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.  
   
  VER Intro 5−01 
   
   
   
   
   
   
  Roses are Red 
  Violets are Blue 
   
  A One−Round D&D LIVING GREYHAWK®  
  Verbobonc Introductory Adventure 
  Version 1 
  by Sabine de Lyon  
   
   
  Romance and danger, fathers and daughters, bitter betrayals and dramatic reunions, with a tomato 
  thrown in somewhere. Who could resist? A sap happy four hour Verbobonc introductory scenario for 1st 
  level characters only. 
   
  
  Roses are Red, Violets are Blue 
   
  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. 
  
  Roses are Red, Violets are Blue 
   
  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 
  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. 
  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 
  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. 
  Sum the results of 1 and 2, and divide by the 
  number 
  of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the nearest whole 
  number. 
  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 1st−level characters may find difficulty 
  with 
  the 
  challenges 
  in 
  a 
  LIVING 
  GREYHAWK 
  adventure. If your 
  group is APL 1 
  there are three 
  things that you 
  can do to help 
  even the score. 
  1. 
  Attempt 
  to 
  create a table 
  of six 1st−level 
  characters, or 
  try to enlist 
  higher−level 
  characters to 
  play at that table. 
  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 two−round introductory 
  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. 
  
  Roses are Red, Violets are Blue 
   
  Page 4 
   
  Adventure Background 
  In the competitive world of trade, some people 
  take competition a little too far in their desire for 
  wealth, and the silk merchant Belloc is one of 
  them. An arrogant and bitter man with a passion 
  for want that drives him to success, whatever the 
  cost.  
  He used to have a family, a wife who expired with 
  relief in the sixth year of their marriage after 
  growing paler and thinner every day in his house; 
  and a daughter, Rose, who disappointing as it was 
  that she was not a boy, he took some care of so 
  that she might one day marry well.  
  Since the start of his silk business twenty−two 
  years ago, prosperity had annually been piling up 
  on his doorstep. That is, until a coalition of fabric 
  merchants decided to break his hold on the trade 
  and added silk to their stalls as well. They 
  somehow arranged a better deal with the 
  suppliers and were undercutting his prices, 
  driving his profits downwards. His greedy mind 
  spun into a frenzy of jealousy, prompting him to 
  come up with a plan to sabotage them. To this end 
  he hired the wizard Esfalon.  
  But things got out of hand. Allowing Esfalon to 
  reside in his house gave Esfalon and Belloc’s 
  ‘little’ girl a chance to get to know each other, and 
  they did so, too well in fact. Finally the butler 
  caught them necking in the garden and the father 
  summarily dismissed Esfalon without payment or 
  his daughter. But Esfalon will not let her go, and 
  the story begins with his hired hands kidnapping 
  her. 
  Adventure Summary  
  The characters enter as the wizard’s henchmen 
  make off with Belloc’s daughter in tow. There 
  isn’t too much ado, as the girl has gone quite 
  willingly, but the culprits have left a cloud of 
  smoke to cover their tracks. Out scrambles the 
  family butler and he arranges for the characters 
  (should they wish to take this challenge) to meet 
  the merchant. 
  On meeting Belloc, he stresses that he wants his 
  daughter back as soon as possible. The characters 
  are then able to search the rooms of Rose and 
  Esfalon. Their relationship should feel tinged with 
  a hint of strange. The girl comes through as a 
  teenager in “puppy” love who may be taking 
  revenge on her father for his neglect. The wizard 
  seems to be someone who is experiencing a phase 
  of obsession. Thus “true love” is in doubt, but not 
  so much that the characters entirely dismiss the 
  feelings the couple have for each other, even if it’s 
  just neuroses. 
  Based on deciphering the two notes they find in 
  the rooms, the characters can then choose 
  between going to the tower or to the millhouse. 
  Continuation hinges on the actions of the 
  characters after this point. 
  1. If they choose to ignore Belloc and head to the 
  millhouse first they find Esfalon there with two of 
  his goons and can take them out. They may head 
  to the tower afterwards to find Rose there and 
  bring her back to her father. 
  2. In going to the tower first, they can rescue 
  Rose from her guards and bring her back to her 
  father’s house. They all have a celebratory dinner 
  together at which Rose acts despondent and 
  depressed, picking at her food. She disappears 
  into the night afterwards and her father again 
  requests that the characters go after her. They 
  find her at the flour laden millhouse with her 
  courter and his goons.  
  2½. The characters go to the tower first and head 
  straight to the millhouse after… 
  A confrontation occurs in which after the wizard’s 
  thugs are killed, or have run away, Rose throws 
  herself in front of Esfalon to defend him. At which 
  point Esfalon grabs her and threatens to blow 
  everyone up with either a flask of Alchemist’s Fire 
  or a Flaming Sphere. 
  Again, the ending depends on character choices. 
  Esfalon 
  may 
  be 
  persuaded 
  to 
  end 
  the 
  confrontation peaceably with some diplomatic 
  wrangling, or they can fight him to the death. 
  Returning Rose to her father and killing Esfalon 
  nets them the “entire” reward from her father. 
  
  Roses are Red, Violets are Blue 
   
  Page 5 
  Not killing Esfalon garners only half. But Rose is 
  heartbroken. 
  Letting them both go to live “happily ever after” 
  gains a reward from the couple, but earns the 
  fury and enmity of Belloc.  
  Character Sketches: 
  Jervis: A half elf butler born into a family of 
  butlers, he’s almost one of the upper class, or so 
  he says. His haughtiness has manifested itself in 
  the bridge of his nose which he uses too 
  frequently to chastise his inferiors. Always neatly 
  pressed and slicked from his high brow to the tips 
  of his shiny shoes, he speaks deliberately in a 
  “high class” accent.  
  Despite the other servants wishing they could 
  really stick an iron rod up his spine (be polite be 
  polite) He does have a strange “romantic” side to 
  him. The one that imagines himself as the aloof 
  romantic hero waiting to enamor the love of his 
  life should she ever appear. This presented him 
  with an interesting new problem when Rose and 
  Esfalon used him to pass notes to each other on 
  their breakfast trays; whether to indulge his own 
  fantasies along with theirs or to tell his master. 
  The turning point came when he caught them in 
  the garden together – he did have certain 
  proprieties to his romantic side − and he finally 
  told Belloc. 
  Belloc: He’s spent most of his life searching for 
  more than he has. It seems to be something 
  springing 
  from 
  his 
  nature 
  rather 
  than 
  circumstances, since he was born into a middle 
  class family and never really lacked for anything 
  essential.  
  Business savvy and more personable in his 
  younger days, he managed to build a thriving 
  business on silk, married a young woman he can’t 
  remember for money and produced a daughter 
  though he’d hoped for a boy.  Now older but no 
  wiser, he’s turned into a regular Scrooge. Mean to 
  everyone except out of necessity, his business 
  partners, he hardly leaves the house, working on 
  his papers at all hours. 
  He hasn’t seen much of his daughter, though he’s 
  paid for everything, including schooling. He does 
  keep a file on her that includes a list of suitably 
  well−heeled boys. 
  Finding out about the wizard and his daughter 
  almost burst a blood vessel. Learning that Esfalon 
  took Rose threw him into an epileptic fit. He 
  wants the wizard to die.  
  Rose:  A thin girl of dark blond hair and blue eyes, 
  spoilt, and starved for attention and love. Much 
  of her experience of life has been servants who 
  wander about quietly and almost invisible, the 
  doors of her room from which she can see 
  nothing, the growth of the garden, in which she 
  notices no one but herself. Public gardens were 
  out of the question as her father felt she might 
  meet someone unsuitable.  
  She never got out very much, to shop maybe or to 
  the occasional ball. Tightly chaperoned, at which 
  the girls and their mamas mostly ignored her, and 
  she could never be sure of the boys who tried to 
  be friendly. All because of her father’s money. 
  Esfalon’s arrival in the house was exciting and 
  new and refreshing. Finally there was someone 
  who would acknowledge her, listen to her, talk to 
  her. Despite her father telling her to keep away, 
  needless to say, she didn’t. Besides it was time to 
  show him she wasn’t satisfied with everything 
  money could buy. 
  Not only is Esfalon on the good looking side, 
  which helps, he’s also got magic powers that 
  could turn her father into a toad. What more 
  could Rose ask for? She’s fairly convinced she’s in 
  love with him, even if she doesn’t really know yet. 
  And she’s quite certain she can change those few 
  niggling flaws.  
  Esfalon: A fairly good−looking man. True he is 
  evil, and he doesn’t care much for people in 
  general. He’s quite happy to ruin anyone’s life 
  without conscience and he’s incontrovertibly wild 
  and obsessive. 
  He took Belloc’s offer of a job simply because it 
  pleased him to do so at the time, and for the 
  pleasure of his craft. Dropping the other 
  merchants into the depths of despair suited him. 
  He didn’t expect Rose. He supposes that’s part of 
  his attraction to her, that she’s an unpredictable. 
  
  Roses are Red, Violets are Blue 
   
  Page 6 
  He didn’t expect to like her as much as he does 
  either, and that surprised him, another plus point 
  in her favor. It’s safe to say at least that he’s 
  obsessed with her. A kind of love that’s not 
  entirely healthy. He certainly does care whether 
  she lives or dies.    
  Introduction 
  This adventure begins with the characters 
  magically transported to the right place at the 
  right time to take up the quest. That is – they all 
  end up walking into a bustling town square that is 
  conveniently located not too far away from the 
  merchant’s mansion. It’s a market day and 
  confusing enough already what with sellers 
  shouting, food sizzling and colorful fabrics and 
  banners hanging everywhere. 
  As the characters make their way around the 
  market, a cheeky little boy grabs a tomato and 
  hurls it at the back of someone’s head, and the 
  shouting begins.  
  Besides any yells of the infuriated tomatoed 
  person there are cries of “Fire!” and the 
  characters can easily spot a cloud of smoke from 
  between the stalls. 
  On reaching the scene they find that the smoke is 
  coming from the ground in front of a huge and 
  opulent house. When it clears they find a group of 
  muddled horse hooves on the ground and a man 
  stumbles out of a nearby mansion, holding his 
  head.    
  Encounter One: P.G. 
  Wodehouse Antithesis 
  The characters are standing in front of a rather 
  gauche looking mansion with Greek looking 
  columns and an overly large fountain, all done in 
  marble. The iron wrought gates stand wide open 
  as the locks hang sadly off their hinges. Topiaries 
  line the driveway to the large gold−framed doors 
  that have cracked open to reveal a middle−aged 
  gentleman holding his head. He stumbles a bit 
  and then straightens and makes his stiff legged 
  way towards the gate. He looks and acts like the 
  proverbial Stuffed Shirt, elevating his nose as he 
  nears the adventurers and straightening his 
  clothes. 
  On meeting the characters he gives each of them 
  a once over before speaking, rubbing his head 
  occasionally. 
  He asks if they are what they look to be – 
  adventurers, and who they are.  
  “Are you what you look like? Adventurers I 
  assume. Hmm, my master might have some use 
  for you, with substantial reward of course.” (He 
  wrinkles his nose distastefully as he mentions 
  reward.)  
  He explains what happened: hooligans somehow 
  got past the locks, broke into the mansion and 
  kidnapped the master’s daughter. He arranges a 
  meeting for the adventurers with the master in an 
  hour, after the master has had some time to 
  recover. If questioned about his head, admit 
  uneasily that the “Miss hit me, in the hallway, 
  with a candlestick.” If pressed, he will say he 
  doesn’t know why.      
  If the characters try and track the hoof prints 
  outside the mansion, they do eventually end up at 
  road, after which any trace disappears.  
  Encounter Two: Meet the 
  Master – A Backwards Spelling 
  Bee 
  On arriving back at the mansion, the characters 
  are ushered into a waiting room. The adjoining 
  door opens and Jervis appears again to summon 
  them into the merchant’s office chamber.  
  The office is overwhelmingly full of oak and 
  leather, steeped with the smell of all the different 
  oils used to clean such materials. The floor is 
  covered with a thick carpet. There is only one 
  window to alleviate the claustrophobic nature of 
  the room, a porthole that allows only enough 
  light to shine on the desk. The rest of it is 
  illuminated by large candles. Shelves full of 
  scrolls and papers line one side of the office but 
  on the desk there lies only two stacks of paper, 
  one on each side with pen and ink and a wax seal 
  set arranged precisely in the middle. Behind this 
  
  Roses are Red, Violets are Blue 
   
  Page 7 
  the master sits, lit with the flit and flicker of 
  orange and yellow.  
  Belloc has steepled his fingers in front of him on 
  the desk as the characters enter and makes it 
  clear from his manner and his speech that he only 
  considers them necessary to his goals, bringing 
  his daughter back and killing the wizard, in that 
  order. For which he will grudgingly offer a 
  substantial reward.  
  “Jervis tells me that you may be able to help. 
  Good. My daughter has been kidnapped. I want 
  her back. This wizard I hired for my business, he’s 
  put some kind of spell on her. Now he’s stolen 
  her. Get her back. I don’t care how you do it. Get 
  her back and bring her here. Your first priority is 
  my daughter. If you see the wizard, kill him. When 
  my daughter is safe with me, go out and kill him. 
  Some monetary compensation will satisfy your 
  type. You’ll get that when I am satisfied that you 
  have achieved my goals.”  
  If asked about his daughter he will say that he did 
  the best he could with her, giving her everything 
  she wanted, sending her to an excellent school, 
  loving her in his own way especially after her 
  mother died. Then he goes into a rant about the 
  way she betrayed him with the wizard, ending it 
  by reiterating that he wants the wizard six feet 
  under. 
  He then mentions that he doesn’t have any clue 
  where they might have taken Rose but that the 
  characters can search her and Esfalon’s rooms to 
  see if they can find something (and of course they 
  can). 
  Esfalon’s Room:  
  There isn’t much left in the room, only a bed with 
  velvet hangings, its covers and pillows in 
  disarray, and mostly empty book shelves. The 
  floor is a cold dark marble, one of the few in the 
  mansion not entirely covered by carpet. A faint 
  drift of dust has settled on the desk in the middle 
  of the room, even though the windows are firmly 
  closed and locked. The wall in front of the desk 
  houses a dirty, ash−filled fireplace. It is obvious 
  that the cautious servants haven’t touched this 
  room since Esfalon left. (Not a bad thing when 
  dealing with a wizard.) 
  Fireplace: A Search check (DC 10) reveals the 
  following: 
  Sifting about in the ashes of the fireplace reveals 
  the half burnt remains of several papers that did 
  not quite catch before the fire went out. Most 
  everything is too burnt to make much of, except 
  for one, quietly hiding in the middle.  
  Player Handout: #1 
  Rose’s Room:  
  A light purple satchel hangs from the doorframe 
  behind the door. Characters that are over 5 and 
  half feet tall may make a Spot Check DC 10. 
  Upon Failure they walk into the satchel and are 
  immediately covered with the scent of lilacs. 
  The floor fairly bounces with the plushness of the 
  carpet. A delicate four−poster lace bed drapes 
  itself artfully across the center of the floor. The 
  color scheme is of a light purple; a color one 
  could properly say was lilac. Standing to the side 
  is a large dresser, the recipient of various pots, 
  saucers and brushes along with a half open 
  jewelry box whose contents of bright necklaces 
  are hung on the mirror that tops the ensemble. A 
  window seat covered with cushions adorns the 
  other side of the room. Books are scattered 
  across a desk with scrolled legs and the eyes of 
  the other occupants of the room – the long 
  lashed, wide−eyed dolls on the high shelves, seem 
  to follow every movement.  
  Floorboard Cavity: A Search check (DC 10) 
  reveals the following:  
  Pulling up a corner of the carpet and the 
  floorboard under it reveals a small hole in which 
  lie several pieces of paper bound in ribbon.  
  Player Handouts:  #2, 3, 4, & 5 
  Encounter Three: A Rose By 
  Any Other Name 
  Players then get to decide whether they want to 
  get Rose first at the Tower, or if they want to go 
  for Esfalon first at the Millhouse. If characters 
  decide they want to get Esfalon, fast forward to 
  Encounter Five leaving Rose out. Esfalon fights to 
  
  Roses are Red, Violets are Blue 
   
  Page 8 
  the death with no chance for negotiation. Also if 
  characters then travel to the tower after to get 
  Rose, they encounter the monsters set forward in 
  Encounter Three.  
  The Tower of Roses: 
  Over the gorse bushes and past the funny little 
  man on the fence, through the daisy field and 
  behind the stone shaped like a face, there is 
  revealed, the tower. Heavy looking oak doors 
  stand between the characters and the inner 
  reaches.  
   
  Door Trap: 
  Burning Hands trap: magic device; touch trigger; 
  no reset; spell effect (burning hands, 3rd−level 
  wizard, reflex save for half damage DC 13); 
  Search DC 15; Disable Device DC 10.   
   
  Floor 1: The Lobby 
  The room is rather small and carpeted in red. It 
  looks like a lobby with two torches burning on 
  either side of the spiraling staircase. As they spot 
  the characters, two guards move closer. 
  Hobgoblins (2): hp 6 each, see Monster Manual. 
  Floor 2: Living Quarters 
  The second floor is filled with a bed, closets, 
  bookshelves and a desk, crammed to bursting 
  with books and papers. Whoever lives here 
  creates mess and doesn’t bother to clean. 
  Chim−Cham 
  (Goblin 
  Servant): 
  hp 
  5? 
  see 
  Appendix 1. 
  A Search check (DC 20) reveals a journal kept by 
  Esfalon. The book opens to the most recent entry. 
  Give players Player Handout #6 
   
  Floor 3: The Laboratory 
  Bottles of strange colored liquid and weird glass 
  and metal apparatus everywhere proclaims this a 
  laboratory. 
  Looks like ingesting the various liquids could 
  make the character either turn different colors or 
  sick or give them the measles. 
  Air Mephit: hp 11, see Monster Manual.  
   
  Floor 4: The Highest Room  
  Sparsely furnished with a bed and a chair, a few 
  arrow slit windows nudge light onto a girl in 
  abbreviated finery with embroidered roses lying 
  flopped on the bed reading. She jumps up as the 
  characters enter, but so does her guard. 
  Nod (Bugbear): hp 16, see Monster Manual. 
  Treasure: L: 237 gp; C: 63 gp; M: 0 gp. 
  After the characters defeat the guard, Rose asks 
  them who they are and what they are doing there.  
  “Oh, oh my,” she stares wide eyed at the 
  characters 
  and 
  looks 
  around 
  fearfully. 
  “Who…who are you?” She looks at the bugbear 
  on the floor and steps backwards. “You…killed 
  him. What do you want?” 
  On hearing that they are going to take her back to 
  her father, she asks them not to because she’s 
  unhappy at home. However, on further reflection 
  (the girl really isn’t too sure of her own mind) she 
  will mention that Esfalon left her up there without 
  food or water for a while, although he had said he 
  would come and get her soon, and she would like 
  a hot meal and a warm bed at home.  
  After characters get out of the tower, if they wish 
  to go straight to the Millhouse, skip Encounter 
  Four. 
  Encounter Four:  
  Dinner Table Awkwardness 
  It should generally be about late evening by the 
  time characters arrive back to the mansion.  
  Belloc is quite happy that his daughter is back 
  safe and sound although he does ask when 
  characters are going to go after the wizard. He 
  generously hosts a dinner, which though good, 
  isn’t the best his kitchen has to offer. There’s 
  
  Roses are Red, Violets are Blue 
   
  Page 9 
  roast pheasant, potatoes with cream, buttered 
  corn and wine. 
  But the conversation isn’t as engaging as the 
  food. There’s hardly any of it besides one syllable 
  words. Rose looks depressed and is simply picking 
  at her food. Her father notices that she isn’t 
  eating and orders her to eat, which she does, but 
  barely.   
  If characters attempt to speak to Belloc, he only 
  grunts or answers shortly. Rose says nothing but 
  looks despondently at her plate. 
  Characters are able to walk around the mansion 
  and talk to the various servants. There is a Cook 
  in the kitchen, and a few maids. They all feel sorry 
  for Rose and Cook has even slipped her tidbits 
  now and again, but more they dare not do. The 
  master’s control is too strict and they’re scared of 
  him.  They will provide some background when 
  questioned. Such as how Rose’s mother wasted 
  away, how they think Jeeves is a stuffed shirt, etc. 
  Refer to Character Sketches, Belloc, Rose and 
  Jeeves. 
  After everyone has turned in for the night, Rose 
  sneaks out of the mansion and rides to the 
  millhouse. 
  Also, player with highest charisma: There’s a 
  tentative knock on the room door, it’s one of the 
  housemaids.  
  She looks round furtively and asks if she can 
  come in. Nervously she starts, “I shouldn’t be ‘ere 
  ye know. No, but I gots to tell ye. We been talking 
  ye know, below stairs. An’, ye shouldn’t ‘ave 
  brought her back, ye know. She was so unhappy. 
  We saw ‘is diary, ye know. And ‘e loves her ‘e 
  does. ‘E does. The master, e’s goin te marry ‘er 
  off, ay, to an ‘orrible bloke. It’ll kill ‘er, ye know. 
  Like it did ‘er mother.” 
  If player with highest charisma is male: She’ll flirt 
  a little bit. “Oy, but yer a ‘andsome fellow.” She 
  sighs. “But ye’re all the same. ‘An it’s not worth it 
  in this ‘ouse.” 
  “Anyways that’s all we gots to say. I’d be’er be 
  gettin back or the master will ‘ave my ‘ide.”  
  She scurries out the door quick as she can and 
  disappears.    
  If characters haven’t gone after her or her escape 
  isn’t discovered by the time Belloc wakes up he 
  extorts them to go after her again and this time 
  make sure the wizard is taken care of.  
  The 
  following 
  morning 
  Rose’s 
  escape 
  is 
  discovered. Give players Player Handout #7. 
  Encounter Five: Lover’s 
  Reunion 
  The millhouse is easy to locate. The wheel turns in 
  the river and the structure creaks with its 
  passage. Three horses are tied to a post outside. 
  Opening the door finds it still very much in use. 
  Movement stirs flour dust into the air, there are 
  sacks of it stacked up in a corner and a layer of it 
  blankets the floor. One clear set of footprints 
  leads to the back of the millhouse. 
  Entering the back room, the players find Esfalon 
  and Rose in a tight embrace, flanked on either 
  side by two guards. One of whom is digging his 
  nose. Startled, they look up. Rose glares defiantly 
  and yells, “I won’t go back!” She pulls a ring off 
  her finger and sticks it on his. Esfalon shoves her 
  to the side and the fight begins.  
  The first time that Esfalon is hit, Rose will dart out 
  and plant herself in front of him to shield him. All 
  attacks on Esfalon after that go through Rose 
  first. If Rose is killed, Esfalon will fight to the 
  death. 
  Otherwise, 
  when 
  both 
  mercenaries 
  are 
  eliminated, Esfalon will grab Rose to him and pull 
  out a flask of Alchemist’s Fire, threatening to 
  drop it and kill everyone in the room.  
  “Her father doesn’t deserve her. I love her, she’s 
  mine! We’ll die together before I leave her to him 
  and his plans for her “happily ever after”. One 
  spark will explode this millhouse. All I have to do 
  is set the fire.” 
  At this point characters can try to negotiate with 
  him. Either Diplomacy DC 12 or if the DM feels 
  very convinced. 
  Two things can then happen: 
  Esfalon 
  puts 
  the 
  bottle 
  down 
  and 
  the 
  confrontation ends. 
  
  Roses are Red, Violets are Blue 
   
  Page 10 
  Or, he drops the bottle and the room “explodes”, 
  hurting everyone for 2d4 points of damage. 
   
  Creatures: APL 2 (EL 4) 
  Esfalon: Male Human Wiz 3; Chaotic Evil; hp 16, 
  see Appendix One. 
  Wynken: Male Half Elf; Rog 1; hp 8; Will run if 
  below half hit points, see Appendix One. 
  Blynken: Male Human; Ftr 1; hp 10; see Appendix 
  One. 
  Tactics: 
  The 
  rogues 
  tumble 
  into 
  flanking 
  whenever possible to maximize their sneak 
  attacks.  As soon as two rogues are defeated, the 
  third will try to flee. 
  Treasure: Defeat and loot the rogues. 
  APL 2: L: 237 gp; C: 63 gp; M: 0 gp. 
   
  Conclusion 
  Conclusion changes depending on who survives 
  the final confrontation. 
  Returning to the house, the characters are 
  brought straight up to Belloc’s office where he 
  sits, crouched in anticipation. 
  The absence/presence of his daughter brings 
  deep frown lines to his face, turning him grim and 
  forbidding. 
  1. If neither Rose nor Esfalon survive, Belloc 
  tongue−lashes them; looking like he’s about to 
  burst apart. He says he’ll never forget them and 
  the characters definitely get the feeling that he 
  hates their guts.  
  “Where is she?” are the first words he spits out, a 
  rasping of harsh stone. 
  His face becomes redder and redder as he realises 
  that she does not stand among the characters. 
  He will keep demanding to know where she is 
  until someone tells him. 
  “Dead? Do you mean to tell me that you killed my 
  daughter?” he shrieks, the neat piles of paper on 
  his desk crumpling under his fingers. 
  He listens for a bit to the character’s explanations 
  before shutting them up. 
  He stalks to a bell pull. Yanking on it, he hisses, 
  “What about the wizard?”  
  On hearing that Esfalon is dead he gives a short, 
  sharp nod. As Jeeves appears at the door, Belloc 
  snaps, “Get out.” 
  If the characters try and argue for a reward, he 
  says, “Get out.” “You killed my daughter and now 
  you want a reward? I will not forget this. Get 
  out.”  
  Jeeves accompanies the players outside and the 
  gate clangs shut with echoing finality as the 
  characters notice that they have replaced the 
  lock. 
  The characters get: 
  The loot from the dead mercenary bodies and the 
  tower. +50gp 
  2. If Rose survives she starts crying and yelling, 
  attacks the characters with her fists, refuses to go 
  back, drama queen style, players will have to 
  literally drag her back. 
  If Belloc is questioned about what will happen to 
  Rose, he mentions that he is going to marry her to 
  a business partner that he found. The man has 
  been looking for a wife, and will pour money into 
  Belloc’s business if he gets to marry Rose. Not 
  only does Belloc get the finances he desperately 
  needs, but he can rid himself of another financial 
  burden. 
  Volunteer only if pushed: The suitor is 20 years 
  Rose’s senior and has already been married twice. 
  Both wives have since passed away. A Knowledge 
  Local Check DC 15 will reveal that they are 
  rumoured to have been beaten to death. 
  “Come here.” He commands Rose, crooking a 
  forbidding finger at her. She shies away, tears 
  slipping anew from her reddened eyes, and faster 
  than you might have thought, he’s rounded the 
  desk and dug his fingers into her arm. 
  Pulling her close, he whispers fiercely into her 
  ear, but loud enough that those standing near her 
  have no trouble hearing, “I’ve given you 
  everything, and you repay me with humiliation? 
  
  Roses are Red, Violets are Blue 
   
  Page 11 
  It’s time you learnt that there’s a price to be paid 
  for luxury. Go to your room until I send for you.” 
  Pushing her away, he calls Jeeves with a bell pull 
  and Jeeves escorts Rose out of the office. With 
  one last, tearful look at the characters, she leaves 
  Belloc then turns to the characters and grimaces, 
  “Well, you didn’t do this for nothing.” He walks 
  back to his desk and yanks a drawer open, pulling 
  out two heavy looking bags and flinging them at 
  the characters. “Here, you’re long awaited 
  reward. You may leave.” He stalks out of the door 
  and 
  disappears 
  down 
  a 
  dark 
  hallway. 
  Immediately, Jeeves appears to escort the 
  characters outside. The gate clangs shut with 
  echoing finality as the characters notice that they 
  have replaced the lock. 
  The characters get: 
  Reward from Belloc. +400 gp 
  The loot from the dead mercenary bodies and the 
  tower. +50gp 
   
  If both Rose and Esfalon survive: they ask the 
  characters to let them leave together, to live 
  “happily ever after”.  
  If asked about his journal entry and the “other 
  women”, Esfalon will say that they no longer 
  matter and are in the distant past. Rose is the 
  only one he cares for now, the light of his life 
  yadda yadda yadda.  
  Sense motive DC 30: He’s very sincere. (His 
  obsession at this point means he does believe 
  wholeheartedly that Rose is his one true love. 
  Whether that will change in a week is another 
  matter.) 
  Standing in the millhouse, Rose looks like she is 
  on the verge of crying. Esfalon grips her hand 
  harder and asks, “Now what?” 
  A. If the characters tell them that they are going 
  to take the couple back to Belloc. 
  Rose give a sharp cry and shrinks into Esfalon, 
  sobbing. Esfalon’s face twists in anger, darkening 
  as he speaks through gritted teeth. “Really, is that 
  what you wish for us? Oh, no. What am I thinking? 
  It’s what you wish for yourselves, is it not? There 
  is, I am sure, a hefty price on our heads. Belloc 
  offered you plenty, did he not?” 
  Pause for character response. 
  “Why leave me alive then? I am sure he asked you 
  to kill me. How will you explain that I am still 
  alive?” At this, Rose jumps forward again, and 
  pleads, “Don’t goad them Essie,” she cries, 
  sniffing, pulling at his arm. “Please,” she shifts 
  her tear bleared eyes to the characters. “Do you 
  discount our love? I am a prisoner in my father’s 
  house. I will be raised, and I will be served, like a 
  prize hen at a wedding feast, to seal an alliance 
  with the highest bidder. To live and die like my 
  mother, chained in her dresses and her jewels. Do 
  you believe that I would be better off there? 
  Please.” She gives a great big sob and a sigh. 
  “Please let us go. I want a happily ever after.”  
  If the characters decide then to let them go skip 
  to block text for B. 
  If the characters still want to take them back to 
  Belloc, Rose starts sobbing, but she starts to yell 
  as well about not going back. She hangs on to 
  Esfalon and everyone has trouble pulling them 
  apart. Esfalon is sullen and quiet but he won’t let 
  go of Rose’s hands. 
  If Belloc is questioned about what will happen to 
  Rose, he mentions that he is going to marry her to 
  a business partner that he found. The man has 
  been looking for a wife, and will pour money into 
  Belloc’s business if he gets to marry Rose. Not 
  only does Belloc get the finances he desperately 
  needs, but he can rid himself of another financial 
  burden. 
  Volunteer only if pushed: The suitor is 20 years 
  Rose’s senior and has already been married twice. 
  Both wives have since passed away. A Knowledge 
  Local Check DC 15 will reveal that they are 
  rumoured to have been beaten to death. 
  If Belloc is questioned about what will happen to 
  Esfalon, he will say that it is none of the player’s 
  business. 
  Returning to the house, the characters are 
  brought straight up to Belloc’s office where he 
  sits, crouched in anticipation. 
  
  Roses are Red, Violets are Blue 
   
  Page 12 
  The presence of Esfalon and Rose brings deep 
  frown lines to his face, turning him grim and 
  forbidding. Yanking on the bell pull he summons 
  Jeeves and whispers to him. Jeeves leaves and 
  returns with two thugs who take charge of 
  Esfalon. 
  “Come here.” He commands Rose, crooking a 
  forbidding finger at her. She shies away, tears 
  slipping anew from her reddened eyes, and faster 
  than you might have thought, he’s rounded the 
  desk and dug his fingers into her arm. Esfalon 
  tries to struggle free but the thugs quickly put a 
  stop to it. 
  Pulling Rose close, Belloc whispers fiercely into 
  her ear, but loud enough that those standing near 
  her have no trouble hearing, “I’ve given you 
  everything, and you repay me with humiliation? 
  It’s time you learnt that there’s a price to be paid 
  for luxury. Go to your room until I send for you.” 
  Pushing her away, he calls Jeeves with a bell pull 
  and Jeeves escorts Rose out of the office. With 
  one last, tearful look at Esfalon and the 
  characters, she leaves. 
  Belloc then turns to the characters and grimaces, 
  “Well, you didn’t do this for nothing.” He walks 
  back to his desk and yanks a drawer open, pulling 
  out a heavy looking bag and flinging it at the 
  characters. “Here, you’re long awaited reward. 
  You may leave.” He stalks out of the door and 
  disappears down a dark hallway. The thugs follow 
  him, dragging Esfalon with them. Immediately, 
  Jeeves appears to escort the characters outside. 
  The gate clangs shut with echoing finality as the 
  characters notice that they have replaced the 
  lock. 
  Characters get: 
  Half the reward from Belloc. +200gp 
  The loot from the dead mercenary bodies and the 
  tower. 
  B. If both Rose and Esfalon survive they ask the 
  characters to let them leave together, to live 
  “happily ever after”. The players may speed them 
  on their way with blessings. The couple thanks 
  them and gives them stuff. If the characters 
  return to Belloc, he tongue−lashes them; looking 
  like he’s about to burst apart. He says he’ll never 
  forget them and the characters definitely get the 
  feeling that he hates their guts.  
  Esfalon looks surprised. “Well, I didn’t expect you 
  to understand. But I am grateful. Come on Rose, 
  let’s go.” “Wait.” Rose stops him for a bit. “We 
  should give them something. My father will not 
  reward them after this.” 
  After bestowing their meager possessions on the 
  characters as an impromptu reward, Esfalon and 
  Rose take their leave, walking out of the 
  millhouse hand in hand. Outside, he helps her 
  onto his horse, and they ride off into the sunset. 
  Characters get: 
  Reward from Rose and Esfalon. +400gp 
  The loot from the dead mercenary bodies and the 
  tower. +50gp 
   
  If characters return to the house after letting 
  Rose and Esfalon go: 
  Returning to the house, the characters are 
  brought straight up to Belloc’s office where he 
  sits, crouched in anticipation. 
  The absence of his daughter brings deep frown 
  lines to his face, turning him grim and forbidding. 
  “Where is she?” are the first words he spits out, a 
  rasping of harsh stone. 
  He will keep demanding to know where she is 
  until someone tells him. 
  “Let them go? You let them go?” he shrieks, the 
  neat piles of paper on his desk crumpling under 
  his fingers. 
  He listens for a bit to the character’s explanations 
  before shutting them up. 
  He stalks to a bell pull. Yanking on it, he hisses, “I 
  won’t forget this.” As Jeeves appears at the door, 
  Belloc snaps, “Get out.” 
  If the characters try and argue, he yells, “Get 
  out,” repeatedly. 
  Jeeves accompanies the players outside and the 
  gate clangs shut with echoing finality as the 
  
  Roses are Red, Violets are Blue 
   
  Page 13 
  characters notice that they have replaced the 
  lock. 
  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 – Meet the Master – A 
  Backwards Spelling Bee 
  Figure out the cryptic writing in the letters 
   APL 2 
  50 XP 
   
   
  Encounter Three – A Rose By Any Other 
  Name 
  Rescue Rose from the tower. 
   APL 2 
  150 XP 
   
   
  Encounter Five – Lover’s Reunion 
  Face Esfalon at his hideout and end the drama one 
  way or another. 
   APL 2 
  150 XP 
   
  Award for Good Roleplaying 
   APL 2 
  100 XP 
  Total Possible Experience 
   APL 2 
  450 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 [The sell value listed 
  here is 1/12 of the market price in the PHB.  Do 
  not list these items individually, but sum up the 
  sell value of all looted gear.] 
  
  Roses are Red, Violets are Blue 
   
  Page 14 
  C:  Coin, Gems, Jewelry, and other valuables 
  [These items sell at full market value.] 
  M:  Magic Items [The sell value listed here is 1/12 
  of the market price in the DMG; list each item 
  individually, with the sell value per PC listed 
  afterward.] 
   
  Encounter Three – A Rose By Any Other 
  Name 
  Loot the guards. 
   
  APL 2: L: 237 gp; C: 63 gp; M: 0 gp. 
   
  Encounter Five – Lover’s Reunion 
  Getting the reward from Belloc. 
   
  APL 2: L: 12 gp; C: 3 gp; M: 0 gp. 
   
  Encounter Five – Lover’s Reunion 
  Getting the reward from Rose and Esfalon. 
   
  APL 2: L: 12 gp; C: 3 gp; M: 0 gp. 
   
  Maximum PossibleTreasure  
  [Listed here is the maximum possible treasure per 
  APL. Even if the sell value of the items gained by 
  the characters exceeds this cap, they may not 
  take more than this amount away from the 
  adventure.  Although it is acceptable to exceed 
  this value with treasure in the adventure, try to 
  keep the available treasure not much higher than 
  the amount listed here.] 
   
  APL 2: 450 gp 
   
   
   
   
   
   
   
  
  Roses are Red, Violets are Blue 
   
  Page 15 
  Appendix One 
  Chim−Cham: Male Goblin Exp2: CR 1; Small 
  Humanoid (Goblinoid); HD 2d6(Expert); hp 10; Init 
  +4; Spd 30; AC: 11, flatfooted11, touch 11 [+1 Size]; Grp 
  +0; Atk +1 melee (1d3−1, dagger); SQ darkvision 60 
  ft.; AL N; SV Fort +0, Ref +0, Will +4; Str 8, Dex 10, 
  Con 10, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Craft (Flower Arranging) +7, 
  Craft (Landscape Gardening) +7, Diplomacy +10, 
  Hide +4, Knowledge (Local) +7, Knowledge (Nobility 
  and Royalty) +7, Listen +6, Move Silently +4, Ride 
  +4, Sense Motive +6, Spot +6; Improved Initiative 
   
  Possessions: dagger (2 gp), courtier`s outfit (30 
  gp). 
   
  Esfalon: Male Human Wiz3 [Evoker]: CR 3; Medium 
  Humanoid; HD 3d4+6(Wizard); hp 21; Init +3; Spd 
  30; AC 14, flatfooted 15, touch 10 [+4 shield, +1 
  deflection, −1 Dex]; Grp +0; Atk +0 base melee, +0 
  base ranged; +0 ranged (1d6, alchemist`s fire); +0 
  melee (1d4−1, dagger); AL CN; SV Fort +5, Ref +0, 
  Will +3; Str 8, Dex 8, Con 14, Int 16, Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +6, Concentration +8, 
  Decipher Script +4, Diplomacy +6, Intimidate +5, 
  Knowledge (Arcana) +9, Knowledge (VTF MR) +8, 
  Perform (Sing Love Songs) +6, Spellcraft +9; Great 
  Fortitude, Improved Initiative, Persuasive, Scribe 
  Scroll. 
   
  Spells Prepared (Wiz 4/3/2) [DC = 13 + Spell 
  Level]: 0 − daze x2, ray of frost (s), ray of frost, 
  resistance; 1st − burning hands (s), mage armor, ray 
  of enfeeblement, shield; 2nd − flaming sphere, 
  protection from arrows, scorching ray (s). 
   
  Possessions: alchemist`s fire (20 gp), dagger (2 
  gp), Rose’s ring of protection +1 
   
  Toad Familiar, Male Animal, Toad: CR 1/10; 
  Diminutive Animal; HD 3d8 (Animal); hp 10; Init + 1; 
  Spd 5; AC 17; Atk + 0 base melee, + 6 base ranged; 
  SQ: amphibious, low−light vision (Ex); AL N; SV Fort 
  + 2, Ref + 3, Will + 5; Str 1, Dex 12, Con 11, Int 7, Wis 
  14, Cha 4. 
   
  Skills and Feats: Bluff +6, Concentration +8, 
  Diplomacy +6, Hide +21, Intimidate +5, Listen +4, 
  Perform (Sing) +6, Spot +4; Alertness. 
   
  Wynken: Male Human Ftr1: CR 1; Medium Humanoid; 
  HD 1d10+2(Fighter); hp 12; Init +2; Spd 20; AC 17, 
  flatfooted 15, touch 12 [+2 DEX, +5 chainmail]; Grp 
  +4; Atk +5 melee (2d4+4, falchion); AL N; SV Fort +4, 
  Ref +2, Will +0; Str 16, Dex 14, Con 14, Int 12, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Balance −1, Intimidate +3, Ride 
  +6, Tumble –1; Dodge, Quick Draw, Weapon Focus: 
  Falchion. 
   
  Possessions: falchion (75 gp), chainmail (150 
  gp). 
   
  Blynken: Male Half−Elf Rog1: CR 1; Medium 
  Humanoid (Elf); HD 1d6+2(Rogue); hp 8; Init +2; Spd 
  30; AC: 16, flatfooted 14, touch 12 [+2 Dex, +3 
  studded Leather, +1 buckler]; Grp –1, Atk −2 melee 
  (1d6−1, Rapier); SA sneak attack +1d6; SQ immunity: 
  sleep effects, low−light vision (Ex), +2 saves vs. 
  spells and spell−like effects, trapfinding; AL CE; SV 
  Fort +2, Ref +4, Will +1; Str 8, Dex 14, Con 14, Int 14, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Appraise +6, Balance +4, Bluff 
  +3, Diplomacy +1, Disguise +3, Forgery +6, Gather 
  Information +5, Hide +4, Jump +1, Listen +2, Search 
  +3, Sleight of Hand +4, Spot +2, Tumble +4; Combat 
  Reflexes. 
   
  Possessions: rapier (20 gp), studded leather (25 
  gp), buckler (15 gp), smokestick (2) (40 gp) 
   
  
  Roses are Red, Violets are Blue 
  VER Intro 5-01 
  Page 16 
   
  Player Handout #1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Roses are Red, Violets are Blue 
  VER Intro 5-01 
  Page 17 
   
   
  Player Handout #2 
   
   
   
  Wvzivhg ilhv, 
  Dearest Rose, 
  Wrw blf hzb gszg blf hzd gsv tllw rm nv? Sld hl gszg r urmw gsrh hgzgvnvmg mlg 
  zyhfiw  
  Did you say that you saw the good in me? How so that I find this 
  statement not absurd 
  dsvm rg xlnvh uiln blf? Dzh rg qfhg bvhgviwzb gszg r hzd blfi uzxv rm gsv szoodzb, 
  gszg r 
  when it comes from you? Was it just yesterday that I saw your face in the 
  hallway, that I  
  yifhsvw blfi szmw drgs nrmv? Z hdvvgmvhh gszg z drhs dzh lmob nrmv. 
  brushed your hand with mine? A sweetness that I wish was only mine. 
   
   
   
   
   
   
   
   
   
   
  − Vh. 
   
   
   
   
   
   
   
   
   
   
  − Es. 
   
   
   
   
   
   
   
   
   
  
  Roses are Red, Violets are Blue 
  VER Intro 5-01 
  Page 18 
   
   
  Player Handout #3 
   
   
  Olev, 
  Love, 
  Nvvg nv zg nrwmrtsg rm gsv tziwvm, dsviv blfi mznvhzpv urmwh kfixszhv gl  
  Meet me at midnight in the garden, where your namesake finds purchase 
  to sweeten the air 
  hdvvgvm gsv zri zh gsvb wl rmwvvw wizd gsvri mznv uiln blf. 
  as they do indeed draw their name from you. 
   
   
   
   
   
  − Vh. 
  - Es. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Roses are Red, Violets are Blue 
  VER Intro 5-01 
  Page 19 
   
   
  Player Handout #4 
   
  Gsb szmw nb szmw, 
  Gsrmv vbvh nb vbvh, 
  Zoo lu gsvv 
  Xzftsg zmw xlmuhvw drgs nv: 
  Nb szmw gsb szmw, 
  Nb vbvh gsrmv vbvh, 
  Zoo lu nv 
  Hfmpvm zmw mrhxleivw zmvd rm gsvv… 
   
  Ml: hgroo 
  Z ulivrtm nrmw, 
  Z gslftsg 
  Yb lgsvi bvg fmxzftsg; 
  Z hvxivg droo 
  Hgizmtv zh gsv drmw: 
  Gsv svzig lu gsvv 
  Yvdrowvimt drgs hgizmtv uriv gsv svzig rm nv. 
   
   
   
   
  
  Roses are Red, Violets are Blue 
  VER Intro 5-01 
  Page 20 
   
   
  Player Handout #5 
   
   
  nb wvzivhg olev,, 
  glnliild r nfhg ovzev. Blfi uzgsvi szh wrhxlevivw lfi zuuzri. Yfg sv xzmmlg pvvk fh zkzig. 
  Gdl wzbh uiln mld, nb nvm droo xlnv gl yirmt blf gl nv. Levi gsv tlihv yfhsvh zmw kzhg 
  gsv ufmmb orggov nzm lm gsv uvmxv, gsilfts gsv wzrhb urvow nzm yvsrmw gsv hglmv 
  hszkvw orpv z uzxv, blf droo urmw z gldvi, z gldvi lu ilhvh. R mznvw rg uli blf. Gsvb 
  droo hvv gszg blf ziv slfhvw xlnuligzyob fmgro r xlmxowv nb yfhrmvhh zmw xlnv uli blf 
  zh hllm zh klhhryov. 
   
   
   
   
  XOXOXO  
   
  − Vh. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Roses are Red, Violets are Blue 
  VER Intro 5-01 
  Page 21 
   
   
  Player Handout #6 
   
   
  How unexpected…how entirely unexpected…to be caught like this. I feel 
  compelled to ask myself why… Why this girl, Rose? Why not Katarina, or 
  Dania or Hesteba, or Jale or any of those others?  It’s the same, but 
  different. It’s different, but the same… So convenient, to use her against 
  her father. Too easy. But to be outplayed at my own game? By a girl who 
  knows nothing! Nonsense. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Roses are Red, Violets are Blue 
  VER Intro 5-01 
  Page 22 
   
   
  Player Handout #7 
   
   
  Father,  
   
  I don’t care what you are anyone else says. I love him. And I’ll leave 
  whether you like it or not. Not that you know a thing about love, do you.  
  You never loved Mother and you never loved me. He may not be perfect, 
  but I can tell he’s not all bad. Otherwise how could he love me? And… and 
  I know he does. So There! I can change him, I know I can. This is true love, 
  and you can’t stop it! 
   
   
   
   
   
   
   
  − Rose 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Roses are Red, Violets are Blue 
  VER Intro 5-01 
  Page 23 
   
  Disclaimer: Writing these handouts made said author physically ill at times. 
   
  DM Reference: 
  The player handouts consist of the couples’ “secret code” which is basically the 
  alphabet written backwards. Hence, a is z and b is y and so on and so forth. 
  a 
  b 
  c 
  d 
  e 
  f 
  g 
  h 
  i 
  j 
  k 
  l 
  m 
  n 
  o 
  p 
  q 
  r 
  s 
  t 
  z 
  y 
  x 
  w 
  v 
  u 
  t 
  s 
  r 
  q 
  p 
  o 
  n 
  m 
  l 
  k 
  j 
  i 
  h 
  g 
   
  u 
  v 
  w 
  x 
  y 
  z 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  f 
  e 
  d 
  c 
  b 
  a 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Player Handout #1 translates as:  
  …millhouse to make final preparations. 
  Player Handout #4 translates as: 
   
  Nearness 
  Thy hand my hand,  
  Thine eyes my eyes, 
  All of thee 
  Caught and confused with me; 
  My hand thy hand, 
  My eyes thine eyes, 
  All of me 
  Sunken and discovered anew in thee… 
   
  No: still 
  A foreign mind, 
  A thought  
  By other yet uncaught; 
  A secret will 
  
  Roses are Red, Violets are Blue 
  VER Intro 5-01 
  Page 24 
   
  Strange as the wind: 
  The heart of thee 
  Bewildering with strange fire the heart in me. 
   
  (Third verse unwritten in handout) 
  Hand touches hand,  
  Eye to eye beckons, 
  But who shall guess 
  Another’s loneliness? 
  Though hand grasp hand, 
  Though the eye quickens, 
  Still lone as night 
  Remain thy spirit and mine, past touch and sight. 
   
  John Freeman 
   
  Player Handout #5 translates as: 
  My Dearest Love, 
  Tomorrow I must leave. Your father has discovered our affair. But he cannot keep us 
  apart. Two days from now, my men will come to bring you to me. Over the gorse 
  bushes and past the funny little man on the fence, through the daisy field and behind 
  the stone shaped like a face, you will find a tower, a tower of roses, I named it for you. 
  They will see that you are housed comfortably until I conclude my business and come 
  for you as soon as possible. 
   
   
   
   
   
   
  − Es. 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VERi5-01 Roses Are Red, Violets are Blue (3E).pdf