TEXT:  
  THE BUSINESS 
  OF EMOTION 
  LVL
  2
  SETUP LANIDOR, a village. All the villagers are falling in love. 
  PLOT Two-Lips, a gnomish flower farmer, is causing a “love plague”. 
  His business was failing, so he made a deal with Hermia, a witch, to 
  drum up more “emotion” to bolster his lackluster sales.
  Rumors 1d6 
    
   1  There are flowers everywhere in town, and that 
  damned gnome’s face is plastered all over the place. 
   2  As you can see, none of the work is being done. 
  Harvest time is on us, there should be dozens of 
  people out here in the fields. Instead, they’re all 
  shacked up in town like the world’s ending. 
   3  I don’t know if I’d trust the “virgin” oracle’s 
  visions anymore after what I saw her doing with Ol’ 
  Turnstall…and his son… 
   4  I secretly started harvesting and stockpiling grain 
  at night when everybody is sleeping. With no work 
  being done, it’ll be worth a fortune soon! 
    5  I always knew that my spouse had something 
  for that bastard down the street. If you see them, give 
  them my regards!  
    6  We’ve spent a lot of time thinking of what could 
  be causing this. It really seems like some mess that 
  witch would be involved in, but I’m not about to go 
  knocking on her door to find out…. 
  KEY LOCATIONS 
   
  THE ROAD INTO TOWN 
  Wagon-rutted dirt path crests a small hill to reveal 
  a sleepy village. A small camp of travelling 
  merchants are fending off four wolves. They 
  returned home to the village recently and found 
  their spouses in the arms of new lovers. One of 
  them falls madly in love with a random PC. 
  THE POLISHED PLATE 
  Rustic pub, filled to capacity. Everybody is 
  amorous to the extent of abandoning their duties. 
     MARKUS DUNWIT is a belligerent thug with 
  four guards who have abandoned their posts. 
  They see the PCs as romantic rivals and attempt to 
  drive them off. 
  TWO-LIPS’ FARM 
  Flower fields and a small farmhouse. TWO-LIPS, a 
  gnome noble, directs a crew of six gnome 
  commoners. He acts clearly nervous if anybody 
  talks to him. DC 12 Charisma (Intimidation/
  Persuasion) makes him confess. 
  TUNNEL OF LOVE 
  A cave outside town by a meandering river. Bear 
  pawprints in the mud. DC 15 Intelligence 
  (Investigation) reveals it dragged a large animal, a 
  horse whose corpse can be found in the bushes. 
  DC 18 Intelligence (Investigation/Nature) finds a 
  single large owl feather. 
     Within the cave is a waterfall and a chamber. A 
  cauldron hangs over the river, with a pinkish 
  glow. In a nest of grass is an owlbear which 
  attacks any who approach the cauldron. 
     HERMIA, a priest, arrives after a couple of 
  rounds. If the PCs are fighting the owlbear, she 
  joins in; if not, she and the owlbear will fight if 
  attacked. 
     The cauldron contains a love potion which is 
  being dripped into the river, which is the village’s 
  water supply. If stopped, the effects wear off 
  By Paul Oklesh; illustrated by Jen Tracy 
  One Page Adventure by Morrus
  Other Places 
  VILLAGE SQUARE 
  Huge bouquets of bright ﬂowers on every sill. 
  Fliers posted everywhere: “Two-Lips Flowers! 
  The perfect gift for your sweetheart!”
  THE GLOSSY BEDPOST 
  Plain-looking inn. New sign has hourly room 
  rates. The innkeeper GRABEN, a gloomy dwarf 
  commoner, complains that Room 3 should 
  have been vacated 20 minutes ago. Room 3 
  has an LG priest and a CE acolyte having a 
  forbidden encounter. Door DC 15 Strength to 
  force open, or DC 15 Dexeterity to pick. 
  Occupants will ﬁght rather than leave.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/1PA - Business of Emotion.pdf