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.  
   
  URD5-I02 MM-B2 
   
   
   
   
   
   
  All the Pretty Flowers 
   
  A One-Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Regional Adventure 
  Version 1 
  Round 1 
  by Brett Beattie 
   
   
   
  Before anyone can attend the gala, there’s a lot of preparation and that involves the selection of all 
  the pretty flowers. This year Jolen Lorinar has been given the task and the language of flowers may spell 
  his downfall.  Can you prevent a disaster from occurring?  A mini-mission for APLs 6-12. 
  
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and record-
  keeping after the game. The following guidelines 
  are here to help you with both the preparation and 
  voting segment of the game. Read this page 
  carefully so that you know and can communicate to 
  your players the special aspects of playing an 
  RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the judge 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold italics. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and judge fill out the RPGA Tracking 
  Sheet.  The judge should complete the top of the 
  form and list his name and RPGA number.  The 
  players should each list their name and RPGA 
  number.  After the form is filled out it should be 
  given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, get 
  a copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from 
  your convention coordinator or the RPGA Web 
  site, and then have any players without a 
  character create one.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  URD5-I02 MM-B2 All the Pretty Flowers 
   
  Page 1 
  
  LIVING GREYHAWK Levels of Play  
   
  # 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 
  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 number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added 
  separately. 
   
  Nevertheless, 
  if 
  a 
  character has the Mounted Combat feat, he 
  may bring a single warhorse, light or heavy, 
  with him in the adventure and it will not count 
  toward the APL calculation. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC may gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character will receive only one-half of the 
  experience points for the adventure.  Further, if the 
  PC is three character levels or more lower than 
  the APL at which this adventure is being played, 
  that PC will receive one-half 
  gold for the adventure as 
  well.  This simulates the fact 
  that either the PC was not 
  challenged 
  as 
  much 
  as 
  normal or relied on help by 
  higher-level 
  characters 
  to 
  reach the objectives. 
   
  Further, a PC who is four 
  or more levels higher than 
  the highest APL supported 
  by the adventure may not 
  play the scenario unless the 
  highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK 
  adventures are designed for 
  APL 2 and higher. Four or 
  five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there 
  are three things that the group can do to help even 
  the score. 
  5. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  6. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a move action (spoken 
  command) that may be attempted each round. 
  If the animal is wounded or has taken any 
  nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep  
   
   
  This is a standard one round Regional mini-
  mission adventure, set in the Duchy of Urnst.  
  Characters native to the Duchy of Urnst 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. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  URD5-I02 MM-B2 All the Pretty Flowers 
   
  Page 2 
  
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  scenario. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  When the announcement of the next Gala went 
  out, every noble house went into preparation 
  mode. In this case it did not take long before the 
  Nobility and every high-ranking aristocrat knew 
  that Jolen Lorinar was in charge of the flower 
  arrangements for the Gala. Each noble House 
  bribed certain growers and, in this case, House 
  Szabo went one step further – they bribed Lord 
  Berle whom they knew was in charge of the 
  exhibit. Lord Berle was put in a very hard place. 
  Lady Antella Lorinar later contacted him and told 
  him some specific instructions on the flowers. 
  Since he was in House Szabo’s pocket, he felt he 
  had only one choice.  
   
  When Berle found that Ardena was bringing 
  other experts he hastily went around and hired 
  himself Bob the Burner. Bob said he could take 
  care of the problem and Lord Berle gave Bob the 
  money House Szabo had used to line his pockets. 
  Unfortunately, in this hasty move two things 
  unraveled. Firstly, Bob is a pyromaniac and will 
  want to burn everything anyway destroying all the 
  flowers. Secondly, in Berle’s haste to hire 
  someone, a zealot group of Ellis’ supporters hired 
  assassins to take out Jolen Lorinar at the exhibit. 
  With all this in tote it will be an interesting day. 
  Adventure Summary 
  Encounter 1: The PCs are given proper attire and 
  grooming as well as the mission requirements. 
  Encounter 2: The PCs go to an exhibit of flowers 
  and may find that something is amiss with the 
  sellers and with Lord Berle. They also meet  
  Gregor, another of Jolen’s friends. 
   
  Encounter 3: Bob the Burner ruins the exhibit and 
  chaos erupts as summoned fire creatures wreak 
  havoc. The PCs have several rounds to eliminate 
  the creatures or all the flowers will be destroyed. 
  Encounter 4: Assassins try to kill Jolen Lorinar 
  and the PCs must try to save him. 
  Introduction 
   
  The PCs that have either Knowledge (nature) 
  or any skills in relation to flowers would be an 
  asset to this mission. Most of the PCs have been 
  in Leukish for the Gala. During this time they have 
  come across a very attractive and personable 
  bard by the name of Ardena. Ardena won them 
  over with her impressive playing of her flute and 
  after an exchange of epic tales of adventure she 
  has considered each PC a friend. Ardena has 
  promised to work some magic and find each 
  employment in regards to the upcoming Coriner’s 
  Gala – where coincidentally she is performing. On 
  the evening prior to the Gala Ardena instructs 
  each PC to show up at the crack of dawn at the 
  Ilmaera Estate. She also advises all not to be late.  
  Encounter One: The Dress 
  Code 
  Ardena stands in the parlor of the Estate 
  looking as radiant as always and grins as you 
  each arrive. She greets everyone with a smile 
  and a curtsy. 
  After every PC arrives, she will address the entire 
  group shortly after excusing the guards that 
  escorted them into the parlor. 
  “It does my heart fond to see so many brave 
  noble friends congregated together. Today 
  though, we are not gathered to slay a dragon 
  and given most of your dress, we will have to 
  make some alterations. As well, some of you 
  we will have to improve on some simple 
  grooming. After all, today we escort and advise 
  nobility. Specifically, I can tell you that in a few 
  hours we will be escorting the honorable Jolen 
  Lorinar on a morning outing. So with your 
  permission I would ask that you let me pamper 
  you with a taste of a noble lifestyle. 
  URD5-I02 MM-B2 All the Pretty Flowers 
   
  Page 3 
  
   
  At this time if anyone refuses the make over 
  they will be excused politely and this mission is 
  over for them unless they reconsider hastily. 
  Those that are willing to go the distance and dress 
  up will be given a bath, haircut, shave, perfuming 
  and a courtier’s outfit. If a PC has a light suit of 
  armor they will be allowed that or if the PC is a 
  member of the Ducal Guard they are allowed any 
  armor after it is polished up and decorated. It is 
  customary to allow one light weapon and a belt 
  pouch to adorn the attire as well as any other 
  items that may be considered a non-threatening 
  trinket. Again Ducal Guard members are allowed a 
  one handed weapon and a ranged weapon. Other 
  items may be concealed in extra dimensional 
  spaces or under cloaks at the DM’s discretion. 
  This garb may be kept for the duration of the Gala 
  and returned afterwards, allowing the PCs to have 
  appropriate attire at no cost.  Once the garb is 
  adequate, Ardena will instruct each PC on the 
  manners of which one talks to nobility.   
  “When addressing Jolen in public, you must 
  never speak to him as an equal. Only ask 
  questions of him if they are of importance to 
  his safety. Answer all questions quickly and 
  accurately and most importantly never ever lie 
  to a noble. Also never slight a noble or insult 
  anything they hold dear. If you don’t think you 
  can do this than the best thing you can do is 
  remain silent, because even I can’t get you out 
  of prison for offending a noble. Lastly as a 
  matter of respect at all time walk behind Jolen 
  unless you are his guards and are instructed 
  to precede him.  
   
  With the formalities out of the way, Ardena 
  entertains the PCs until Jolen arrives. Jolen is a 
  rather small man in his early thirties. He stands out 
  because of his immaculate hygiene and proper 
  stature. Jolen greets Ardena with love and 
  affection and it is clear that the two of them are 
  very close friends. Ardena will introduce Jolen to 
  each PC and Jolen will acknowledge each PC with 
  respect and admiration. Jolen will not give a 
  speech or any undo conversation. His attention 
  will mainly on Ardena and their renewed 
  acquaintance.  He is unfailingly polite and seems 
  to have a wealth of topics to chat about. 
   Encounter Two: The Exhibit 
   
  Two horse and carriage arrive. The first is 
  detailed with the insignia of House Lorinar. As to 
  be expected, it is a top of the line Carriage. Jolen 
  and Ardena enter this carriage and his two guards 
  mount the outer rails. A second carriage of less 
  quality arrives for the PCs and they are instructed 
  by the driver to climb aboard. 
   
  The carriages race through Leukish where 
  everyone and everything moves to clear a path for 
  them. After a brief ride the carriages halt at a park 
  that has been sectioned off to hold an exhibit of 
  flowers. Several guards patrol the perimeter and 
  they refuse entry to just about everyone. As the 
  carriages unload a man in a noble’s outfit waits for 
  Jolen and his PC entourage. 
  “Greetings, Lord Jolen and guests.  I am Lord 
  Rufus Berle and I have been asked on behalf of 
  Lady Taerga to give you the grand tour of the 
  finest flowers that the Duchy has to offer. 
  Myself and fellow growers have been asked to 
  bring our most impressive arrangements to 
  Leukish in order to allow the most prized 
  flowers be used to accentuate the Coriner 
  Gala. So without further ado, shall we get 
  started? 
   
  Lord Berle has been instructed by Lady 
  Antella Lorinar (Ellis’ mother) to allow Jolin to 
  choose any color of flower arrangements except 
  those that match the attire of Leara Tamel (Red 
  and Silver) and Lady Reede (Blue, White, Gold 
  and Purple). Lady Antella Lorinar would like to see 
  that these women clash with the chosen flower 
  arrangements.  
   
  This would have been a simple task for Berle, 
  except that he accepted a bribe earlier that week 
  from House Saevil to insure that the flowers for the 
  Gala would match House Saevil colors (Gold, 
  Red, and Blue). So Berle did what any good 
  capitalist would. Berle hired a wizard named Bob 
  the Burner to summon some fire creatures that 
  would decimate the entire exhibit should Jolen not 
  take his advice.  
   
  In the aftermath, though Berle would have 
  made arrangements to have the bulk of the red 
  and blue arrangements offsite. Thus he could 
  claim that the only arrangements left were the Red 
  and Blue and that he could not be blamed for his 
  failure to influence Jolen’s choice.  Of course 
  Berle will get a cut from the profits of this sale all 
  the while looking neutral. Unfortunately, Berle 
  lacks the ability to judge character and Bob is a 
  pyromaniac.  
   
  The quality and profusion of flowers here 
  is amazing, along with the scents of the 
  fragrant 
  blossoms 
  competing 
  for 
  your 
  attention.  You’ve seen lilies and lilacs, 
  URD5-I02 MM-B2 All the Pretty Flowers 
   
  Page 4 
  
  sunflowers and skullcap, goldenrods and 
  gerbenia and still the aisles of flowers 
  continue.   
  A DC 20 Knowledge (Nature) or any Profession 
  based skills relating to flowers reveals the 
  Language of Flowers – See Appendix Two. 
  An Intelligence or Wisdom check reveals the 
  following according to DC.    
  • 
  DC 5: The golden yellow Calla Lilies and 
  the 
  Daisies 
  and 
  Daisy 
  Pompon 
  arrangement is the heartiest. They are 
  also at a better price than that which Lord 
  Berle suggested.  
  • 
  DC 10: Ivy represents marriage and would 
  go great with the Lilies. The Daisies 
  represent the sharing of feelings and the 
  Lilies represent beauty. All appropriate 
  themes for a Gala of this sort. 
  • 
  DC 15: Every seller has raised prices just 
  for this exhibit. As well, the carnations 
  have not had a good year and look 
  absolutely dreadful. 
  • 
  DC 20: The flowers language of the 
  arrangement that Berle suggested would 
  mean Heartache, Regret, and Loneliness.  
  A DC 15 Spot check notices that each seller has 
  specific color arrangements they are focused on 
  selling. This is odd compared to other flower 
  markets were usually each seller has a wider 
  selection.  A DC 15 Knowledge Nobility and 
  Royalty may be used to identify the colors of each 
  noble house and which each arrangement is 
  meant to flatter – See Appendix Three. 
  Jolen and Ardena pause before each grower 
  and talk for awhile in front of each, though you 
  notice their talk often tends to things other 
  than the flowers.  When she does offer an 
  opinion, Ardena seems to favor the yellow 
  Calla Lilies and Daisy arrangements.  
   
  Lord 
  Berle 
  follows 
  the 
  two 
  around, 
  wringing his hands and looking a bit impatient. 
   Finally, after about an hour, Berle breaks into 
  the conversation as Jolen and Ardena stop in 
  front of yet another grower, with blue and red 
  flowers. 
   
  “Lord Jolen, it is my impression that the 
  red and blue arrangement of Carnations, 
  Bluebell, and Wallflowers are the best buy here 
  and they would go for a smashing price. As 
  your advisor and aid in this manner I believe 
  you could not go wrong by choosing these 
  flowers.” 
   
  A PC may also request a sense motive check 
  on Lord Berle.  Any PC who beats a bluff check 
  (DC 15) will discover that Berle may be trying to 
  mislead Jolen. Ardena will notice this almost 
  instantly, yet due to her nature she will reserve her 
  comments in order to let a PC interdict. If 
  confronted Berle will simply argue that the PC 
  does not know what they are talking about.  
   
  Either way Ardena will interrupt when she 
  sees a very close friend of Jolen. 
  “Lord Jolen I do believe that is Gregor over by 
  your carriage. Let’s go talk with him and let 
  these experts come to a solution.” 
   
  Jolen and Ardena walk over towards the 
  carriage and very well dressed man in silks of 
  green and blue with shining blond hair. Gregor 
  must have missed the lesson in talking to 
  nobles, as he actually hugs Jolen. This sends 
  Jolen’s guards on the defense and Jolen 
  smiles and shakes his head, laughing.  They all 
  retire to a nearby garden table that has been 
  set with some refreshments and their happy 
  conversation carries over the park. 
  Berle is adamant in his selection of the flowers 
  and continues to praise their quality and price, 
  even though he knows that it is inferior to other 
  goods. 
   
  Two things can happen from this point that will 
  initiate encounter three. 
  • 
  If the PCs confront Berle for more than ten 
  rounds 
  or 
  the 
  PCs 
  start 
  slinging 
  accusations, he will tire of the fight and 
  realize that he will not win against other 
  specialists. He will storm off in a huff and 
  send some innuendo to Bob the burner. 
  This will signal Encounter Three.  
  • 
  Bob the Burner will tire of waiting and will 
  decide to let loose the burning on round 
  eleven. 
  Encounter Three: The 
  Burning 
  Bob the Burner is a very shifty character – he is a 
  high level caster and has taken precautions not to 
  be seen or heard. This includes improved 
  invisibility and a metamagic rod of silent, lesser. 
  He has a contingency spell to teleport away if 
  engaged in combat. If needed, he is hiding in a 
  URD5-I02 MM-B2 All the Pretty Flowers 
   
  Page 5 
  
  pond about 50 feet north of the exhibit. He has 
  cast a spell on the pond to make it sparkle and 
  fountain and hide the auras from his spells.  He 
  will send two waves of summoned fire creatures 
  into the exhibit, all of which the PCs will have to kill 
  in order to save the flowers. The waves show up 
  on the first and fifth round of combat. 
  The monotony of the exhibit is suddenly 
  interrupted as several creatures materialize 
  and start burning the flowers. The patrons and 
  sellers scatter in fear. Jolin, Gregor, and 
  Ardena are moved to the back of the carriage 
  as his guards move to the defense. The city 
  guards try their best to engage the creatures. 
  They however were hit hardest, as they were 
  surprised. Those guards not subdued either 
  are burning or are trying to save the innocents. 
  The EL on the following encounter takes into 
  account that some of the PCs may have been 
  limited to their larger weapons and that they may 
  not be able to use spells that would damage 
  innocents in the area.  
  APL 6 (EL 8) 
  Hellhounds (2): hp 22 each; see Monster 
  Manual page 152. 
  APL 8 (EL 10) 
  Fire Mephit (3): hp 13 each; see Monster 
  Manual page 182.
  APL 10 (EL 11) 
  Fire Elemental Large (2): hp 60 each; see 
  Monster Manual page 99. 
  APL 12 (EL 13) 
  Fire Elemental Large (4): hp 60 each; see 
  Monster Manual page 99. 
  APL 14 (EL 15) 
  Fire Elemental Huge (3): hp 136 each; see 
  Monster Manual page 99. 
  Tactics: The summoned creature’s primary goal 
  is to burn the flowers and secondly they are to kill 
  any who get in their way of their primary objective. 
  On the tenth round Bob’s pleasures will be 
  disturbed as guardsmen and the like use the pond 
  as a water source. He will dismiss the summoned 
  creatures and then teleport away. 
  The PC may try to do several things here. 
  • 
  Putting out a burning guard requires a 
  water source or a reflex save (DC 13) 
  • 
  Finding a better weapon may be done as 
  the city guards that were felled in the 
  surprise round carry spears and long 
  swords. 
  • 
  Spotting Bob the burner requires a spot 
  check (DC 55). If someone can see 
  invisible sources it will still require a spot 
  check (DC 35) due to his cover. 
  • 
  Use water spells to protect the flowers. 
  Remember water can still damage the 
  flowers if used roughly. However at the 
  DM’s discretion this will give the PCs one 
  extra round below per spell cast. 
  On the eighth round the creatures will have 
  burned every flower and the PCs will have lost the 
  chance to choose the yellow lily and daisy 
  arrangements. Berle will get his wish and the 
  House Szabo flowers will be used at the Gala. 
  Encounter Four: When it 
  Rains it Pours 
  If this was not enough, shortly after the summoned 
  creatures attack and the PCs have had time to 
  heal and help with the carnage to the exhibit some 
  splinter group of Ellis supporters have taken this 
  opportunity to attack Jolen and his guards. 
  Some thirty feet away from you Jolen and his 
  guards are acting like true gentlemen and 
  helping in the relief of this disaster when some 
  men rush them from out of the crowd. As they 
  try to press the attack, his guards put up a 
  valiant fight. It looks like they won’t last long 
  without help.  
  In the surprise round, one assassin stabs Jolen, 
  who staggers back into Ardena.  The others attack 
  his guards and severely wound them. Ardena 
  grabs Jolen and readies to defend herself against 
  the attacker all the while yelling for help. The 
  following round the assassins will attack Ardena 
  unless the PCs arrive before they react. The 
  assassins will fight for three rounds trying to tie up 
  any healer in order to let the poison do its work. 
  After this they will retreat and drink their last potion 
  of invisibility. 
  APL 6 (EL 8) 
  William, Human Suel Assassin: hp 51: See 
  Appendix 1. 
  Human Suel Rogue (2): hp 17 each: See 
  Appendix 1. 
  URD5-I02 MM-B2 All the Pretty Flowers 
   
  Page 6 
  
  APL 8 (EL 10) 
  William, Human Suel Assassin: hp 65: See 
  Appendix 1. 
  Human Suel Rogue (2): hp 27 each: See 
  Appendix 1. 
  APL 10 (EL 12) 
  William, Human Suel Assassin: hp 79: See 
  Appendix 1. 
  Human Suel Rogue (2): hp  37 each: See 
  Appendix 1. 
   
  APL 12 (EL 14) 
  William, Human Suel Assassin: hp 93: See 
  Appendix 1. 
  Human Suel Rogue (2): hp  56 each: See 
  Appendix 1. 
  On the second round Ardena if pressed will take a 
  full defense against the assassin. If the PCs 
  engage the assassin she will inspire courage. The 
  Assassins will take on any PC utilizing their sneak 
  attack to finish them quickly. If no PC engages 
  them Ardena falls and the lead assassin will coup 
  de grace Jolen. This should not happen unless the 
  PCs failed to react accordingly. By the tenth round 
  Jolen dies unless someone casts any restoration, 
  neutralize poison, or delay poison.  If the PCs 
  cannot cast any of these spells themselves, they 
  can attempt DC 21 Heal checks to prevent Jolen 
  from taking more damage from the poison or they 
  can attempt to fetch someone who can.  This park 
  isn’t near any temples, so they’d have to find a 
  healer or alchemist.   
  Conclusion A 
  Jolen died.  
  This is a very sad time indeed that some 
  assassins are able to kill nobles in the streets. 
  Jolen will most likely be raised and an 
  investigation will be launched. Lady Taergin 
  thanks you for your bravery in fending off the 
  evil. If it is not too much to ask she asks that 
  you remain by Ardena’s side in this troubling 
  time. 
  Ardena is a wreck and will require your help. Each 
  PC will be asked to remain with Ardena in her 
  room in the Ilmaera Estate until the beginning of 
  the Gala. With everything that happened no matter 
  any diplomacy Lord Berle will get his wish on the 
  flower arrangements and House Szabo will have 
  their colors present. Any accusations about Berle 
  will be noted but a guard will remind the PC that 
  open accusation about nobles can be hazardous. 
   Conclusion B 
  Jolen lives and all the flowers are destroyed. 
  This is a very sad time indeed that some 
  assassins are able to attack nobles in the 
  streets. An investigation will be launched, but 
  Jolen’s life was saved and everyone has been 
  rejoicing. Lady Taergin thanks you for your 
  bravery in fending off the evil.  
  With everything that happened no matter any 
  diplomacy Lord Berle will get his wish on the 
  flower arrangements and House Saebo will have 
  their colors present. Any accusations about Berle 
  will be noted but a guard will remind the PC that 
  open accusation about nobles can be hazardous. 
  Conclusion C 
  Jolen lives and the flowers were saved. 
  Though 
  assassins 
  attacked 
  Jolen, 
  you 
  managed to protect both him and the flowers. 
  Jolen 
  has 
  chosen 
  to 
  go 
  with 
  your 
  recommendations on the flowers and this 
  promises to be the most splendid Coriner Gala 
  ever. 
  With Jolen on the PCs side, they can choose 
  almost anything for the arrangements.  Ardena will 
  advocate the yellow Lily and Daisy arrangements 
  and unless the PCs argue with her, they will be 
  used. Lord Berle will have to leave town, as House 
  Szabo will be looking for revenge. Unbeknownst to 
  the PCs the colors chosen will accentuate Lady 
  Pontirun the greatest. Any accusations about 
  Berle will be noted but a guard will remind the PC 
  that open accusation about nobles can be 
  hazardous. 
  The End 
   
   
  URD5-I02 MM-B2 All the Pretty Flowers 
   
  Page 7 
  
  Appendix One – Combat Statistics
  Encounter Four 
   
   
   
   
  APL 6 
  William Rog5 Ass2: CR 7; Medium Humanoid 
  (human suel); HD 7d6+21  (51 hp); Init +3; Spd 
  30 ft.; AC 19 (+3 Dex, +5 armor, +1 deflection), 
  touch 14, flat-footed 19; Base Attack/Grapple 
  +4/+6; Atk +7 melee (1d6+2; 18-20/x2 rapier, 
  *poison); Full Atk +5 melee (1d6+2; 18-20/x2 
  rapier, *poison) and +5 melee (1d4+1, 19-20/x2 
  dagger); SA Sneak Attack +4d6, Uncanny 
  Dodge, Improved Uncanny Dodge, Trap Sense, 
  Evasion, Trapfinding, Death Attack, Poison Use, 
  Poison Resistance. AL LE; SV Fort +4, Ref +10, 
  Will +0; Str 14, Dex 16, Con 16, Int 12,Wis 8, 
  Cha 10.  
  Skills and Feats: Balance +14, Bluff +10, 
  Disguise +10, Hide +12, Move Silent +12, 
  Search +9, Slight of Hand +12, Spot +7, Tumble 
  +10; Dodge, Mobility, Spring Attack, Two 
  Weapon Fighting. 
  Equipment: masterwork rapier, masterwork 
  dagger (2), headband of intellect +2, spell 
  component 
  pouch, 
  potion 
  of 
  invisibility, 
  chainshirt +1, and a ring of protection +1, and 
  empty poison vial (deathblade poison). 
  Spells Prepared (2 DC 11 + spell level 1st— 
  obscuring mist, true strike (used)  
   
  Assassin Rog3: CR 3; Medium Humanoid 
  (human suel); HD 3d6+3  (17 hp); Init +7; Spd 
  30 ft.; AC 16 (+3 Dex, +3 armor), touch 13, flat-
  footed 13; Base Attack/Grapple +2/+4; Atk +5 
  melee (1d6+2, 18-20 masterwork rapier) or +4 
  melee (1d4+2, 19-20 dagger); Full Atk +5 melee 
  (1d6+2, 18-20 rapier) or +4 melee (1d4+2, 19-
  20 dagger); SA Sneak Attack+2d6, Trapfinding, 
  Trap sense +1, Evasion; AL LE; SV Fort +2, Ref 
  +6, Will +1; Str 14, Dex 16, Con 12, Int 12, Wis 
  10, Cha 10.  
  Skills and Feats:Balance +10, Bluff +6, Climb 
  +7, Disguise +6, Hide +8, Move Silent +8, Open 
  Lock +9, Sleight of Hand +10, Spot +6, Tumble 
  +8; Improved Initiative, Dodge, Mobility. 
  Equipment: dagger (2), masterwork rapier, 
  studded 
  leather, 
  thieves 
  tool, 
  smokestick, 
  tanglefoot bag, and potion of cure light wounds. 
  APL 8 
  William Rog5 Ass4: CR 9; Medium Humanoid 
  (human suel); HD 9d6+27  (65 hp); Init +3; Spd 
  30 ft.; AC 19 (+3 Dex, +5 armor, +1 deflection), 
  touch 14, flat-footed 19; Base Attack/Grapple 
  +6/+8; Atk +9 melee (1d6+3; 15-20/x2 rapier, 
  *poison); Full Atk +7/+2 melee (1d6+3; 15-20/x2 
  rapier, *poison) and +7 melee (1d4+1, 19-20/x2 
  dagger); SA Sneak Attack +5d6, Uncanny 
  Dodge, Improved Uncanny Dodge, Trap Sense, 
  Evasion, Trapfinding, Death Attack, Poison Use, 
  Poison Resistance. AL LE; SV Fort +4, Ref +10, 
  Will +0; Str 14, Dex 16, Con 16, Int 12,Wis 8, 
  Cha 10.  
  Skills and Feats: Balance +14, Bluff +12, 
  Disguise +12, Hide +19, Move Silent +14, 
  Search +9, Slight of Hand +12, Spot +7, Tumble 
  +12; Dodge, Mobility, Spring Attack, Two 
  Weapon Fighting, Combat Expertise. 
  Equipment: keen rapier +1, masterwork dagger 
  (2), headband of intellect +2, spell component 
  pouch, potion of invisibility, chainshirt +1,  ring of 
  protection +1, cloak of elvenkind, ring of mind 
  shielding, and empty poison vial (deathblade 
  poison). 
  Spells Prepared (4/1 DC 11 + spell level) 1st— 
  disguise self, feather fall, obscuring mist, true 
  strike (used) 2nd— darkness. 
   
  Assassin Rog5: CR 5; Medium Humanoid 
  (human suel); HD 5d6+5  (27 hp); Init +7; Spd 
  30 ft.; AC 17 (+3 Dex, +1 shield, +3 armor), 
  touch 13, flat-footed 17; Base Attack/Grapple 
  +2/+4; Atk +6 melee (1d6+2, 18-20 masterwork 
  rapier) or +5 melee (1d4+2, 19-20 dagger); Full 
  Atk +6 melee (1d6+2, 18-20 rapier) or +5 melee 
  (1d4+2, 19-20 dagger); SA Sneak Attack+3d6, 
  Trapfinding, Trap sense +1, Evasion, Uncanny 
  Dodge; AL LE; SV Fort +3, Ref +8, Will +2; Str 
  14, Dex 16, Con 13, Int 12, Wis 10, Cha 10.  
  Skills and Feats: Balance +13, Bluff +8, Climb 
  +10, Disguise +8, Hide +11, Move Silent +11, 
  Open Lock +11, Sleight of Hand +13, Spot +8, 
  Tumble 
  +11; 
  Improved 
  Initiative, 
  Dodge, 
  Mobility. 
  Equipment: dagger (2), masterwork rapier, 
  masterwork 
  studded 
  leather, 
  thieves 
  tool, 
  smokestick, tanglefoot bag, potion of cure light 
  URD5-I02 MM-B2 All the Pretty Flowers 
   
  Page 8 
  
  wounds, masterwork buckler, and cloak of 
  resistance +1. 
  APL 10 
  William Rog5 Ass6: CR 11; Medium Humanoid 
  (human suel); HD 13d6+33  (79 hp); Init +3; Spd 
  30 ft.; AC 20 (+3 Dex, +6 armor, +1 deflection), 
  touch 14, flat-footed 20; Base Attack/Grapple 
  +7/+9; Atk +10 melee (1d6+3; 15-20/x2 rapier, 
  *poison); Full Atk +8/+3 melee (1d6+3; 15-20/x2 
  rapier, *poison) and +9 melee (1d4+1, 19-20/x2 
  dagger); SA Sneak Attack +6d6, Uncanny 
  Dodge, Improved Uncanny Dodge, Trap Sense, 
  Evasion, Trapfinding, Death Attack (DC 18), 
  Poison Use, Poison Resistance. AL LE; SV Fort 
  +6, Ref +12, Will +2; Str 14, Dex 16, Con 16, Int 
  13,Wis 8, Cha 10.  
  Skills and Feats: Balance +14, Bluff +14, 
  Disguise +14, Hide +21, Move Silent +16, 
  Search +9, Slight of Hand +12, Spot +7, Tumble 
  +14; Dodge, Mobility, Spring Attack, Two 
  Weapon Fighting, Combat Expertise. 
  Equipment: keen rapier +1, assassins dagger 
  (2), headband of intellect +2, spell component 
  pouch, potion of invisibility, chainshirt +2, ring of 
  protection +1, cloak of elvenkind, ring of mind 
  shielding, and empty poison vial (deathblade 
  poison). 
  Spells Prepared (4/3/1 DC 11 + spell level) 
  1st— disguise self, feather fall, obscuring mist, 
  true strike (used) 2nd— darkness, invisibility, 
  spider climb 3rd— deeper darkness. 
   
  Assassin Rog7: CR 7; Medium Humanoid 
  (human suel); HD 7d6+7  (37 hp); Init +7; Spd 
  30 ft.; AC 19 (+3 Dex, +2 shield, +4 armor), 
  touch 13, flat-footed 19; Base Attack/Grapple 
  +5/+7; Atk +8 melee (1d6+2, 18-20 masterwork 
  rapier) or +8 melee (1d4+2, 19-20 dagger); Full 
  Atk +8 melee (1d6+2, 18-20 rapier) or +8 melee 
  (1d4+2, 19-20 dagger); SA Sneak Attack+4d6, 
  Trapfinding, Trap sense +1, Evasion, Uncanny 
  Dodge; AL LE; SV Fort +4, Ref +9, Will +3; Str 
  14, Dex 16, Con 13, Int 12, Wis 10, Cha 10.  
  Skills and Feats: Balance +15, Bluff +10, Climb 
  +12, Disguise +10, Hide +13, Move Silent +13, 
  Open Lock +13, Sleight of Hand +15, Spot +10, 
  Tumble +13; Spring Attack, Improved Initiative, 
  Dodge, Mobility. 
  Equipment: dagger (2), masterwork rapier, 
  studded leather +1, thieves tool, smokestick, 
  tanglefoot bag, potion of cure light wounds, 
  buckler +1, masterwork dagger, and cloak of 
  resistance +1. 
  APL 12 
  William Rog5 Ass8: CR 13; Medium Humanoid 
  (human suel); HD 11d6+39  (93 hp); Init +4; Spd 
  30 ft.; AC 25 (+4 Dex, +7 armor, +2 deflection, 
  +2 natural), touch 16, flat-footed 25; Base 
  Attack/Grapple +9/+11; Atk +12 melee (1d6+3; 
  15-20/x2 rapier, *poison); Full Atk +10/+5 melee 
  (1d6+3; 15-20/x2 rapier, *poison) and +11 
  melee (1d4+1, 19-20/x2 dagger); SA Sneak 
  Attack 
  +7d6, 
  Uncanny 
  Dodge, 
  Improved 
  Uncanny 
  Dodge, 
  Trap 
  Sense, 
  Evasion, 
  Trapfinding, Death Attack (DC 21), Poison Use, 
  Poison Resistance, Hide in Plain Sight (Su). AL 
  LE; SV Fort +6, Ref +14, Will +2; Str 14, Dex 18, 
  Con 16, Int 14,Wis 8, Cha 10.  
  Skills and Feats: Balance +15, Bluff +16, 
  Disguise +16, Hide +24, Move Silent +19, 
  Search +10, Slight of Hand +13, Spot +7, 
  Tumble +19; Dodge, Mobility, Spring Attack, 
  Two Weapon Fighting, Combat Expertise, 
  Elusive Target. 
  Equipment: keen rapier +1, assassins dagger 
  (2), headband of intellect +2, spell component 
  pouch, potion of invisibility, chainshirt +2, ring of 
  protection +2, cloak of elvenkind, ring of mind 
  shielding, gloves of dexterity +2, amulet of 
  natural armor +2, and empty poison vial 
  (deathblade poison). 
  Spells Prepared (4/4/3/1 DC 12 + spell level) 
  1st— disguise self, feather fall, obscuring mist, 
  true strike (used) 2nd— darkness, invisibility, 
  spider climb, alter self 3rd— deep slumber, 
  deeper darkness, false life 4th— dimension 
  door. 
   
  Assassin Rog9: CR 9; Medium Humanoid 
  (human suel); HD 9d6+18  (56 hp); Init +7; Spd 
  30 ft.; AC 21 (+4 Dex, +2 shield, +5 armor), 
  touch 14, flat-footed 21; Base Attack/Grapple 
  +6/+8; Atk +9/+4 melee (1d6+3, 18-20 rapier +1) 
  or +8 melee (1d4+2, 19-20 dagger); Full Atk +8 
  melee (1d6+2, 18-20 rapier) or +8 melee 
  (1d4+2, 19-20 masterwork dagger); SA Sneak 
  Attack+5d6, 
  Trapfinding, 
  Trap 
  sense 
  +1, 
  Evasion, Uncanny Dodge, Improved Uncanny 
  Dodge; AL LE; SV Fort +4, Ref +9, Will +3; Str 
  14, Dex 18, Con 14, Int 12, Wis 10, Cha 10.  
  Skills and Feats: Balance +18, Bluff +12, Climb 
  +14, Disguise +12, Hide +16, Move Silent +16, 
  URD5-I02 MM-B2 All the Pretty Flowers 
   
  Page 9 
  
  Open Lock +16, Sleight of Hand +18, Spot +12, 
  Tumble +16; Spring Attack, Improved Initiative, 
  Dodge, Mobility, Elusive Target. 
  Equipment: dagger (2), rapier +1, studded 
  leather +2, thieves tool, smokestick, tanglefoot 
  bag, potion of cure light wounds, buckler +1, 
  masterwork dagger, potion of invisibility, gloves 
  of dexterity, and cloak of resistance +1. 
   
  URD5-I02 MM-B2 All the Pretty Flowers 
   
  Page 10 
  
  Appendix Two 
   
  English flower names 
  Meaning of flowers 
  Bloom Color 
  Acacia 
  Platonic love. 
  yellow 
  Acanthus 
  Arts. 
  white 
  Almond-tree 
  Thoughtlessness. 
  pink 
  Amaranth 
  Immortality. 
  purple 
  Angelica 
  Inspiration. 
  lavender 
  Anthericum 
  Antidote. 
  white 
  Arum 
  Ardor. 
  white 
  Aspen 
  Groan. 
  orange 
  Balm 
  Joke. 
  scarlet 
  Barberry 
  Sourness. 
  yellow 
  Basil 
  Hatred. 
  white 
  Beech-tree 
  Prosperity. 
  reddish 
  Bellflower 
  Indiscretion. 
  blue, white or pink 
  Bindweed purple 
  Eminence. 
  purple 
  Bluebottle 
  Delicacy. 
  blue, white or pink 
  Borage 
  Bluntness. 
  blue 
  Bryony 
  Support. 
  white and green 
  Buck-bean 
  Quiet; repose. 
  white 
  Bugloss 
  Falsehood. 
  blue 
  Burdock. 
  Importunity. 
  green, pink, prickly 
  Cactus 
  Maternal love. 
  yellow 
  Cinquefoil 
  Beloved daughter. 
  yellow 
  Columbine 
  Folly. 
  red 
  Coltsfoot sweet-scented 
  Justice. 
  yellow 
  Crowfoot marsh 
  Ingratitude. 
  yellow 
  Crowfoot meadow 
  Perfidy. 
  yellow 
  Cypress 
  Mourning. 
   
  Daffodil common 
  Deceitful hopes. 
  yellow 
  Dahlia 
  Novelty. 
  white, yellow, orange, pink, red, 
  lavender 
  URD5-I02 MM-B2 All the Pretty Flowers 
   
  Page 11 
  
  Dandelion 
  Oracle. 
  yellow 
  Daisy double 
  Affection. 
  white 
  Daisy single 
  Innocence. 
  white 
  Day-lily yellow 
  Coquetry. 
  yellow 
  Dodder 
  Baseness. 
  white 
  Everlasting 
  Perpetual remembrances. 
  white 
  Fern 
  Sincerity. 
  green 
  Flax 
  Benefactor. 
  yellow, white 
  Foxglove 
  Occupation. 
  white 
  Geranium rose 
  Preference. 
  rose 
  Geranium scarlet 
  Stupidity. 
  scarlet 
  Gilliflower 
  Enduring beauty. 
  pink, purple, white 
  Grass 
  Utility. 
   
  Hawthorn 
  Hope. 
  white, pink 
  Hazel 
  Reconciliation. 
  yellow 
  Hepatica 
  Trust. 
  blue, pink, white 
  Holly 
  Forecast. 
   
  Hollyhock 
  Fruitfulness. 
  any 
  Hortensia 
  Carelessness. 
  blue, pink 
  Ipomen scarlet 
  Embrace. 
  scarlet 
  Iris 
  Message. 
  blue, white, red, pink, orange, yellow 
  Ivy 
  Friendship. 
  green 
  King’s-spear 
  Regret. 
  yellow 
  Larkspur 
  Levity. 
  purple 
  Lavender 
  Distrust. 
  purple 
  Laurel 
  Glory. 
  red, pink, white 
  Lilac 
  Earliest love. 
  lilac 
  Lily 
  Majesty. 
  white, red, burgundy, yellow, gold, 
  orange, rust, pink, lavender 
  Lily of the Valley 
  Return of happiness. 
  white 
  Marigold garden 
  Trouble. 
  yellow 
  Milfoil 
  War. 
  white 
  Motherwort 
  Concealed love. 
  pink 
  Mugwort 
  Happiness. 
  yellow 
  Mulberry black 
  Devotedness. 
  black 
  Mulberry white 
  Prudence. 
  white 
  URD5-I02 MM-B2 All the Pretty Flowers 
   
  Page 12 
  
  Myrtle 
  Love. 
  white 
  Narcissus white 
  Selfishness. 
  white 
  Pansy 
  Thought. 
  any 
  Peony common 
  Shame. 
  any 
  Peppermint 
  Warmth of feeling. 
   
  Periwinkle 
  Sweet remembrance. 
  blue 
  Pine 
  Boldness. 
   
  Primrose 
  Early youth. 
  any 
  Reed 
  Imprudence; music. 
   
  Rose 
  Beauty. 
  any 
  Rosebud 
  Young girl. 
  any 
  Rosemary 
  Healing balm. 
   
  Rose single 
  Simplicity. 
  any 
  Rose striped 
  Warmth of heart. 
  any 
  Rose white 
  Silence. 
  white 
  Rose wild 
  Poetry. 
  any 
  Rose yellow 
  Infidelity. 
  yellow 
  Saffron 
  Abuse. 
  yellow 
  Sage 
  Esteem. 
   
  Snowdrop 
  Consolation. 
  white 
  Starwort 
  Afterthought. 
  white 
  Succory 
  Frugality. 
  yellow 
  Sunflower 
  False riches. 
  yellow 
  Sweet William 
  Scorn. 
  pink 
  Tulip 
  Declaration of love. 
  any 
  Violet sweet 
  Modesty. 
  violet 
  Violet white 
  Candor. 
  white 
  Wall-flower 
  Faithful in misfortune. 
  orange 
  Water-lily white 
  Eloquence. 
  white 
  Water-lily yellow 
  Growing indifference. 
  yellow 
  Wheat 
  Riches. 
   
  Windflower 
  Abandonment. 
  pink, white 
  Woad 
  Modest merit. 
  yellow 
  Wreath of Roses 
  Reward of virtue. 
   
  URD5-I02 MM-B2 All the Pretty Flowers 
   
  Page 13 
  
   
   
  Appendix Three – Noble House Colors 
  House 
  Colors 
  Lorinar 
  white & black 
  Grek 
  gold & green 
  Kaste 
  red & blue 
  Saevil 
  gold, red & blue 
  U'morael 
  red & white 
  Pontirun 
  green & yellow 
  Teranor 
  white & purple 
  Meissel 
  silver & black 
  Amelung 
  silver & green 
  Xiotha 
  black, silver, & blue 
  Baercol 
  silver, red, & black 
  Gaebech 
  blue, white, & green 
  Holomaer 
  black, blue, & gold 
  Regin 
  white, blue, & black 
  Nelaera 
  black, green, & yellow 
  Kruske 
  white, green, & red 
  Reede 
  blue, white, gold, & purple 
  Baerglund 
  gold, black, & red 
  Arguinar 
  orange, black, & white 
  D'argin 
  silver, purple, & red 
  Eisener 
  black, blue, & green 
  Szabo 
  gold & blue 
  Vaelgard 
  silver, red, green, & gold 
  ddolch 
  grey, red, & white 
  Kressel 
  red, black, & silver 
  Sidae 
   Purple & gold 
  Tarnel 
   Red & silver 
  Verle 
  red, green, & silver 
  Coriner 
  purple, silver, gold, & black 
  Gaernot 
   Green, blue & white 
  Kilbourne 
  black, red, & yellow 
  Durnix 
  blue & yellow 
  Schrie 
  silver, green, & yellow 
  Burlondin 
  silver, green, black & yellow 
   
  URD5-I02 MM-B2 All the Pretty Flowers 
   
  Page 14 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/595/Interactives/URD5-I02 - The Rules of Engagement (APL 2-16)/URD5-I02 MM-B2 - All the Pretty Flowers.pdf