characters bring up Lord Milinous, as he doesn’t think 
  he’s got a hope at all against such a ferocious war hero.  
  He doesn’t know why Lady Asbury hasn’t married him 
  already, and Ludovic is certain that Lady Asbury is 
  ultimately going to marry Lord Milinous instead of him.  
  Of course, he only reveals this opinion in small pieces to 
  inquisitive characters who press him on the topic. 
   
  You are a bad person.  Ludovic looks confused and hurt 
  if the characters accuse him of any treachery or 
  wrongdoing.  Have the characters make Sense Motive 
  checks, but Ludovic genuinely feels he is innocent of any 
  serious wrongdoing. 
   
  Your mother is a bad person.  Ludovic cringes if the 
  characters speak ill of his mother (particularly since she’s 
  right in the room), but mumbles, “I’m sure these are just 
  rumors.”  A DC 20 Sense Motive reveals that Ludovic 
  actually suspects his mother of several plots and 
  conspiracies, but he’s too timid to ever admit it.  Lady 
  Langmuir speaks up to add, “That’s right dear.  They don’t 
  have any proof of anything.” 
   
  Where did you get enough money to cover Asbury’s 
  taxes as well as your own?  Ludovic looks proudly at his 
  mother.  “My mother has made some very smart 
  investments in some of our neighboring countries, and 
  they’ve recently paid off.  We just bought this mansion, 
  you know.”  Lady Godeleva smiles back, but the grin 
  doesn’t reach her eyes.  On DC 20 Sense Motive, the 
  characters get a sense that Godeleva has fed this 
  ‘investment’ lie to Ludovic.  On a DC 30 Sense Motive, 
  the characters get a sense that Ludovic knows it’s a lie, 
  and House Langmuir’s recent gains are probably illegal, 
  but doesn’t want to admit that his mother might be guilty 
  of anything. 
   
  Development: The Ruse:  Lady Langmuir has hatched a 
  plot to insure the representatives come away with a 
  favorable impression of her son.  After dinner there is a 
  noticeable absence of servants to remove the dinner 
  plates and serve dessert.  Lady Langmuir looks clearly 
  frustrated (a DC 35 Sense Motive reveals this is an act), 
  stands and announces: 
   
  “Late in serving dessert again!  Those servants are 
  utterly worthless.  I’m going to see what’s taking 
  them, and give them a severe tongue-lashing while 
  I’m at it.  Ludovic, entertain our guests, but don’t you 
  say a word while I’m gone!”  Ludovic looks sheepishly 
  down at his empty dinner plate as Lady Godeleva 
  Langmuir storms out of the room. 
   
  
  Beauty and Two Beasts 
   
  Page 10 
  As soon as Lady Langmuir is gone, Ludovic begins a 
  carefully rehearsed speech. 
   
  Ludovic looks up at you as soon as Godeleva has left 
  the dining room.  He speaks in a hushed, hurried 
  voice. “I’m so sorry.  I’m miserable and pathetic, and I 
  know it.  I have to do whatever she says.  I like Elinor 
  a lot.  I don’t love her, but I know she’s a strong 
  woman.  I think she can help me.  I can help her with 
  her taxes, and if she marries me, she might help me 
  deal with my mother.  Together, Elinor and I might 
  be able to do some good for Verbobonc.  Please help 
  me by putting in a good word for me.  Please?” 
   
  A DC 10 Sense Motive reveals that Ludovic feels guilty 
  and naughty for saying these things, but he seems 
  honest.  If a character’s Sense Motive roll beats a DC 
  20+APL, the character knows that the entire speech is 
  rehearsed and probably a lie.  If a character’s Sense 
  Motive roll beats a DC 30+APL, the character realizes that 
  Ludovic doesn’t actually want to marry Lady Asbury at all, 
  for fear that his mother might subjugate Elinor the way 
  she’s completely subjugated him. 
   
  The characters don’t have more than a minute or two to 
  respond before Lady Langmuir returns.  She is followed 
  by chastised dessert-toting servants.  After the dessert, 
  Lady Godeleva announces that she and her son are going 
  to retire.  The butler shows the characters politely to the 
  door, where all their things are returned to them. 
   
  Encounter Three: 
  Dinner with Simon 
   
  Lord Milinous’ manor is an old mansion in the south 
  end of town.  The arcane-minded among you know 
  you are only a block away from the Wrinkle Academy 
  of Magic.  At the entrance to the manor stand four 
  plate-clad guardsmen, standing at ease.  They snap to 
  attention as you approach, and one of them, the most 
  senior among them, greets you. 
   
  ”Lord Milinous has been expecting you, good men 
  [and women, as appropriate].  I’m Guardsman Nels, and 
  I’m to see you in to dinner.  If you could leave your 
  weapons and spell necessities with my companions 
  here, I can assure you that they’ll come to no harm.” 
   
  Guardsman Nels is a serious but honest military-minded 
  man.  He has a lot of respect for Lord Milinous, but 
  doesn’t know of his darker dealings.  He lets the 
  characters keep their armor on, if they’d like, but he has a 
  keen eye for weapons or spell component pouches the 
  characters may try to hide (Spot +10, Sense Motive +7). 
   
  Nels leads the characters into the manor, and right 
  toward the dining room.  The characters pass thorough a 
  large empty salon on the way.  He knocks briskly on the 
  dining room door and, without waiting, opens the door 
  and gestures the characters inside. 
   
  Lord Milinous’ dining room is oppressive in its 
  opulence.  The floor is a dark wood, nearly black.  The 
  walls are paneled in dark wood as well, giving the 
  room a gloomy, oppressive look.  In contrast to this 
  gloom, the table is laden with steaming meats and 
  ripe fruits.  A pleasant smell fills the room. 
   
  At the far end of the table, barely visible over the 
  heaped dishes of food, lounges a large dark-haired 
  man wearing a stylish tunic decorated with a black 
  griffon.  Three guardsmen stand on either side of 
  him, clad in platemail and holding halberds out.  Lord 
  Milinous doesn’t seem to notice his guards, and 
  stands to welcome you.  He spreads his arms over the 
  banquet, gesturing to a dozen chairs around the table. 
   “At last, the vaunted representatives are here,” 
  Milinous says gruffly.  “I expected you some time ago, 
  so you’ll have to forgive me for having my table 
  already set.  Please, sit, and help yourselves.” 
   
  Once the characters are seated, Milinous begins eating 
  casually.  The characters may suspect this feast of being 
  poisoned or dangerous, but it is all entirely harmless and 
  quite excellent.  Remember that “Lord Milinous” wears a 
  ring of mind shielding throughout this encounter. 
   
  Milinous gets right to the point.  He genuinely feels he’s 
  the best match for Elinor, and no one can prove 
  otherwise. He states, “I know that Elinor has sent the 
  group of you to feel me out, and find out whether I 
  would make her a good match.  I assure you, there is no 
  better match for her.  What must I do to convince you of 
  that?” 
   
  Milinous has a second agenda in his conversation with 
  the characters.  He wants to know whether any of them 
  suspect him of being a duplicate of the real Simon 
  Milinous.  To do this, he brings up his time in the 
  Greyhawk Wars (if the characters don’t do it themselves), 
  talking about the horrors of war and the disgrace of 
  capture.  He admits that he went on a killing spree after 
  being ransomed, but he insists that many would have 
  done the same in his place. 
   
  
  Beauty and Two Beasts 
   
  Page 11 
  If the characters begin some conversation topics, here’s 
  how these characters respond: 
   
  Any question to the Milinous Guardsmen is entirely 
  ignored, other than Lord Milinous smoothly saying, 
  “Please don’t bother my men.  You’re here to interrogate 
  me, remember?”  The half dozen guardsmen barely move 
  throughout dinner, and do not speak.  If the characters 
  use detection abilities, half of them are faintly Evil and 
  the rest are Neutral.  These are some of Milinous’ most 
  trusted guardsmen: they do not know their Lord’s nature, 
  but they know he is more of a cruel schemer than he lets 
  on to the public. 
   
  What do you think about Lady Asbury?  Or Why do 
  you want to marry her?  Milinous responds, “I loved her 
  deeply before I went off to the wars.  I admit that the 
  horrors I saw defending the lands of Good from the 
  forces of Evil have made me bitter and short-tempered, 
  but I still love Elinor all the same.  I wish to marry her as 
  much now as I did then.”  A DC 20 Sense Motive reveals 
  that this is a bald-faced lie.  If the characters confront 
  Milinous with the lie, he simply shrugs and admits, 
  “Well, the less-perceptive public certainly believes that 
  rubbish.  To your more discerning senses, I should 
  perhaps reveal the truth: I don’t wish her any harm, as 
  our lands together will be the largest in the Viscounty.  
  With the Ambassador to Veluna wed to the Provost 
  Marshal of Verbobonc’s military, there’s nothing the two 
  of us might accomplish if we pool our authority under 
  my capable direction.”  Have the characters make Sense 
  Motive checks again, but this is the truth.  “Lord 
  Milinous” knows that to cement his power in Verbobonc, 
  he must keep Lady Asbury alive and at his side…for now. 
   
  Do you know Lord Langmuir is trying to marry her as 
  well?  Milinous sneers, “That cowardly fop is just doing 
  as his mother commands.  Now, there’s a woman with 
  admirable ambition.  But, no, Elinor’s many assets would 
  go to waste in that house.  My prediction is this: no later 
  than a week after the wedding, Lady Asbury would have 
  some horrible accident, and her poor, grieving mother-in-
  law would have to move into Lady Asbury’s lands to 
  oversee them.  Those coddled peasants will know true 
  oppression then, I promise you.”  Lord Milinous thinks 
  this is a very likely turn of events if Elinor marries 
  Ludovic (and he might very well be right). 
   
  You are a bad person or You’re not who you’re 
  pretending to be.  If the characters question Milinous 
  about his captivity in any suspicious detail, if they 
  mention Sigh hidden under the Fens of Tor in VER3-08 
  Mirror in a Quagmire, if the mention finding the note in 
  the Moathouse in VTF4-04 Insidious Malfeasance, or 
  even if they come right out and accuse Milinous of being 
  a duplicate, he gives them a satisfied smirk and insists, 
  “Of course, you have no proof of any wrongdoing, 
  because I’m far more clever than any of you.  Ah, well, if 
  you suspect such wickedness of me, you couldn’t possibly 
  recommend me to Elinor, so this dinner is a waste of my 
  time and yours.  You may leave my manor immediately.” 
   
  Where did you get enough money to cover Asbury’s 
  taxes as well as your own?  Simon Milinous waves off 
  this question with, “I came back from the Wars with a 
  good sense of how to get the very most out of those who 
  work for you.”  In truth, he has not only taxed his 
  peasants harshly, but he indirectly controls several bandit 
  gangs and black cults throughout the Viscounty.   All this 
  ill-gotten gain has flooded into House Milinous coffers.  
  A DC 20 Sense Motive reveals that Milinous is keeping 
  something back about the source of his funds, and that 
  it’s most definitely something shady. 
   
  Once Milinous has had the chance to question the 
  characters about what they know, and reveal some of his 
  intentions toward Lady Asbury, he calls an end to the 
  dinner.  Nels appears to escort the characters out, and 
  returns all of their things to them.  Nels wishes the 
  characters a pleasant evening as they depart. 
   
  Encounter Four: 
  After-Dinner Drunks  
   
  Run this Encounter when the characters are going from 
  Lord Milinous’s manor to Lord Langmuir’s manor, or vice 
  versa. 
   
  This encounter seems like the sort of “obligatory thug 
  encounter” that appear in many adventures, but there is 
  much more going on behind the scenes that the 
  characters might discover.  This is all a ruse by Lady 
  Godelva Langmuir to try to implicate House Milinous in 
  some violent wrongdoing.  Here’s a little background: 
   
  Last night, one of Lady Langmuir’s spies discovered a 
  gang of drunken half-orcs carousing around Verbobonc 
  City and convinced them to pick a fight with some of 
  Lord Milinous’s house guard.  The half-orcs won, and the 
  agent convinced the half-orcs to strip the Milinous 
  guards of their tabards and put them on.  The half-orcs 
  have been wearing them since, and they’ve put their 
  cloaks over top of them. 
   
  Earlier tonight, the agent convinced the half-orcs that a 
  few rich adventurers will be crossing town at a certain 
  point tonight (it’s on the route from Lord Milinous’s 
  
  Beauty and Two Beasts 
   
  Page 12 
  manor to Lord Langmuir’s manor), and that they’d be a 
  tough fight but laden with loot. 
   
  So the characters are about to get jumped by these half-
  orcs.  The agent sees this as a win-win situation; either the 
  half-orc thugs win, and Lady Asbury’s heroes just 
  “disappear,” or the characters win and search the half-orcs 
  to find…Milinous tabards! 
   
  You’re 
  walking 
  from 
  one 
  of 
  your 
  dinner 
  appointments this evening to the other, pondering 
  what you just learned about [the Lord just visited].  You 
  suddenly realize that this street is not well-lit, and 
  virtually deserted.  Four cloaked figures step into the 
  weak light, brandishing greatswords.  You’re forty 
  feet away, but you can smell cheap liquor.  “That’s 
  them,” one of the figures grunts, and they rush to 
  attack. 
   
  Two figures rush up from behind the characters as well, 
  making six foes total 
   
  APL 6 (EL 7) 
  �Half-orc Thugs (6): male half-orc Ftr2; hp 20 each; see 
  Appendix One. 
   
  APL 8 (EL 9) 
  �Half-orc Thugs (6): male half-orc Ftr4; hp 36 each; see 
  Appendix One. 
   
  APL 10 (EL 11) 
  �Half-orc Thugs (6): male half-orc Ftr6; hp 52 each; see 
  Appendix One. 
   
  APL 12 (EL 13) 
  �Half-orc Thugs (6): male half-orc Ftr8; hp 72 each; see 
  Appendix One. 
   
  Tactics: These fighters start 40 feet away from the 
  characters: four in front, and two behind.  They flank 
  tough-looking targets, using their Dual Strike feat when 
  possible.  They are half-drunk and foolishly brave. They 
  fight until reduced to 8 hp or less, then they try to flee. 
   
  Note: Characters who played VER4-01 So Things Come 
  to Confusion realize that these half-orcs seem very 
  similar to the thugs that attacked the party in that 
  scenario (they are outfitted similarly, and fight with the 
  same tactics).  They are in fact part of the same gang, but 
  deeper truth behind their gang is beyond the scope of 
  this scenario. 
   
  Development: Looting: As soon as the characters loot 
  the bodies, they find Milinous House Guard tabards 
  under the cloaks of the half-orcs.  This will implicate 
  House Milinous, although there are two methods of 
  finding out all is not as it seems here: 
   
  • 
  If any of the half-orcs are questioned, they admit 
  they aren’t Milinous House Guards.  Someone 
  convinced them to beat up some Milinous 
  House Guard, and take their tabards.  They don’t 
  know the man’s name, other than it was a 
  human who was generous about buying them 
  drinks.  Come to think of it, they admit, that 
  same human told them to attack the characters 
  tonight.  They don’t know how to reach him, 
  and they don’t know he works for Lady 
  Langmuir. 
   
  • 
  Any character who succeeds on a DC 25 
  Knowledge (local) or Bardic Knowledge roll, or 
  any character who is a member of the Milinous 
  House Guard, knows that Lord Milinous 
  particularly dislikes half-orcs, and there are very 
  few of them in his House Guard (certainly, less 
  than six).  These half-orcs must be imposters. 
   
  Treasure 
  Defeat and loot the half-orc thugs. 
  APL 6: L: 135 gp; C: 0 gp; M: 0 gp. 
  APL 8: L: 360 gp; C: 0 gp; M: 0 gp. 
  APL 10: L: 186 gp; C: 0 gp; M: +1 breastplate (x6) (112 gp 
  per character each). 
  APL 12: L: 186 gp; C: 0 gp; M: +1 light fortification 
  breastplate (x6) (362 gp per character each). 
   
  Development: The Watch Arrives: About five minutes 
  after the fight, the Gentlemen of the Watch (the 
  Verbobonc City guard) arrive, and take any surviving 
  half-orcs into custody, as they are wanted criminals.  The 
  Gentlemen of the Watch thank the characters for 
  dispatching these dangerous ruffians. 
   
  Of course, neither Lord Milinous nor Lord Langmuir 
  knows anything about these thugs.  Both seem surprised 
  that the characters would be attacked on the streets of the 
  city.  (Lord Milinous probably adds something like, “I’m 
  glad you gave those half-breed curs what was coming to 
  them.”) Lady Langmuir knows about the attack, but of 
  course she doesn’t say anything about it.  The characters 
  cannot find her agent who urged the half-orcs to attack, 
  as he is now long gone from the city. 
   
  From Here: If the characters continue to Lord 
  Langmuir’s manor, go to Encounter Two: Dinner with 
  
  Beauty and Two Beasts 
   
  Page 13 
  Ludovic.  If the characters continue to Lord Milinous’s 
  manor, go to Encounter Three: Dinner with Simon. 
   
  Encounter Five: 
  A Very Dark Alley 
   
  This Encounter happens when the characters are on their 
  way back from the second dinner (either to Jylee’s Inn to 
  report the results of their investigations to Lady Asbury, 
  or to their own rooms).  Read: 
   
  The night is beginning to get foggy.  Strands of 
  cotton-like mist trail across the city streets like 
  festival streamers.  Few souls are still on the streets, 
  and all is quiet at this late hour. 
   
  Have the characters make Listen checks, and reward the 
  highest roll (whatever it is) with: 
   
  From down a nearby alley, you hear a faint scratching. 
   
  When the character turns to look or alerts his 
  companions, read on: 
   
  At the entrance to the dark passage, you see a large 
  dark-haired man weakly scrabbling along the ground, 
  inching toward the lights of the city street.  Behind 
  him, two thin forms walk slowly down the alley 
  towards him.  One is tall and straight, standing nearly 
  seven feet high.  The other is shorter and crouched in 
  an awkward pose that reminds you of some insect.  
  The tall figure is focused on the prone man, and 
  speaks conversationally to its companion as it walks 
  closer, “Thought he could get away, didn’t he, Worthy 
  Sir Pavel?  No, he can’t get away from us.  I don’t 
  think he’ll make it to the street, even if we let him 
  have a head start.” 
   
  The smaller one walks up one wall of the alley 
  casually and chitters back, “Why, I do think we’ve 
  been spotted at our sport, Worthy Sir Grym.”  The tall 
  figure gazes at you, and you can see faint red light in 
  the back of his narrow, pallid face. 
   
  “Be on your way, travelers.  Our nocturnal activities 
  are no concern of yours.” 
   
  These two ominous characters are vampires.  They are 
  servants of Ryjenis, and he uses them only for “special” 
  jobs out of the public eye.  They have been waiting to 
  catch the real Simon Milinous (the dark-haired man on 
  the ground) out on the city streets at night, and tonight 
  they’ve caught him.  They are toying with him, draining 
  his levels, and enjoying their sport. 
   
  Pavel (the short one) and Grym (the tall one) are heartless 
  killers who delight in causing fear in their foes.  They 
  aren’t knights, of course, but call each other “Worthy Sir” 
  to mock the genuine knights in Milinous’ employ.  They 
  wear little other than tightly-wrapped cloaks. 
   
  Of course, any character worthy of the term “hero” won’t 
  just leave the man to these two killers.  Pavel and Grym 
  parley with the characters only long enough to try to 
  fascinate them. If the characters move toward Simon, or 
  start casting spells, they attack. 
   
  APL 6 (EL 8) 
  �Pavel: Vampire Rog4; hp 36; see Appendix One. 
  �Grym: Vampire Ftr2/Brd2; hp 39; see Appendix One. 
   
  APL 8 (EL 10) 
  �Pavel: Vampire Rog6; hp 54; see Appendix One. 
  �Grym: Vampire Ftr4/Brd2; hp 59; see Appendix One. 
   
  APL 10 (EL 12) 
  �Pavel: Vampire Rog8; hp 72; see Appendix One. 
  �Grym: Vampire Ftr4/Brd2/Rog2; hp 78; see Appendix 
  One. 
   
  APL 12 (EL 14) 
  �Pavel: Vampire Rog10; hp 90; see Appendix One. 
  �Grym: Vampire Ftr4/Brd2/Rog4; hp 98; see Appendix 
  One. 
   
  Tactics: These vampires have little fear of adventurers.  
  In combat, they prefer to use their special abilities, such 
  as summoning swarms and dominating fighter-types, 
  over engaging in melee.  If pressed into a fight, however, 
  they drain levels as quickly and efficiently as possible, 
  preferring to gang up on a single weak-looking opponent. 
   If reduced to 0 hit points, their gear drops to the ground 
  and they become gaseous forms that blend with the foggy 
  air (they are a bone-white color, as is the fog, gaining a 
  +20 circumstance bonus to their Hide checks).  They 
  move through the fog, unnoticeable, into cracks of 
  buildings and through tiny gaps in walls.  These two foes 
  should be exceptionally hard to defeat permanently, and 
  impossible to follow. 
   
  Once they are free of the characters, Pavel and Grym 
  return to their coffins beneath Lord Milinous’s manor to 
  rejuvenate.  As long as they are able to get away, these 
  two figures show up later in Encounter Two. 
   
  
  Beauty and Two Beasts 
   
  Page 14 
  Development: Once the vampires have been defeated or 
  driven off, the man in the alley stirs slightly.  Characters 
  that roll him over are in for a surprise: this man looks 
  very much like Lord Milinous.  He is thinner than Lord 
  Milinous, and his skin is paler, but the two look very 
  much alike.  He stirs long enough to mutter, “Got away.  
  Good.  Truly, you are heroes.  Must get back to the 
  temple, but can’t walk that far by myself.  Will you—
  even one of you—walk me back to the Temple of St. 
  Cuthbert?” 
   
  The man says little other than to insist that he be taken 
  back to the Temple of St. Cuthbert, and resists as well as 
  he can if the characters try to take him elsewhere.  Simon 
  lapses in and out of consciousness.  The only information 
  he gives to curious characters is that he is called “Sigh,” 
  which is short for “Simon.” 
   
  Simon has been drained of ten levels (out of 11) has only 
  3 hit points remaining, has lost 8 points of Strength 
  (from poison applied by Pavel while they were toying 
  with him) and has taken 5 points of Intelligence, 
  Wisdom, and Charisma damage (from a touch of idiocy 
  scroll used by Grym while they were toying with him).  
  He is in bad shape, and it’s unlikely the characters can 
  patch him back up themselves. 
   
  The walk to the Temple of St. Cuthbert passes without 
  incident; move on to the next Encounter. 
   
  Encounter Six: 
  Sigh’s Secret 
   
  The Temple of St. Cuthbert, the state god of 
  Verbobonc, is as stern and imposing as the deity 
  worshipped within.  The large doors stand open at 
  this hour, but two burly cudgel-wielding priests stand 
  guard, alert for visitors…and for trouble. 
   
  When these priests of St. Cuthbert see that Simon has 
  returned, they immediately begin berating him (as he’s 
  not supposed to leave the temple, by order of Bishop 
  Haufren).  If the characters intervene, or point out 
  Simon’s poor condition, the clerics immediately begin 
  tending him as well as they can. One of them rushes off 
  to awaken Bishop Haufren.  The clerics usher Simon and 
  the characters to a private room near the rear of the 
  temple.  After ten or fifteen minutes, Bishop Haufren 
  arrives. 
   
  The portly Bishop Haufren bursts into the room, his 
  hair and robes in disarray.  It’s clear he’s only just 
  woken up.  “I hear our guest decided he was well 
  enough to leave our care, despite my advice to the 
  contrary.” Evaluating Simon’s condition, the bishop 
  begins casting several spells.  Almost immediately, 
  Simon looks substantially improved.  Turning his 
  critical gaze on you, the bishop speaks with a tone of 
  undisputed authority, “Tell me what happened.” 
   
  Let the players explain as much of the evening as they 
  wish to Bishop Haufren.  If the characters are suffering 
  from any detrimental effects, Bishop Haufren is willing 
  to cast the spell needed to restore them, up to and 
  including resurrection.  However, he doesn’t have 
  expensive material components for these spells on hand, 
  and insists that the characters provide them.  Note that 
  the restoration spell wipes away all negative levels, but 
  has a cost of 100 gp. 
   
  Bishop Haufren should be roleplayed like a stern but 
  caring grandfatherly figure. 
   
  After Bishop Haufren is done ministering to the 
  characters, read: 
   
  At last, the secret is starting to get out.  This poor man 
  has been under my care and protection for months. 
  As some of you suspect, he is the real Lord Simon 
  Milinous, captured in the Greyhawk Wars and 
  replaced 
  with 
  a 
  cunning 
  and 
  evil 
  imposter.  
  [Depending on whether characters present played VER3-
  08 Mirror in a Quagmire, insert Some brave 
  adventurers or Some of you] rescued Simon here from 
  his imprisonment in the Fens of Tor, and we’ve 
  slowly nursed him back to health. 
   
  Simon, now completely recovered from his attack, 
  interrupts Bishop Haufren.  “Old friend, I’ve 
  uncovered dire news.  This imposter has petitioned 
  for Lady Asbury’s hand in marriage, using some 
  financial leverage I don’t understand, and rumors say 
  she will accept.  I can’t let the woman I love marry 
  that—that—wicked man.” 
   
  If the characters explain more of the situation to Simon, 
  he is very grateful for the news.  He is increasingly 
  worried that the woman he loves should be so cruelly 
  manipulated, and he encourages the characters to stop 
  her marriage to either Lord.  On a DC 15 Sense Motive, 
  the characters can discover that Simon truly loves Lady 
  Asbury still, and wants her to come to no harm. 
   
  Bishop Haufren rubs his chin thoughtfully. “This is 
  quite serious.  Events are moving quickly.  Earlier this 
  evening, Simon Milinous—or whoever is posing as 
  Milinous—came here to the Temple.  He demanded 
  
  Beauty and Two Beasts 
   
  Page 15 
  the services of a priest. I refused him, but he knows 
  the laws of our land, which require that a priest of St. 
  Cuthbert be present at any marriage ceremony 
  involving a noble of Verbobonc. He stormed out, 
  threatening consequences, and I saw him speaking 
  with a priest of Zilchus later.” 
   
  Simon rises, crying, “A wedding tonight? I must stop 
  them!” 
   
  Bishop Haufren gently eases Simon back into a 
  sitting position, and motions you outside of Simon’s 
  small room. Once out of Simon’s hearing, he 
  addresses you.  “You should return to Lady Asbury 
  immediately. Do what you can to stop this wedding 
  and uncover this imposter. 
   It might be good or ill to 
  take Simon with you, but 
  that’s a choice that I’ll let 
  you make.  He is eager, as 
  you see, but it’s clear that 
  evil minions of this ‘Lord 
  Milinous’ 
  are 
  hunting 
  him.  You may be taking 
  him into danger.  Can I 
  trust you to look into this, 
  and would you take Simon 
  with you if you do?” 
   
  Whether the characters take 
  Simon 
  with 
  them 
  determines 
  some 
  events 
  later in this adventure.  
  Bishop Haufren gives him a 
  voluminous clerical robe to 
  use as a disguise, should the 
  characters choose to allow 
  Simon to accompany them. 
   
  All APLs 
  �Bishop Haufren, male 
  human Clr13 (St. Cuthbert): 
  LG; Spot +6, Sense Motive 
  +12. 
     
  Encounter Seven: 
  The Fired Servant 
   
  If the characters return to Jylee’s Inn, they find Lady 
  Asbury is gone and Armount is packing the last of his 
  things into a cart. 
   
  What Happened:  While the characters were otherwise 
  occupied with Sigh, Ryjenis decided to make his move.  
  First, he went to the temple of St. Cuthbert, demanding 
  the services of a cleric on a pretext.  Then, he presented 
  himself at Jylee’s Inn and insisted that Lady Asbury 
  marry him this very night.  Of course, Lady Asbury 
  refused.  Lord Milinous threatened her people, vowing 
  he would send his soldiers and bandits into her lands to 
  kill them all, and damn the consequences.  Lady Asbury 
  finally had no choice but to agree to marry “Lord 
  Milinous.”  Gloating prematurely over his victory, Lord 
  Milinous took Lady Asbury away in his carriage and fired 
  Armount on the spot.  All this occurred perhaps half an 
  hour ago. 
   
  Read or paraphrase: 
   
  The obstinate guard at the 
  gate to Jylee’s Inn isn’t 
  very enthusiastic about 
  admitting visitors at such 
  a late hour.  However, he 
  seems to have vaguely 
  remembered 
  that 
  you 
  were to be admitted at any 
  hour. With little fanfare 
  he 
  opens 
  the 
  gate.  
  Within 
  the 
  tree-lined 
  courtyard, you see a gaunt 
  figure feebly lifting a few 
  items onto a cart hitched 
  to a mule.  It seems a late 
  hour for such a duty. 
   
  The figure is Armount, who 
  looks more sad and broken 
  than when the characters 
  met him earlier today.  He 
  relates 
  the 
  story 
  of 
  Milinous’s arrival in a fast 
  coach, Milinous’s insistence 
  on the marriage, and his 
  threats 
  of 
  violence 
  in 
  Asbury lands if Lady Asbury would not immediately 
  agree. Lady Asbury had no choice but to agree to an 
  elopement.  As they were leaving, Armount relates, Lord 
  Milinous dismissed him from House Asbury’s service 
  saying, “The bride of the Black Griffon will have no need 
  for a doddering old fool.” Armount knows that Lord 
  Milinous was taking Lady Asbury to his manor house 
  here in Verbobonc City (the very place the characters 
  met Milinous earlier in the evening). 
   
  Augmented Play:  Pavel and Grym 
   
  If you feel that the characters have had an easy 
  time with this scenario so far, and they seem 
  fairly fresh for the final fight that is about to 
  ensue, you may add two additional combatants 
  to this fight.  Assuming Pavel and Grym 
  survived the fight with the characters in 
  Encounter Five, they are here as well protecting 
  Ryjenis.  Add the following description: 
   
  Standing in the shadows near the imposter 
  are two familiar cloaked figures.  One is tall 
  and gaunt, while the other is hunched over 
  in an insectoid pose.  They gaze at you 
  across the room.  The tall one raises an 
  eyebrow at you, clearly feigning surprise. 
  The shorter one hasn’t noticed you; he is 
  looking at Lady Asbury and licking his lips. 
   
  Use the same stats from Encounter Five for 
  these foes.  If defeated, these vampires 
  assume gaseous form, slip through the ceiling, 
  and try to escape into the misty night.  Only 
  include these vampire henchmen if you feel the 
  party needs the challenge, and only if the 
  vampires survived Encounter Five. 
  
  Beauty and Two Beasts 
   
  Page 16 
  Developments 
  If Simon is with the party, and they introduce him to 
  Armount as the real Lord Milinous, Armount is quick to 
  believe them.   
   
  If Armount is shown Simon, or if he’s told that “Lord 
  Milinous” is a duplicate, he encourages the characters to 
  stop the wedding at Milinous’ manor house, rescue Lady 
  Asbury from the evil imposter, and bring the imposter 
  before the Viscount for justice. 
   
  If Armount is not told that “Lord Milinous” is a duplicate, 
  he instead urges the characters to stop the wedding and 
  then immediately go before the Viscount to reveal Lord 
  Milinous’s threats of violence. 
   
  If the characters have any Influence Points with Viscount 
  Langard among them, they know they will be able to 
  spend that Influence to get an audience with the 
  Viscount. If none of the characters have any Influence 
  with the Viscount (or if they don’t care to spend it), 
  Armount offers to go himself and beg for the Viscount’s 
  ear while the characters rush off to save Lady Asbury. 
   
  By the end of this Encounter, the characters should be 
  rushing back to Milinous’s manor house in southern 
  Verbobonc City to stop the wedding. Before they leave 
  Armount will drop to one knee and offer his blade to 
  Lord Milinous. 
   
  Segue: 
  Race to the Black Griffon 
   
  The players might have other means to travel to the 
  Milinous manor house. Adapt and change the read-aloud 
  text as appropriate. 
   
  With time of the essence, you race across the cobbled 
  streets of Verbobonc City toward Lord Milinous’ 
  manor house. At every turn, however, obstacles 
  threaten to delay your arrival as you push your way 
  through the crowds of people. The minutes stretch 
  out and a realization gnaws at the pit of your stomach 
  that you may be too late to halt the ceremony. 
   
  Just as your legs feel like they’re about to give, your 
  objective comes into sight. Approaching the manor, 
  you see two guards in the livery of the Black Griffon 
  duck inside and start to close the doors. These poor 
  foot soldiers are no match for you, however, as you 
  drive through the doors, knocking the guards back, 
  and enter a fairly large salon.  
   
  Standing at the far end of the room is a young priest 
  of Zilchus flanked by Lady Asbury and the Imposter 
  who calls himself Lord Milinous. Also present are a 
  number of guards, whom you assume are the 
  witnesses for this deplorable predicament. It seems 
  that the ceremony has indeed begun.  
   
  The wide salon is sixty feet square. Several exits lead off 
  in all directions, to smaller rooms and corridors of the 
  mansion. 
   
  Encounter Eight: 
  Will the Real Lord Milinous 
  Please Stand Up 
   
  If the party does not have the real Simon Milinous in 
  tow, read the following: 
   
  “How dare you barge into my home on such an 
  important occasion? Do you know how many laws 
  you just broke? Once I am finished here I will see to 
  it that each of you forfeits your life! Guards, seize 
  them!”  
   
  Black Griffon guards draw closer, weapons on the 
  ready. The Imposter kicks the perplexed priest, 
  prompting him to continue, a grim smile growing 
  across his face. “Please, do not let this minor 
  complication spoil our happy moment. Continue… 
  now.” Looking confused and hurried, the priest 
  intones, “And do you – ahem – Lady Elinor Asbury… 
  ah…contract with Lord Simon Milinous to be your 
  … hmmm… lawfully wedded husband, sanctified by 
  the… ummm…. rites set forth by the Lord High 
  Enumerator…” 
   
  The rumble of footsteps behind you draws your 
  attention, and a booming voice, like the sound of a 
  thunderbolt, fills the room. 
  “STOP!!!” 
   
  Looking back, you see Simon standing in the 
  doorway, windblown hair streaming behind him like 
  a dark halo.  
   
  If the real Simon Milinous is with them, read the 
  following: 
   
  This becomes even more evident when the ‘Lord’ 
  barks “Quickly!” at the priest, kicking him for good 
  measure. Looking fearful and nervous he intones, 
  “And do you Lady Elinor Asbury contract with Lord 
  
  Beauty and Two Beasts 
   
  Page 17 
  Simon Milinous to be your lawfully wedded husband, 
  sanctified by the rites set forth by the Lord High 
  Enumerator…” 
   
  Continued here, whether the characters brought Simon 
  with them or not (as he is here now): 
   
  As he waits for his answer from Lady Asbury, the 
  Imposter’s gaze falls on you.  The smirk and bravado 
  that has been the trademark of his powerful presence 
  drain from him. His eyes lock with ‘Sigh’s’ and for 
  one brief instant you see him acknowledge the 
  situation. Before anyone can react, the Imposter 
  shoves the priest of Zilchus away. Grabbing Lady 
  Asbury by hair, he draws his blade as the guards 
  moving to block your group. 
   
  “Welcome home Simon, so good of you to join us. 
  Finally gotten over your war wounds?” A nervous 
  chuckle escapes him, followed closely by his guards.  
  “You’re just in time to see me marry the tramp you 
  fell in love with. Oh, and what a lovely wedding night 
  we will have. She will scream in such exquisite ways. 
  You know it was so easy to become you, to control all 
  that you had. Your people feared you, the nobles 
  distrusted you and the Viscount,” – a smirk appears 
  on his lips – “that pitiful Viscount did nothing to stop 
  me. His lack of a spine only made it easier when I 
  seized the military out from under feeble old 
  Avgustin.  My plan was perfect; in fact, BRILLIANT!” 
  His glance falls on you and his eyes narrow, “And I 
  would have gotten away with it, if it wasn’t for these 
  meddlesome … heroes!” 
   
  Drawing Lady Asbury’s hair tighter in his fist, he 
  looks down at her grimaced face. “Finish it, my Lady. 
  Say the words or die with your people.” Her face 
  contorted, eyes welled up with tears, she starts to 
  force words out of her mouth. “Eyyyyye  dd….” 
   
  “NO!” shouts Simon as the ring of steel resonates in 
  the room. Pointing his blade at the Imposter’s heart, 
  Simon’s face is a mask of righteous fury. “Today I 
  rescue the woman I love, take back my family name, 
  and send you straight to hell!” 
   
  Simon rushes forward as the Imposter slams Lady 
  Asbury to the ground, drawing his own blade in 
  response. The battle is engaged! 
   
  Under no circumstances does the Imposter move more 
  than 15 feet away from Lady Asbury, but he will never 
  harm her...not here anyway. He considers her both meal 
  ticket and life insurance. 
   
  The Imposter has the same stats at all APLs. At APLs 6 
  and 8, he attacks Simon, only attacking characters in 
  order to defend himself, or if all the guards are dead.  The 
  characters have to contend with the guards in the room 
  (and the vampires, if you’ve chosen to include them). 
   
  In APLs 10 and 12, Ryjenis attacks anyone that poses the 
  greatest threat near him. He uses his proximity to Lady 
  Asbury to keep the characters from dropping area-effect 
  spells on him. He attacks anyone trying to get to Lady 
  Asbury.  At these APLs, three of the House Milinous 
  guards rush at Simon, and keep him occupied 
  throughout the fight. The characters must contend with 
  Ryjenis and his guards. 
   
  APL 6 (EL 9) 
  �House Milinous Men-at-arms (9): male human Ftr3; 
  hp 31 each; See Appendix One.  
   
  APL 8 (EL 11)  
  �House Milinous Guardsmen (9): male human Ftr5; 
  hp 49 each; See Appendix One.  
   
  APL 10 (EL 13) 
  �Ryjenis the Imposter: male human Rog8/Ftr4; hp 
  111; See Appendix One.  
  �House Milinous Guardsmen (6): male human Ftr5; 
  hp 49 each; See Appendix One.  
   
  APL 12 (EL 15) 
  �Ryjenis the Imposter: male human Rog8/Ftr4; hp 
  111; See Appendix One.  
  �House Milinous Men-at-arms (6): male human Ftr9; 
  hp 88 each; See Appendix One. 
   
  Tactics:  The guards are the most loyal supporters of 
  “Lord Milinous.”  They suspect he’s an imposter, but are 
  so well rewarded by the evil Lord that they don’t care.  At 
  APL 6 and 8, they interpose themselves between the 
  characters and the Ryjenis/Simon fight.  At APL 10 and 
  12, they join with Ryjenis in the fight against the 
  characters. They fight intelligently, and to the death. 
   
  Ryjenis fights fiercely with his powerful sword, using his 
  skills and magic items to best effect.  If he is reduced to 
  25 or less hit points, he tries to flee as best he can. He 
  knows several secret passageways throughout the manor, 
  and with any kind of lead, he can escape the characters 
  into the city. 
   
  Non-combatants: Both Lady Asbury and the priest are 
  innocent non-combatants, and their presence should 
  discourage area-effect spells.  Lady Asbury collapses to 
  
  Beauty and Two Beasts 
   
  Page 18 
  the floor once the fight begins, and the priest just cowers. 
   If the characters have brought Armount along, he sings 
  to inspire the characters and expresses concern for Lady 
  Asbury, but does not join the fighting. 
   
  Simon’s Performance:  How well Simon fights in this 
  battle mirrors the characters’ performance.  If the 
  characters are overcoming the guards at APL 6, for 
  example, then Simon is overcoming Ryjenis. If the 
  characters are being badly beaten by Ryjenis and the 
  guards at APL 10, for example, then Simon is having a 
  hard time fighting off the guards on him.  
   
  Treasure 
  Defeat Ryjenis and his guard and take their gear.  Note 
  that most of the gear used by Ryjenis belongs to the 
  rightful Lord Simon Milinous, and is not included in 
  the loot. 
  APL 6: L: 1126 gp; C: 0 gp; M: +1 greatswords (x9) (196 gp 
  per character each). 
  APL 8: L: 1238 gp; C: 0 gp; M: +1 vicious greatswords (x9) 
  (696 gp per character each). 
  APL 10: L: 826 gp; C: 0 gp; M: +1 vicious greatswords (x6) 
  (696 gp per character each); grim defender (946 gp 
  per character). 
  APL 12: L: 1 gp; C: 0 gp; M: +1 vicious greatswords (x6) 
  (696 gp per character each), gauntlets of ogre power 
  (x6) (333 gp per character each), +1 full plate (x6) 
  (221 gp per character each), grim defender (946 gp 
  per character). 
   
  Conclusion A: The Characters 
  Are Successful 
   
  If characters are successful, Simon fells his opponent just 
  as the characters drop theirs.  Simon immediately rushes 
  to Lady Asbury, drops to his knees, and cradles her body. 
  Fearing her dead (due to the amount of blood in the 
  room), he professes his sorrow for going to war and the 
  loss of his only love. As he bends to kiss her limp body, 
  she awakens. Looking in his eyes, she kisses him and 
  they tighten their embrace. They inform the party that 
  they need some time alone to sort things out. They 
  inform the party that they should meet them at Jylee’s 
  Inn at noon tomorrow. They also ask that they inform 
  Armount of their impending arrival. 
   
  The scenario concludes with Lord Simon Milinous, 
  (cleaned up and in possession of all his equipment) and 
  Lady Elinor Asbury having an audience with the party. 
  They share some insight into their relationship: they plan 
  to get married, pay Asbury’s taxes with funds from 
  Ryjenis’s crimes, and that upon marriage, their lands will 
  become one. They thank the party and offer friendship 
  and reward. 
   
  The End 
   
  Conclusion B: The Characters 
  Are Defeated 
   
  If the characters lose, they have probably all been slain or 
  fled the battle.  In this case, Simon is struck down by his 
  foes and Ryjenis (if still alive) performs a coup de grace to 
  kill him.  Ryjenis takes Lady Asbury hostage and leaves 
  with the remaining guards in his entourage. If this 
  happens, the Gentlemen of the Watch and clerics of St. 
  Cuthbert arrive to sort out what has happened. They take 
  the body of Simon Milinous to perform a raise dead. 
  Once Lord Milinous comes back, he and the priests of St. 
  Cuthbert go to his lands to get his house in order, all the 
  while attempting to track down Ryjenis. The characters 
  are asked to give a full account of the events. The Church 
  of St. Cuthbert will cast raise dead for any dead character, 
  waiving the spellcasting price (the character needs only 
  come up with the 5,000 gp material component). The 
  scenario ends on a down note with the potential for 
  another run-in with Ryjenis and the fate of Lady Asbury 
  unknown. 
   
  The End 
   
   
  Experience Point Summary 
   
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Two: Dinner with Ludovic 
  Good roleplaying with Lord Langmuir: 
   
  APL 4 
     60 XP 
   
  APL 6 
     75 XP 
   
  APL 8 
     90 XP 
    
  APL 10 
   105 XP 
   
  APL 12 
   120 XP 
   
  Encounter Three: Dinner with Simon 
  Good roleplaying with “Lord Milinous”: 
   
  APL 4 
     60 XP 
   
  APL 6 
     75 XP 
   
  APL 8 
     90 XP 
    
  APL 10 
   105 XP 
  
  Beauty and Two Beasts 
   
  Page 19 
   
  APL 12 
   120 XP 
   
  Encounter Four: After-Dinner Drunks 
  Defeat the thugs: 
   
  APL 4 
  150 XP 
   
  APL 6 
  210 XP 
   
  APL 8 
  270 XP 
    
  APL 10 
  330 XP 
   
  APL 12 
  390 XP 
   
  Encounter Five: A Very Dark Alley 
  Defeat or drive off the vampires: 
    
  APL 4 
  180 XP 
   
  APL 6 
  240 XP 
   
  APL 8 
  300 XP 
    
  APL 10 
  360 XP 
   
  APL 12 
  420 XP 
   
  Encounter Nine: Will the Real Lord…. 
  Defeat the Milinous imposter and his guards: 
    
  APL 4 
  210 XP 
   
  APL 6 
  270 XP 
   
  APL 8 
  330 XP 
    
  APL 10 
  390 XP 
   
  APL 12 
  450 XP 
   
  Roleplaying Award 
  Good problem-solving and combat heroics: 
   
  APL 4 
     60 XP 
   
  APL 6 
     75 XP 
   
  APL 8 
     90 XP 
    
  APL 10 
   105 XP 
   
  APL 12 
   120 XP 
   
  Total Possible Experience 
   
  APL 4 
  675 XP 
   
  APL 6 
  900 XP 
   
  APL 8 
  1,125 XP 
   
  APL 10 
  1,350 XP 
   
  APL 12 
  1,575 XP 
   
  Treasure Summary 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
   
  Encounter Four: After Dinner Drunks  
  Defeat and loot the half-orc thugs. 
  APL 6: L: 135 gp; C: 0 gp; M: 0 gp. 
  APL 8: L: 360 gp; C: 0 gp; M: 0 gp. 
  APL 10: L: 186 gp; C: 0 gp; M: +1 breastplate (x6) (112 gp 
  per character each). 
  APL 12: L: 186 gp; C: 0 gp; M: +1 light fortification 
  breastplate (x6) (362 gp per character each). 
   
  Encounter Nine: Will the Real Lord Milinous 
  Please Stand Up 
  Defeat Ryjenis and his guard and take their gear.  Note 
  that all of the gear used by Ryjenis belongs to the 
  
  Beauty and Two Beasts 
   
  Page 20 
  rightful Lord Simon Milinous, and is not included in 
  the treasure here. 
  APL 6: L: 1126 gp; C: 0 gp; M: +1 greatswords (x9) (196 gp 
  per character each). 
  APL 8: L: 1238 gp; C: 0 gp; M: +1 vicious greatswords (x9) 
  (696 gp per character each). 
  APL 10: L: 826 gp; C: 0 gp; M: +1 vicious greatswords (x6) 
  (696 gp per character each); grim defender (946 gp 
  per character). 
  APL 12: L: 1 gp; C: 0 gp; M: +1 vicious greatswords (x6) 
  (696 gp per character each), gauntlets of ogre power 
  (x6) (333 gp per character each), +1 full plate (x6) 
  (221 gp per character each), grim defender (946 gp 
  per character). 
   
  Maximum Possible Treasure  
   
  APL 6:   
   
  900 gp 
   
  APL 8:   
   
  1,300 gp 
    
  APL 10:   
  2,300 gp 
   
  APL 12:   
  3,300 gp 
   
   
   
   
   
   
  
  Beauty and Two Beasts 
   
  Page 21 
  Appendix One: NPCs 
   
  Encounter Four 
   
  APL 6 (EL 7) 
  Half-Orc Thugs (6): male half-orc Ftr2; CR 2; Medium 
  humanoid (orc); HD 2d10+4; hp 20 each; Init +5; Spd 20 
  ft.; AC 16, touch 11, flat-footed 15; Base Atk +2; Grp +5; Atk 
  +4 melee (2d6+4, greatsword) or +3 melee (1d4+3, dagger); 
  SQ darkvision 60 ft.; AL NE; SV Fort +5, Ref +1, Will +1; 
  Str 17, Dex 13, Con 14, Int 6, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +4; Combat Reflexes, 
  Improved Initiative, Weapon Focus (greatsword). 
   
  Possessions: greatsword, breastplate, locking gauntlet, 
  dagger. 
   
  APL 8 (EL 9) 
  Half-Orc Thugs (6): male half-orc Ftr4; CR 4; Medium 
  humanoid (orc); HD 4d10+8; hp 36 each; Init +5; Spd 20 
  ft.; AC 16, touch 11, flat-footed 15; Base Atk +4; Grp +8; Atk 
  +10 melee (2d6+8, masterwork greatsword) or +8 melee 
  (1d4+4, dagger); SQ darkvision 60 ft.; AL NE; SV Fort +6, 
  Ref +2, Will +4; Str 18, Dex 13, Con 14, Int 6, Wis 12, Cha 
  8. 
   
  Skills and Feats: Climb +8; Combat Reflexes, 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Weapon 
  Focus 
  (greatsword), Weapon Specialization (greatsword). 
   
  Possessions: masterwork greatsword, masterwork 
  breastplate, locking gauntlet, dagger. 
   
  APL 10 (EL 11) 
  Half-Orc Thugs (6): male half-orc Ftr6; CR 6; Medium 
  humanoid (orc); HD 6d10+12; hp 52 each; Init +5; Spd 20 
  ft.; AC 17, touch 11, flat-footed 16; Base Atk +6; Grp +10; 
  Atk +12 melee (2d6+8 masterwork greatsword) or +10 
  melee (1d4+4, dagger); Full Atk +12/+7 melee (2d6+8, 
  masterwork greatsword) or +10/+5 melee (1d4+4, dagger); 
  SQ darkvision 60 ft.; AL NE; SV Fort +7, Ref +3, Will +5; 
  Str 18, Dex 13, Con 14, Int 6, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +10; Combat Reflexes, Dual 
  Strike*, Improved Initiative, Iron Will, Power Attack, 
  Weapon Focus (greatsword), Weapon Specialization 
  (greatsword). 
   
  Possessions: masterwork greatsword, +1 breastplate, 
  locking gauntlet, dagger. 
  * See Appendix Two: New Rules Items 
   
  APL 12 (EL 13) 
  Half-Orc Thugs (6): male half-orc Ftr8; CR 8; Medium 
  humanoid (orc); HD 8d10+16; hp 72 each; Init +6; Spd 20 
  ft.; AC 18, touch 12, flat-footed 16; Base Atk +8; Grp +12; 
  Atk +15 melee (2d6+8, masterwork greatsword) or +13 
  melee (1d4+4, dagger); Full Atk +15/+10 melee (2d6+8, 
  masterwork greatsword) or +13/+8 melee (1d4+4, 
  dagger); SQ darkvision 60 ft.; AL NE; SV Fort +8, Ref +4, 
  Will +5; Str 18, Dex 14, Con 14, Int 6, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +12; Combat Reflexes, Dual 
  Strike*, Greater Weapon Focus (greatsword), Improved 
  Initiative, Iron Will, Power Attack, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword). 
   
  Possessions: masterwork greatsword, +1 light 
  fortification breastplate, locking gauntlet, masterwork 
  dagger. 
  * See Appendix Two: New Rules Items 
   
  Encounter Five 
   
  APL 6 (EL 8) 
  Pavel: CR 6; Medium Undead Rog4; HD 4d12; hp 36; 
  Init +9; Spd 30 ft.; AC 21, touch 15, flat-footed 21; Base 
  Atk +3; Grp +7; Atk +7 melee (1d6+6 plus energy drain, 
  slam); Full Atk +7 melee (1d6+6 plus energy drain, slam); 
  SA blood drain, children of the night, create spawn, 
  dominate (DC 18), energy drain, sneak attack +2d6; SQ 
  alternate form, DR 10/silver and magic, darkvision 60 ft., 
  evasion, fast healing 5, gaseous form, resistance to cold 10 
  and electricity 10, spider climb, trapfinding, trap sense 
  +1, uncanny dodge, undead traits, vampire weaknesses; 
  AL NE; SV Fort +1, Ref +11, Will +5; Str 19, Dex 20, Con 
  –, Int 12, Wis 14, Cha 18. 
   
  Skills and Feats: Bluff +19, Hide +20, Intimidate +11, 
  Listen +19, Move Silently +20, Search +15, Sense Motive 
  +17, Spot +19, Tumble +12, Use Magic Device +5; Ability 
  Focus (dominate), Alertness, Combat Reflexes, Dodge, 
  Improved Initiative, Iron Will, Lightning Reflexes. 
   
  Possessions: none. 
   
  Grym: CR 6; Medium Undead Ftr2/Brd2; HD 4d12+4; hp 
  39; Init +7; Spd 30 ft.; AC 19, touch 13, flat-footed 16; Base 
  Atk +3; Grp +8; Atk +9 melee (1d6+7 plus energy drain, 
  slam); Full Atk +9 melee (1d6+7 plus energy drain, slam); 
  SA bardic music, blood drain, children of the night, 
  create spawn, dominate (DC 19), energy drain; SQ 
  alternate form, bardic knowledge, countersong, DR 
  10/silver and magic, darkvision 60 ft., fascinate, fast 
  healing 5, gaseous form, inspire competence +1, 
  resistance to cold 10 and electricity 10, spider climb, 
  undead traits, vampire weaknesses; AL NE; SV Fort +3, 
  Ref +6, Will +5; Str 20, Dex 17, Con –, Int 12, Wis 14, Cha 
  20. 
   
  Skills and Feats: Bluff +19, Hide +11, Listen +18, 
  Move Silently +11, Perform (dirge) +11, Search +9, Sense 
  
  Beauty and Two Beasts 
   
  Page 22 
  Motive +16, Spot +18, Tumble +19, Use Magic Device +11; 
  Ability Focus (dominate), Alertness, Combat Reflexes, 
  Dodge, Improved Initiative, Improved Toughness*, Iron 
  Will, Lightning Reflexes, Weapon Focus (slam). 
   
  Possessions: none. 
   
  Spells Known (3/2; Base DC = 15 + spell level): 0—
  daze, dancing lights, detect magic, ghost sound, message; 
  1st—cause fear, Tasha’s hideous laughter.  
  * See Appendix Two: New Rules Items 
   
  APL 8 (EL 10) 
  Pavel: CR 8; Medium Undead Rog6; HD 6d12; hp 54; Init 
  +9; Spd 30 ft.; AC 21, touch 15, flat-footed 21; Base Atk +4; 
  Grp +8; Atk +9 melee (1d6+6 plus energy drain, slam); Full 
  Atk +9 melee (1d6+6 plus energy drain, slam); SA blood 
  drain, children of the night, create spawn, dominate (DC 
  19), energy drain, sneak attack +3d6; SQ alternate form, 
  DR 10/silver and magic, darkvision 60 ft., evasion, fast 
  healing 5, gaseous form, resistance to cold 10 and 
  electricity 10, spider climb, trapfinding, trap sense +2, 
  uncanny dodge, undead traits, vampire weaknesses; AL 
  NE; SV Fort +2, Ref +12, Will +6; Str 19, Dex 20, Con –, Int 
  12, Wis 14, Cha 18. 
   
  Skills and Feats: Bluff +21, Hide +22, Intimidate +13, 
  Listen +21, Move Silently +22, Search +17, Sense Motive 
  +19, Spot +21, Tumble +14, Use Magic Device +5; Ability 
  Focus (dominate), Alertness, Combat Reflexes, Dodge, 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Weapon Focus (slam). 
   
  Possessions: none. 
   
  Grym: CR 8; Medium Undead Ftr4/Brd2; HD 6d12+6; hp 
  59; Init +7; Spd 30 ft.; AC 19, touch 13, flat-footed 16; Base 
  Atk +5; Grp +10; Atk +11 melee (1d6+9 plus energy drain, 
  slam); Full Atk +11 melee (1d6+9 plus energy drain, slam); 
  SA bardic music, blood drain, children of the night, create 
  spawn, dominate (DC 20), energy drain; SQ alternate form, 
  bardic knowledge, countersong, DR 10/silver and magic, 
  darkvision 60 ft., fascinate, fast healing 5, gaseous form, 
  inspire courage +1, resistance to cold 10 and electricity 10, 
  spider climb, undead traits, vampire weaknesses; AL NE; 
  SV Fort +4, Ref +7, Will +8; Str 20, Dex 17, Con –, Int 12, 
  Wis 14, Cha 20. 
   
  Skills and Feats: Bluff +20, Hide +11, Listen +19, 
  Move Silently +11, Perform (dirge) +12, Search +9, Sense 
  Motive +17, Spot +19, Tumble +10, Use Magic Device +12; 
  Ability Focus (dominate), Alertness, Combat Reflexes, 
  Dodge, Improved Initiative, Improved Toughness*, Iron 
  Will, Lightning Reflexes, Spell Focus (Enchantment), 
  Weapon Focus (slam), Weapon Specialization (slam). 
   
  Possessions: none. 
   
  Spells Known (3/2; Base DC = 15 + spell level, DC 16 
  + spell level for Enchantment spells): 0—daze, dancing 
  lights, detect magic, ghost sound, message; 1st—cause 
  fear, Tasha’s hideous laughter.  
  * See Appendix Two: New Rules Items 
   
  APL 10 (EL 12) 
  Pavel: CR 10; Medium Undead Rog8; HD 8d12; hp 52; 
  Init +9; Spd 30 ft.; AC 21, touch 15, flat-footed 21; Base 
  Atk +6; Grp +11; Atk +12 melee (1d6+7 plus energy drain, 
  slam); Full Atk +12/+7 melee (1d6+7 plus energy drain, 
  slam); SA blood drain, children of the night, create 
  spawn, dominate (DC 20), energy drain, sneak attack 
  +4d6; SQ alternate form, DR 10/silver and magic, 
  darkvision 60 ft., evasion, fast healing 5, gaseous form, 
  improved uncanny dodge, resistance to cold 10 and 
  electricity 10, spider climb, trapfinding, trap sense +2, 
  undead traits, vampire weaknesses; AL NE; SV Fort +2, 
  Ref +13, Will +6; Str 20, Dex 20, Con –, Int 12, Wis 14, 
  Cha 18. 
   
  Skills and Feats: Bluff +23, Hide +24, Intimidate +15, 
  Listen +23, Move Silently +24, Search +19, Sense Motive 
  +21, Spot +23, Tumble +16, Use Magic Device +5; Ability 
  Focus (dominate), Alertness, Combat Reflexes, Dodge, 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Weapon Focus (slam). 
   
  Possessions: none. 
   
  Grym: CR 10; Medium Undead Ftr4/Brd2/Rog2; HD 
  8d12+8; hp 78; Init +8; Spd 30 ft.; AC 20, touch 14, flat-
  footed 16; Base Atk +6; Grp +11; Atk +12 melee (1d6+9 
  plus energy drain, slam); Full Atk +12/+7 melee (1d6+9 
  plus energy drain, slam); SA bardic music, blood drain, 
  children of the night, create spawn, dominate (DC 21), 
  energy drain, sneak attack +1d6; SQ alternate form, 
  bardic knowledge, countersong, DR 10/silver and magic, 
  darkvision 60 ft., evasion, fascinate, fast healing 5, 
  gaseous form, inspire courage +1, resistance to cold 10 
  and electricity 10, spider climb, trapfinding, undead 
  traits, vampire weaknesses; AL NE; SV Fort +4, Ref +10, 
  Will +8; Str 20, Dex 18, Con –, Int 12, Wis 14, Cha 20. 
   
  Skills and Feats: Bluff +22, Hide +13, Listen +21, 
  Move Silently +13, Perform (dirge) +12, Search +11, 
  Sense Motive +19, Spot +21, Tumble +14, Use Magic 
  Device +12; Ability Focus (dominate), Alertness, Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative, 
  Improved 
  Toughness*, Iron Will, Lightning Reflexes, Spell Focus 
  (Enchantment), 
  Weapon 
  Focus 
  (slam), 
  Weapon 
  Specialization (slam). 
   
  Possessions: none. 
   
  Spells Known (3/2; Base DC = 15 + spell level, DC 16 
  + spell level for Enchantment spells): 0—daze, dancing 
  lights, detect magic, ghost sound, message; 1st—cause 
  fear, Tasha’s hideous laughter.  
  * See Appendix Two: New Rules Items 
  
  Beauty and Two Beasts 
   
  Page 23 
   
  APL 12 (EL 14) 
  Pavel: CR 12; Medium Undead Rog10; HD 10d12; hp 90; 
  Init +9; Spd 30 ft.; AC 21, touch 15, flat-footed 21; Base Atk 
  +7; Grp +12; Atk +12 melee (1d6+7 plus energy drain, 
  slam); Full Atk +12/+7 melee (1d6+7 plus energy drain, 
  slam); SA blood drain, children of the night, create spawn, 
  crippling strike, dominate (DC 21), energy drain, sneak 
  attack +5d6; SQ alternate form, DR 10/silver and magic, 
  darkvision 60 ft., evasion, fast healing 5, gaseous form, 
  improved uncanny dodge, resistance to cold 10 and 
  electricity 10, spider climb, trapfinding, trap sense +3, 
  undead traits, vampire weaknesses; AL NE; SV Fort +3, Ref 
  +14, Will +7; Str 20, Dex 20, Con –, Int 13, Wis 14, Cha 18. 
   
  Skills and Feats: Bluff +25, Hide +26, Intimidate +17, 
  Listen +25, Move Silently +26, Search +21, Sense Motive 
  +23, Spot +25, Tumble +18, Use Magic Device +5; Ability 
  Focus (dominate), Alertness, Combat Reflexes, Combat 
  Expertise, Dodge, Improved Feint, Improved Initiative, 
  Iron Will, Lightning Reflexes. 
   
  Possessions: none. 
   
  Grym: CR 10; Medium Undead Ftr4/Brd2/Rog4; HD 
  10d12+10; hp 98; Init +8; Spd 30 ft.; AC 20, touch 14, flat-
  footed 16; Base Atk +8; Grp +13; Atk +14 melee (1d6+9 plus 
  energy drain, slam); Full Atk +14 melee (1d6+9 plus 
  energy drain, slam); SA bardic music, blood drain, children 
  of the night, create spawn, dominate (DC 21), energy 
  drain, sneak attack +2d6; SQ alternate form, bardic 
  knowledge, countersong, DR 10/silver and magic, 
  darkvision 60 ft., evasion, fascinate, fast healing 5, gaseous 
  form, inspire courage +1, resistance to cold 10 and 
  electricity 10, spider climb, trapfinding, trap sense +1, 
  uncanny dodge, undead traits, vampire weaknesses; AL 
  NE; SV Fort +5, Ref +11, Will +9; Str 20, Dex 18, Con –, Int 
  12, Wis 14, Cha 20. 
   
  Skills and Feats: Bluff +24, Hide +15, Listen +23, 
  Move Silently +15, Perform (dirge) +12, Search +13, Sense 
  Motive +21, Spot +23, Tumble +16, Use Magic Device +14; 
  Ability Focus (dominate), Alertness, Blind-Fight, Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative, 
  Improved 
  Toughness*, Iron Will, Lightning Reflexes, Spell Focus 
  (Enchantment), 
  Weapon 
  Focus 
  (slam), 
  Weapon 
  Specialization (slam). 
   
  Possessions: none. 
   
  Spells Known (3/2; Base DC = 15 + spell level, DC 16 
  + spell level for Enchantment spells): 0—daze, dancing 
  lights, detect magic, ghost sound, message; 1st—cause 
  fear, Tasha’s hideous laughter.  
  * See Appendix Two: New Rules Items 
   
  Encounter Nine 
   
  All APLs 
  Ryjenis the Imposter (as Milinous): CR 12; Medium 
  Humanoid (human) Rog8/Ftr4; HD 8d6+4d10+60; hp 
  111; Init +1; Spd 20 ft.; AC 19, touch 13, flat-footed 19; 
  Base Atk: +10; Grp: +14 (but see possessions); Atk +16 
  (2d6+7/17-20 plus 1 Con, +1 wounding greatsword); Full 
  Atk +16/+11 (2d6+7/17-20, +1 wounding greatsword); SA 
  sneak attack +4d6; SQ DR 2/-, evasion, improved 
  uncanny dodge, trapfinding; AL NE; SV Fort +14, Ref 
  +11, Will +8; Str 14 (18), Dex 12, Con 16 (20), Int 12, Wis 
  10, Cha 16. 
   
  Skills and Feats: Balance +3, Bluff +14, Diplomacy 
  +18, Disguise +21, Forgery +12, Intimidate +15, Jump +11, 
  Knowledge (history) +7, Knowledge (local) +12, 
  Knowledge (nobility and royalty) +7, Ride +9, Tumble 
  +14; 
  Blind-Fight, 
  Daunting 
  Presence*, 
  Deceitful, 
  Improved Critical (greatsword), Iron Will, Pain Mastery*, 
  Roll With It*, Toughness, Weapon Focus (greatsword). 
   
  Possessions: +1 wounding greatsword, ring of mind 
  shielding, ring of freedom of movement; amulet of health 
  +4, belt of giant strength +4, cloak of resistance +3, grim 
  defender*. 
  * See Appendix Two: New Rules Items 
   
  APL 6 (EL 9) 
  House Milinous Man-at-Arms: male human Ftr3; CR 3; 
  Medium humanoid (human); HD 3d10+9; hp 31; Init +5; 
  Spd 20 ft.; AC 19, touch 11, flat-footed 16; Base Atk +3; 
  Grp +6; Atk +8 melee (2d6+5, +1 greatsword); AL LN; SV 
  Fort +5, Ref +2, Will +1; Str 16, Dex 12, Con 14, Int 10, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Climb +1, Handle Animal +2, 
  Intimidate +5, Knowledge (nobility and royalty) +1, Ride 
  +4; Cleave, Improved Initiative, Improved Toughness*, 
  Power Attack, Weapon Focus (greatsword). 
   
  Possessions: +1 greatsword, full plate, dagger. 
   
  *New Rule.  See Appendix Two. 
   
  APL 8 and 10 (EL 11 and 13) 
  House Milinous Guardsman: male human Ftr5; CR 5; 
  Medium humanoid (human); HD 5d10+15; hp 49; Init 
  +5; Spd 20 ft.; AC 19, touch 11, flat-footed 16; Base Atk +5; 
  Grp +8; Atk +10 melee (2d6+7+2d6, +1 vicious 
  greatsword); AL LN; SV Fort +6, Ref +2, Will +1; Str 17, 
  Dex 12, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Intimidate +5 (+7), Knowledge (local: Velverdyva Trade 
  Route) +1, Knowledge (nobility and royalty) +1 (+3), Ride 
  +7; Cleave, Improved Initiative, Improved Toughness*, 
  Power Attack, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword). 
  
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  Page 24 
   
  Possessions: +1 vicious greatsword, masterwork full 
  plate, dagger. 
  * See Appendix Two: New Rules Items 
   
  APL 12 (EL 15) 
  House Milinous Guardian: male human Ftr9; CR 9; 
  Medium humanoid (human); HD 9d10+27; hp 88; Init +5; 
  Spd 20 ft.; AC 20, touch 12, flat-footed 20; Base Atk +9; Grp 
  +14; Atk +17/+12 melee (2d6+10+2d6, +1 vicious 
  greatsword); AL LN; SV Fort +6, Ref +2, Will +3; Str 18 
  (20), Dex 12, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +7, 
  Intimidate +9 (+11), Knowledge (local: Velverdyva Trade 
  Route) +1, Knowledge (nobility and royalty) +1 (+3), Ride 
  +11; Cleave, Greater Weapon Focus (greatsword), 
  Improved 
  Initiative, 
  Improved 
  Sunder, 
  Improved 
  Toughness*, Iron Will, Power Attack, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword). 
   
  Possessions: +1 vicious greatsword, gauntlets of ogre 
  power, +1 full plate, dagger. 
  * See Appendix Two: New Rules Items 
  
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  Appendix Two: New Rules Items 
   
  Daunting Presence [General] as presented in Miniatures Handbook 
  You are skilled at inducing fear in your opponents. 
   
  Prerequisite: Cha 13, base attack bonus +1. 
   
  Benefit: You may take a standard action to overawe an opponent.  The opponent must be within 30 feet, have line 
  of sight to you, and have an Intelligence score.  If the opponent fails a Will saving throw (DC 10 + 1/2 your character 
  level + your Cha modifier), the opponent is shaken for 10 minutes.  This feat has no effect on a creature that is already 
  shaken. 
   
  Special: A fighter may select Daunting Presence as one of his fighter bonus feats. 
   
  Dual Strike [General, Fighter] as presented in Sword and Fist 
  Your combat teamwork makes you a more dangerous foe. 
   
  Prerequisites: Base attack bonus +3, Combat Reflexes. 
   
  Benefit: If you and an ally both have this feat and are flanking an opponent you both get a +4 bonus on your attack 
  roll. 
   
  Normal: The standard flanking attack roll bonus is +2. 
   
  Improved Toughness [General] as presented in Complete Warrior 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to your current Hit Dice.  Each time you gain a HD (such as by 
  gaining a level), you gain 1 additional hit point.  If you lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness as one of his fighter bonus feats. 
   
  Pain Mastery [General] as presented in Savage Species 
  Injuries send you into a fury, increasing your physical power. 
   
  Prerequisite: Con 20, Toughness. 
   
  Benefit: You take damage normally, but every 50 points of damage you take (if you survive the attack) 
  automatically increases your Strength by +2.  This bonus lasts until the end of the encounter, after which you are 
  exhausted.  See the Condition Summary in the Dungeon Master’s Guide for the effects of being exhausted. 
   
  Roll With It [General] as presented in Savage Species 
  You are adept at lessening the effects of blows. 
   
  Prerequisite: Con 20, Toughness. 
   
  Benefit: You gain damage reduction 2/-.  This applies in addition to any damage reduction you have from other 
  sources.  Damage reduction cannot reduce the damage you take to less than 0. 
   
  Special: You may take this feat multiple times. 
   
  New Magic Item  
  Grim Defender as presented in Book of Vile Darkness 
  Once per day, the wearer of this +1 breastplate can transfer the damage dealt to him from a melee attack to another 
  creature, other than the attacker, within 100 feet.  If the other creature succeeds at a Fortitude save (DC 16), the creature 
  takes no damage and the wearer of the grim defender armor takes double damage. 
   
  Caster level: 7
  th; Prerequisites: Craft Magic Arms and Armor, shield other; Market Price: 11,350 gp. 
   
  Usage note: Ryjenis will only transfer damage to a player character if that character is obviously a frail rogue or 
  arcane caster.  If there is no good target, he transfers the damage to one of his minions, who voluntarily fails the saving 
  throw. 
   
  
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  Appendix Three: Common Knowledge about Noble Houses  
   
  House Asbury 
   
   
   
   
   
   
   
   
   
   
   
   
  House Asbury was founded in 438CY following the end of the Short War where the combined forces of Veluna and 
  Furyondy drove back the Keoland invaders.  During the fighting, a young Knight Ranger of the Gnarley Forest, 
  Artimus Greensward, distinguished himself as the leader of a group known as the Flames of the Gnarley, after the sword 
  wielded by their young leader.  Operating behind enemy lines his command wreaked havoc upon Keoish supply lines. 
   
  Upon the cessation of hostilities, the Plar of Veluna granted him land and title in the Viscounty of Verbobonc.  The 
  grant, situated in the east-central part of the Viscounty, stretched from the Gnarley Forest near the Fens of Tor west for 
  nearly 40 miles and north to south nearly 20 miles and included a parcel known as Asbury Meadow.  A manor house 
  was constructed within the Meadow and the house took its name from that location. 
   
  Artimus and his lady, Yvonne Greensward, Guide of Ehlonna and member of his company, established their household 
  upon Asbury meadows in 440CY.  The region was fertile and blessed with abundant rainfall, and during the 43 years 
  Artimus and Yvonne ruled the holding, it developed a reputation for fair dealings and bountiful harvests. 
   
  House Asbury was blessed with the birth of three sons, all of whom followed their father’s example with service among 
  the Rangers of the Gnarley.  The eldest, Gregory, fell while in that service, and though an occasion of great sorrow to 
  House Asbury, it established the tradition that the sons of Asbury would each in turn serve the forest. 
   
  In 483 CY Markus Greensward, second son of Artimus, assumed the title of Knight Protector of Asbury.  In 497 CY 
  Artimus Greensward died and was buried in an unmarked grave within the Gnarley Forest, as he requested. 
   
  Each succeeding generation continued the close and abiding affection for the land that characterized the first Knight 
  Protector of Asbury.  Each male descendant of Artimus served amongst the Rangers of the Gnarley, no few 
  distinguishing themselves in that service.  It is rumored that Langard himself can claim men of House Asbury as 
  kinsmen. 
   
  The untimely death of Simon Greensward in 566 CY while rescuing the Lady of House Milinous from bandits left 
  House Asbury without a male heir for the first time in the short history of the holding.  Aluna Greensward, a strong-
  minded Warden of Ehlonna returned to Asbury Manor to assume the duties of the holding. 
   
  The marriage of Kyllan Aldowayne Treguard to Lady Aluna Greensward of Asbury surprised many.  Kyllan, an untitled 
  adventurer rumored to be from Dyvers, took the family name of his bride in the wedding held at Asbury Manor.  Kyllan 
  was guided by the advice of Armount Andalarian, his longtime adventuring companion.  Lady Aluna gave birth to 
  Elinor Treguard Andalarian Greensward of Asbury. 
   
  Armount was appointed Elinor’s tutor before she was able to walk.  As the Temple of Elemental Evil’s hordes descended 
  upon Asbury Manor, Sir Kyllan entrusted Elinor’s safety to Armount’s care.  Armount protested, but knew that with 
  Mistress Elinor alive, the Asbury family could recover.  With the majority of the Asbury landsmen and guard, Armount 
  evacuated to Verbobonc City.  Sir Kyllan, Lady Aluna, and twelve of Asbury’s finest guard stood vigil at Whistler’s 
  Bridge.  The battle of Whistler’s Bridge was brief and costly.  All that stood on that battleground died to give Armount 
  and the others time to reach safety behind the massing troops that were to meet the hordes at Emridy Meadows under 
  the banner of His Noble Lordship Wilfrick. 
   
  Armount, mindful of his duties, attended personally to Elinor’s education, respectfully declining offers of assistance 
  from His Holiness Bishop Haufren of St. Cuthbert and His Most Honorable Sir Alerick Milinous.  Armount felt that 
  Elinor must remain at Asbury Manor to learn as much from her people as from his tutelage.  Elinor grew up working 
  alongside the farmers, herdsmen, and craftsmen of her holding, learning their hearts and earning their love.  Armount 
  tutored Elinor in history, music, and statecraft.  She excelled in the arts of diplomacy and politics while keeping an ever-
  watchful eye on the faithful people of Asbury Manor.  Elinor loved the arts and sponsored many bards and performers 
  
  Beauty and Two Beasts 
   
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  with only a single favor asked in return, that being to teach her something new or unique, share a story of legend or gift 
  her peoples with a performance. 
   
  The young mistress of Asbury with honey colored hair grew into a beautiful child blessed with compassion, know-
  ledge, and the heart of Verbobonc.  Such a resource was not overlooked by His Noble Lordship Viscount Langard.  
  Elinor was recently appointed as Verbobonc’s Ambassador to Veluna and given appropriate title.  The stateswoman that 
  captured the hearts of so many is now Baroness Elinor Treguard Asbury, Ambassador of the Celestial Circle, Mistress of 
  House Asbury.  Armount still stands by her side as a quiet source of strength.  His teachings have led Baroness Elinor to 
  the forefront of Verbobonc’s nobility while his attention to her safety has provided Asbury Manor with a legacy. 
   
  Lady Asbury was once very much in love with Simon Milinous, and she was preparing to marry him before he left for 
  the Greyhawk Wars.  After his return from the wars, Elinor found Simon to be cold and cruel.  She understands that the 
  horrors of war can harden a man’s heart, but nevertheless Lady Asbury has drawn away from the reclusive veteran.  She 
  sadly admits that Simon is not the man she once knew, and any dealings with him are a burden and no longer a joy.   
   
  House Milinous  
   
   
   
   
   
   
   
   
   
   
  His Most Honorable Sir Simon Milinous left Griffon Manor under the banner of His Most Honorable Sir Jacque 
  Kolgrim in early CY 583 with a hundred Black Griffon Men-at-Arms to join the battle of the Greyhawk Wars.  He left a 
  shining example of a kind compassionate man very much in love with Lady Elinor Asbury.  His betrothal to Lady 
  Asbury earlier that spring resulted in many joyous festivals and performances from renowned bards at both Griffon 
  Manor and Asbury Manor.  Viscount Wilfrick gave his blessings and gave Simon leave of his duties with the Mounted 
  Borderers to seek a position in the great wars to the north.  By the end of his first year in battle under the flag of 
  Furyondy, Sir Milinous was elevated in rank to Right Honorable Sir for gallantry in battle.  Tragedy befell his unit as Sir 
  Milinous fell protecting Sir Kolgrim in a battle that turned back a host of over 1,000 of the Old One’s most decorated 
  horde.  Sir Milinous and Sir Kolgrim were captured and held for ransom. 
   
  The ransom for both lords, and their twenty surviving men, was paid by his Most Honorable Sir Kilgrave Milinous, 
  Simon’s father.  Sir Kolgrim returned to Verbobonc with grave injuries.  Right Honorable Sir Simon Milinous refused 
  to return and continued to distinguish his unit with victory after victory.  With each victory, Sir Milinous’ unit 
  sustained greater and greater losses, but still the young noble pushed forward.  Sir Milinous returned to Verbobonc City 
  only after killing the commander of the unit that captured him four years earlier. 
   
  Upon returning to Verbobonc, Lord Milinous returned to his duties as a Knight Captain of the Mounted Borderers.  
  His disposition had changed greatly.  Many said that he would come back into his own after the marriage and children.  
  Lady Elinor was not pleased with his change of heart, the lack of tolerance and kindness causing them to separate 
  further and further.  Eventually, Lady Asbury denounced the betrothal and Lord Milinous sunk further into his 
  solitude.  He attempted to use House Asbury’s debts to House Milinous as leverage to force the marriage, but this failed 
  when Lady Asbury was able to recover her family’s lost treasury with the aid of several kind adventurers and good luck. 
   
  Lord Simon Milinous is a very strong military leader, believing that might grants right and that nobility is won and 
  maintained by the use of a sword.  He has little tolerance of any race other than humans and disdains gnomes and elves. 
   He loathes the forces of the Old One and will slay any orc on sight.  He does not attack half-orcs immediately, for they 
  have shown useful in combat with the right amount of discipline.  To be weak in his presence is to be unseen forever.  
  Warriors and some adventurers that believe in martial discipline are welcome in his camp as long as they show him 
  complete loyalty.  To break the trust and loyalty that House Milinous places in a warrior means death, immediately and 
  without mercy. 
   
  Lord Milinous is a stern, dark-haired, broad-shouldered man who seems comfortable in the power he radiates.  He 
  stands well over six feet tall, and is intimidating although not thickly muscled.  His eyes are as dark as his hair, and any 
  man gazing in his eyes finds them hard and remorseless.  Lord Milinous is rarely found without at least a half-dozen of 
  his most loyal retainers, all of them wearing tabards and shields emblazoned with his crest, a black griffon. 
   
   
   
  
  Beauty and Two Beasts 
   
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  House Langmuir  
   
   
   
   
   
   
   
   
   
   
  The somewhat paunchy and balding Ludovic Langmuir is nominal head of House Langmuir and its small parcel of 
  lands right in the viscounty’s heartland.  The real power resides with Ludovic's mother “Iron Lady” Godeleva Langmuir, 
  for whom the phrase “too mean to die” was coined (along with other darker whispers, but no sensible person pays them 
  heed).  Though in his late 30's, Ludovic is still unmarried, partly because his mother considers most candidates beneath 
  him, partly because she enjoys using marriage prospects as a political ploy, but mostly because eligible noble ladies 
  shudder at the prospect of marrying into that family.  Rumors of Ludovic's dalliance with one of the maids ended with 
  the poor lass's tragic fall down the stairs, and it's best to not discuss implications of such an inappropriate and 
  scandalous topic further.  Godeleva is currently tantalizing factions in Veluna with prospects of alliance, which makes 
  her less than popular in many Verbobonc circles.  Still, House Langmuir puts on a public face of support for Langard 
  and pays its taxes to the viscounty in full and on time, which allows Godeleva a great deal of latitude in her actions.  
  Godeleva is playing a dangerous game with objectives unclear to any but her, but she may just be shrewd enough to pull 
  it off. 
   
  
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  Page 29 
  Appendix Four: Illustrations 
   
  You can use these illustrations for Lady Asbury and Lord Milinous.  (Artwork by Anya Lyuksyutova.)  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Beauty and Two Beasts 
   
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  Map: Verbobonc City 
   
  This map shows the layout of Verbobonc City.  Castle Grayfist is number 28 on this map, the Temple of St. Cuthbert is 
  number 46, Jylee’s Inn is number 58, and the Wrinkle Academy is number 53. (Map from the Fate of Istus product by 
  TSR.) 
   
   
  
  Beauty and Two Beasts 
   
  Page 31 
  Critical Event Summary 
   
  If you are playing this event prior to February 1, 2005, please send the answers to the following critical events to the 
  Verbobonc Triad at poc@verbobonc.net.  Please include the words “VER4-08 Critical Events” as the subject line. 
   
   
  1. 
  Did the characters defeat Ryjenis the Imposter? 
   
  1a. If so, what is his ultimate fate? (He was killed, he was turned over to the authorities, etc.) 
   
  1b. If not, did he escape with Lady Asbury as a hostage, or alone? 
   
  2. 
  Did the players fall for Langmuir’s ruse? 
   
  3. 
  Did you elect to use Pavel and Grym in the final fight? 
   
  4. 
  Did Pavel and Grym survive this event? 
   
  5. 
  Did the characters do anything strange that you think is particularly noteworthy? 
   
    
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER4-08 Beauty and Two Beasts (3E).pdf