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.  
   
  URD5I-02 
   
   
   
   
   
   
  The Rules of Engagement 
   
  A one-Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Interactive 
  Version 0.1 
  Round 1 
  by Denise Mauldin 
   
   
   
   
   
  It’s that time again!  The yearly Coriner Gala approaches and Leukish is busy with the preparations and 
  the rumors and the speculations.  Lord Ellis will be attending and who he might be bringing is the talk of 
  the town.  Also, it seems that Broden Lorinar has recently returned from Ahlissa and that the notorious 
  ladies man will be dragging his brother Jolen to the Gala as well.  When such luminaries are all in 
  Leukish, there’s a target for danger.  Can you prevent disaster from occurring at the Gala again? 
   
   
  
  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. 
  The Rules of Engagement 
  [Round 1] 
  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. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed 
  at a Handle Animal or Charisma check (DC 
  10). Failure indicates that the animal will not 
  attack that round. This is a move action 
  (spoken command) that may be attempted 
  each round. If the animal is wounded or has 
  taken any nonlethal damage or ability score 
  damage, the DC increases to 12. 
  Time Units and Upkeep  
   
   
  This is a standard 1-round Regional 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 
  The Rules of Engagement 
  [Round 1] 
  Page 2 
  
  Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new 
  spell 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 
   
  Ellis Lorinar is a young single man.  Up until 
  now he’s been very busy with his military 
  campaigns and hasn’t had time to look for a 
  suitable mate.  However, with the end of the 
  campaign against the Slavers and with the 
  situation in Dumadan and the Vale resolved, 
  things have been returning to normal despite the 
  worrying destructions in the south.  Of course 
  Ellis’ mother has taken advantage of this lull to 
  try and get Ellis to take a suitable wife to further 
  the Lorinar family.  Naturally, Ellis' mother will 
  have been conducting lengthy negotiations with 
  various other noble houses... and in the process 
  weeding out undesirable candidates while subtly 
  guiding some nice girls to the fore of the 
  candidate list. So the short list has three or four 
  of mother's girls on it (including a nice Pontirun 
  girl ... nice wealthy family, no political ambitions, 
  and a powerful neutral in the Honorable 
  Chamber which would be a valuable addition to 
  Ellis' support). Unfortunately, there are still one 
  or two other good women on the list; but 
  Mommy is doing the best she can to steer Ellis 
  to the "right girl". 
   
  Only problem is, Ellis has just gotten a taste 
  of independence, likes it, and doesn't quite want 
  to give any up just yet. (Pay no attention to 
  those vicious rumors that he has a thing for 
  Rhenee women.) 
   
  Of course, actually concluding a betrothal 
  would be a social event of major significance ... 
  and where better to announce than at the 
  annual Coriner Gala? Everyone will be there ... 
  even those feuding Houses, Meissel and Szabo. 
  (Now, if anything unfortunate were to be tied 
  back to one of these Houses, why, it might just 
  be the straw that broke the camel's back; Official 
  Notice of the Feud would have to be taken, with 
  dire consequences for those getting caught.) 
   
  Ellis, 
  being 
  a 
  "good 
  patron" 
  of 
  the 
  adventuring community, has of course invited 
  the "guests" who have aided him in the past.  He 
  figures they’ll be a break from the simpering 
  women and that their presence will loosen 
  things up a bit in addition to providing backup 
  should anything get out of hand. 
   
  There are three or four mini-missions, run 
  prior to the Gala, that let the players gain 
  information on what's going on, perhaps foil 
  some schemes (A plot to get rid of that pesky 
  Reede, or foiling the efforts of those feuding 
  houses, or perhaps one of the girls needs an 
  extreme makeover, or maybe someone needs 
  assistance with some tasks before the ball.) 
   
  During the LARP portion, you can have lots 
  of little tasks running in the background ... while 
  the never-to-be-stated-task is to keep Ellis away 
  from unacceptable women (both NPCs and PCs 
  who are not on Mommy's short list) and keep 
  Ellis away from the punchbowl. Because, of 
  course, if he flirts too much or gets too drunk, he 
  might Make A Scene and spoil Mommy's plans. 
   
  Other guests of the Gala include both of 
  Karll Lorinar’s sons – Broden and Jolen.  Broden 
  has been serving loyally as an officer in the 
  Ducal military defending our ally the County of 
  Urnst during the Greyhawk Wars. Sure it was 
  towards the end of the Wars, but that was when 
  the fighting was fiercest. Staring down the Old 
  One's forces is no mean feat. And let’s not 
  forget how Broden served as the Duke's 
  diplomatic emissary to Ahlissa for several years. 
   
  Jolen is a very polite young man who has 
  taken to studying quite assiduously at the 
  Temple of Lendor.  He's courteous to women 
  and not a womanizer like some of the other 
  nobles, but keeps a low profile in general.  
  There are rumors that he is a high level 
  functionary in the Ducal Diplomatic Corps, but 
  no one seems to know the truth of that rumor. 
   
  Pro-Ellis group stages an assassination 
  attempt on Jolen, while Slavers stage an 
  The Rules of Engagement 
  [Round 1] 
  Page 3 
  
  assassination attempt on Ellis, while Karll 
  searches to understand what’s really going on, 
  and the noble houses start jockeying for position 
  and backstab each other some more. Fun stuff! 
  Adventure Summary 
  When players first show up, they must sign in at 
  the interactive desk. They receive rumors and 
  indicate some specialties of their character later 
  to be used in the mini mission section of the 
  interactive.  Any characters that are wanted or 
  have other interesting problems in Leukish are 
  given a special number. 
   
  Adventurers mingle or complete their mini-
  missions.  This is the day before the Gala and 
  the inns in Leukish are full of adventurers and 
  their like.  Bardic tales are being told and 
  adventurers are relaxing and trading rumors and 
  stories while waiting for the morrow.  The PCs 
  should find out that they should be wearing a 
  courtier’s or noble’s outfit to gain admittance to 
  the Coriner’s Gala.   
   
  During the Gala there are several different 
  NPCs wandering around doing things and there 
  are several catastrophes that could happen.  
  These are meant to be solved by roleplaying 
  and quick thinking rather than combat. 
   
   
  Running the Reception 
  Desk 
  The interactive coordinator will run the 
  reception desk, signing the PCs into the 
  interactive and welcoming them to Leukish. 
   
  First, the PC must be notified that this 
  interactive will take one TU, to be marked at the 
  end of the mini-module. 
   
  Second, the PCs must pay a lifestyle cost. 
  This is paid on a log sheet for the interactive; the 
  interactive coordinator hands one of these out to 
  each participant.  This log sheet will also be 
  used to collect all monies from bribes, and pay 
  all fees for certain rumors.  At the end of the 
  mini-module, this running total is inserted into 
  the log sheet.  The top part of the log sheet must 
  be shown to any judge who requests to see it.  
  PCs will be given numbers based on their 
  “specialties” and certain numbers are reserved 
  for those with major enmities of certain people 
  or groups, such as the Rogues of Seltaren.  
  Each PC that has a favor with Lord Ellis Lorinar 
  is specifically invited to the Coriner Gala this 
  evening and they may bring one guest, as long 
  as they are all appropriately attired. 
   
  Next, each PC is asked to make two Gather 
  Information rolls and is given 2 rumors off of the 
  General Rumors sheet.     
   
  Finally, each PC signs in with player name, 
  character name, and RPGA number.  After that, 
  they are sent into the interactive. 
  Organization 
  There are three parts to this interactive. 
  1) Before 
  the 
  Gala- 
  Each 
  PC 
  will 
  participate 
  in 
  a 
  mini-mission 
  that 
  happens before the Coriner Gala.  
  These mini-missions are labeled MM-
  B#.   
  2) The Gala – This is the LARP portion of 
  the interactive and is contained in this 
  file. 
  3) After the Gala – Each PC will participate 
  in a mini-mission that happens after the 
  Coriner Gala.  These mini-missions are 
  labeled MM-A#.  MMA1 should only be 
  run for one table. 
  The Gala portion of the Interactive requires at 
  least 4-6 judges who are willing to portray 
  NPCs.  The most important NPCs are: Lord Ellis 
  Lorinar, Lord Jolen Lorinar, Lord Broden Lorinar, 
  Lady Irona Pontirun, Lady Ellinka Reede, and 
  Lady Clarissa Baercol.  One person may play 
  multiple of these NPCs other than Lord Ellis as 
  they can come and go during the interactive. 
   
  Each of the “Encounters” in the LARP 
  portion must be started by one of the NPCs. 
  Introduction 
  It is a rather warm evening in Leukish and 
  the nobles are out in force.  The Promenade 
  and the streets around the Honorable 
  Chamber are filled with parading nobles of 
  every different noble house in the Duchy, 
  showing off their finery and hob-knobbing.  
  Today is the Coriner Gala at the Jyllona 
  Estate and everyone wants to look their best. 
   It is even rumored that Lord Ellis Lorinar has 
  some big news for the evening and that even 
  Jolen 
  and 
  Broden 
  Lorinar 
  will 
  be 
  in 
  attendance, 
  so 
  everyone 
  is 
  excited.  
  The Rules of Engagement 
  [Round 1] 
  Page 4 
  
  Preparations have been going for weeks, and 
  perhaps you were even involved in the final 
  preparations today. 
   
  The Jyllona Estate is lit up from within by 
  fanciful white lights of all shapes and sizes, 
  giving it the appearance of a fairy land in the 
  early twilight.  Music drifts from the open 
  windows and conversation fills the air.  
  Servants move to and fro carrying platters of 
  dainty sandwiches and tarts and other 
  delicacies as well as fine wines.   
   
  The flower bouquets are particularly 
  noticeable this gala, being more luxuriant 
  and bountiful than normal.  
  Insert description of the flower bouquets 
  resulting from MM-B2, including altering the 
  lady’s name in the following boxed text, 
  otherwise read the following: 
  The baskets of golden yellow Calla Lilies and 
  the Daisies are accentuated by the lush 
  green Ivy that twines around them.  Lady 
  Irona Pontirun looks particularly radiant and 
  the bouquets seem to match her gown and 
  provide a fitting setting for her beauty. 
  Continue: 
   
  There are several ladies here that 
  particularly stand out in your eyes as having 
  done the utmost to bring themselves to 
  perfection.  Indeed, that seems to lend truth 
  to the rumors that you’ve heard that Lord 
  Ellis is to announce his betrothal tonight.   
   
  An elegant woman wearing a dress of 
  blue and red with so much gold embroidery 
  that it seems stiff holds court in one section 
  of the ballroom, her diamond and ruby rings 
  flashing as she talks.  Soon she is 
  introduced as Lady Nali Saevil. 
   
  Lady Donouri Regin travels from group 
  to 
  group, 
  speaking 
  with 
  each 
  before 
  continuing to the next, her black and blue 
  gown serving to emphasize her tall austere 
  features and determination.   
  If Ellinka Reede is present and has had time to 
  change into her gown, read the following: 
   
  Lady Ellinka Reede dances gracefully in 
  the center of the room with a tall lanky young 
  man in military dress.  She smiles and 
  laughs happily and her purple dress accents 
  her very dark blue eyes and golden hair. 
  If Leara Tarnel is present and has at least a 
  noble’s outfit quality dress and normal or 
  masterwork jewelry, read the following: 
   
  One of these ladies appears to be a 
  newcomer to the scene who appears slightly 
  abashed at all of the attention.  Wearing an 
  exotic dress of silver and white silks, the 
  gleaming jewelry she wears offsets her red 
  blonde hair.   Shortly you find that her name 
  is Leara Tarnel. 
  Continue: 
   
  You have all been welcomed here 
  through the devices of Lord Ellis, or your 
  other noble friends that owe you favors, 
  though you know that you have been invited 
  to make sure nothing bad happens during 
  the gala. 
   
  Ah!  Here is the man of the hour himself, 
  Lord Ellis Lorinar.  He appears a little more 
  relaxed today than you’ve seen him in the 
  past, perhaps something to do with the fact 
  that he’s wearing a noble’s outfit rather than 
  his usual Ducal Guard uniform.  Indeed, he 
  tugs on it every so often as if it is 
  uncomfortable, but he looks splendid in the 
  white and black favored by House Lorinar. 
  Allow the PCs to mingle and talk with the rest of 
  the PCs and the NPCs present.  They can share 
  rumors and trade information.  Each encounter 
  from here on is triggered by the judge playing a 
  certain NPC. 
  Encounter One: What’s in 
  that dip? 
  There is quite an impressive layout of food and 
  drinks from a variety different cultures and 
  cuisines.  However, some of the different fish 
  have been prepared incorrectly by some 
  inexperienced chefs, with the result that this part 
  of the food is mildly poisonous.  If no one in the 
  PCs notices this at the beginning of the 
  interactive, then the first effects become 
  apparent one quarter of the way through the 
  LARP portion.  Ie: If the LARP portion lasts one 
  hour, then the following symptoms will appear: 
  • 
  1st: 5 of the nobles will begin to feel 
  uncomfortable – as if they had a fever.  
  They will also develop a rash around their 
  wrists.  These effects may be noticed by a 
  DC 15 Spot check, or a DC 15 Gather 
  Information check. 
  The Rules of Engagement 
  [Round 1] 
  Page 5 
  
  • 
  2nd: An additional 20 of the nobles will begin 
  to feel the above effects.  In addition the 5 
  first 
  affected 
  will 
  progress 
  to 
  worse 
  symptoms, 
  including 
  vomiting 
  and 
  blindness. However, these nobles will be 
  somewhat quickly escorted to a private 
  room where they will be treated by a cleric. 
  • 
  3rd:  The 20 nobles that were affected 
  previously will progress to the worse 
  symptoms.  This will result in a wave of 
  panic going through the nobles.  Unless the 
  PCs manage a DC 35 Diplomacy check, the 
  nobles will flee the party, causing the 
  evening to end in chaos. 
  Encounter Two: What’s that 
  you said? 
  Sometime during the interactive when things 
  seem to be lagging, run the following encounter 
  between two Meissel lads and two Szabo lads.  
  Essentially they’ve overindulged in the alcohol 
  and have decided to have it out here.  They 
  begin with shouting and name calling, then will 
  escalate to physical violence unless they are 
  stopped.  After they are attacking each other for 
  a few rounds, the security will step in and 
  separate them and remove them from the party. 
   If the PCs step in, the security will let them deal 
  with it. 
  Sample insults: 
  Meissel: 
  Your cousin is a gnome lover. 
  We picked the Flower and she sure wilted 
  quickly! 
  Ashlyn’s 
  singing 
  voice 
  is 
  going 
  bad, 
  especially after all the ‘favor’ s she’s done. 
  Szabo: 
  You guys must love fireworks after what 
  happened with your warehouse. 
  Aldor’s parties always end in ruin – is he 
  here tonight?  That must be why things suck 
  so much! 
  It takes a DC 35 Diplomacy check, a DC 20 
  Intimidate check, or some show of force to get 
  the NPCs to back down.  If the PCs actually 
  assault or cause any real damage to the NPCs, 
  they will get tossed out of the party too.  If they 
  really cause any damage, they receive the 
  enmity of the noble house that they damaged. 
  Encounter Three: Messing 
  with the Ladies 
  The PCs can alter the results of the interactive 
  by interfering with the ladies during the course of 
  the interactive.  In general, they can antagonize 
  the ladies and they will react in ways according 
  to their character profiles.  
  • 
   
  Lady Reede will tend to get angry and 
  blow up (after a certain period of ignoring 
  the insults). 
  • 
   
   Lady Tarnel will react with confusion 
  and retreat to being a wallflower.   
  • 
   
  Lady Pontirun will generally ignore the 
  PCs as ‘lower class’ citizens, but will 
  eventually prevail upon the guards to get the 
  PCs removed. 
  The PCs can also increase the spirits of the 
  ladies in the same manner.  Check with each 
  lady at the end of the interactive to determine 
  what her mood is at the end before you 
  determine the results.  Use general averages for 
  the majority of the time to determine the 
  conclusion. 
   
  Altering the lady’s opinion or attitude by any 
  step requires a DC 20 Diplomacy or Intimidate 
  check and may not be attempted more than 
  once per PC per lady.  
  NPC Actions and Attitudes 
  Lady Clarissa 
   
  During the Live Action Role-playing part of 
  the interactive, Clarissa is wandering around 
  attempting to find Lord Ellis and do everything in 
  her power to get him alone for a moment by 
  hitting on him and so forth.  If she does get him 
  alone, she uses her Charm Monster ability to 
  charm him.  Thus the judge playing this 
  character should attempt to locate Lord Ellis by 
  asking around. 
  Lord Ellis Lorinar 
  Lord Ellis doesn’t particularly want to be here, 
  but his mother made him promise to show up in 
  the Lorinar House colors.  He’s afraid that she 
  has a scheme in mind and has heard the same 
  rumors that everyone else has about his 
  pending betrothal.  He’s here to try and not let 
  that happen, because he has quite a lot more to 
  do than take a wife.  However, shortly after 
  The Rules of Engagement 
  [Round 1] 
  Page 6 
  
  entering the Gala, his mother will confront him 
  and tell him that a deal will be announced at the 
  end of the Gala and that he has only a few 
  choices left, so he’d better make them quickly.  
  Directly after this confrontation, Ellis will attempt 
  to get somewhat drunk to soften the necessity, 
  then he’ll talk to the ladies present or any other 
  PC lady with a charisma of 16 or higher.   
  Lady Pontirun 
  Lady Pontirun arrives on time in a spectacular 
  dress and is pleasant and courteous to 
  everyone.  She passes on a lot of rumors, but 
  doesn’t seem to ever give her opinion about 
  anything serious – preferring to gossip and such 
  instead. 
  Lady Reede 
   
  Lady Reede’s actions depend on whether 
  she arrives on time and has time to change or 
  not.   
   
   
  If Lady Reede arrives before 6 pm, she will 
  have time to properly prepare for the ball.  She 
  will be happy and excited about her chances at 
  the ball.  Her enthusiasm will draw people to her 
  and her quality of character and beauty will be 
  readily seen. 
   
  If Lady Reede arrives between 6 and 7 pm, 
  she is sociably late. However, she had to 
  perform a rushed change into her gown.  She 
  won’t be terribly pleased and she won’t garner 
  as much attention as if she had arrived promptly 
  in a good mood. 
   
  If Lady Reede arrives after 7pm, she is very 
  late for the gala. She will be frustrated with 
  everything and this will culminate with a fit of 
  temper during the middle of the events, after 
  which she will storm out of the gala. 
  Lady Tarnel 
   
  Lady Tarnel’s actions depend on what 
  quality of dress and jewelry she is wearing in 
  addition to her mood. 
   
  If Lady Tarnel has masterwork jewelry, and 
  a noble’s quality outfit as well as being buoyant 
  or inspired she seems to have a natural affinity 
  for everyone and draws a crowd of people that 
  want to talk to her.   
   
  If Lady Tarnel has at least one very good 
  attribute (jewelry/clothing/attitude) she’ll be very 
  happy and attract reasonable attention, but not 
  undue attention. 
   
  Otherwise she is somewhat of a wallflower 
  and doesn’t do much unless prodded by the 
  PCs.  If she’s prodded, then she’ll get fairly 
  reasonable attention.  This requires a DC 25 
  Diplomacy check. 
  Conclusion 
   
  If Lady Tarnel has the best in all categories 
  (jewelry, outfit and outlook) and the flowers 
  match her outfit (or her house colors), then her 
  hero-worship of Lord Ellis and her newly 
  enhanced beauty and knowledge of military 
  tactics will gain his attention and he will select 
  her for his future bride. 
   
  If the colors of the flowers match Lady 
  Reede’s ensemble, she arrives on time, and 
  thus is in a good mood, then Lord Ellis will select 
  her for his future bride. 
   
  If none of the above is true, then Lord Ellis 
  will select Lady Pontirun for his future bride. 
  Experience Point Summary 
  In this interactive if the PCs participate in two 
  mini-missions and the LARP portion of the 
  interactive they gain full experience. 
  Treasure Summary 
  In this interactive, if the PCs participate in two 
  mini-missions and the LARP portion of the 
  interactive, they gain full gold. 
  Special 
  Favor of Noble House ___________________. 
  Enmity of Noble House__________________. 
  You’ve been named as responsible for the 
  disappearance of a noble of this house and 
  everywhere you go in the Duchy, people seem 
  to be watching you and getting in your way.  Pay 
  an extra 100 gp during the next Duchy of Urnst 
  Regional module you play. 
  Marked:  There is a small pock mark on your 
  left arm that you don’t remember being there 
  before and you can’t remember getting. 
  Favor of Jolen Lorinar: One time only, the PC 
  can gain an immediate audience with the senior 
  authority of a Lendorian temple in the Duchy of 
  Urnst.  Alternatively, the PC can have a ring of 
  protection +1 or +2 upgraded to +3, but it costs 
  2 TU to have this done. Cross off when used. 
  The Rules of Engagement 
  [Round 1] 
  Page 7 
  
  Favor of Leara Tarnel: Leara knows who the 
  best trainers are. A PC can redeem this favor for 
  access to one Limited spell of 3rd level or lower; 
  or to one Limited Feat so long as that feat is a 
  valid fighter bonus feat. Cross off when used. 
  • 
  cape of the mountebank (Adventure; DMG; 
  10,080 gp). 
  APL 16 (all of APLs 2-14 plus the following): 
  • 
  ring of protection +3 (Adventure; DMG; 
  18,000 gp). 
  • 
  armor 
  enhancement 
  slick, 
  greater 
  (Adventure; DMG; +33,750 gp). 
   
   
  Favor of Ellinka Reede: Ellinka can make 
  House Reede's trading contacts available to the 
  PC.  This favor can be redeemed to purchase 
  one suit of armor, one shield, one weapon, or 50 
  pieces of ammunition made of adamantine. 
  Alternatively, 
  the 
  PC 
  can 
  purchase 
  one 
  metamagic rod of 10,000 gp value or less from 
  the DMG. Cross off when used. 
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
  • 
  Hat of Disguise (Adventure; DMG; 1,800 gp) 
  • 
  Wand of Cure Light Wounds (Adventure; 
  DMG; 750 gp) 
  APL 4 (all of APL 2 plus the following): 
  • 
  +2 dagger (Adventure; DMG; 8,302 gp). 
  • 
  slippers of spider climbing (Adventure; 
  DMG; 4,800 gp). 
  • 
  wand of knock (Adventure; DMG; 4,500 gp). 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  +2 Greatsword (Adventure; DMG; 8,350 gp) 
  • 
  scroll of align weapon (Adventure; DMG; 
  150 gp). 
  • 
  armor enhancement slick (Adventure; DMG; 
  +3,750 gp). 
  APL 8 (all of APLs 2-4 plus the following): 
  • 
  +1 keen rapier (Adventure; DMG; 8,320 gp). 
  • 
  lesser rod of extension (Adventure; DMG; 
  3,000 gp). 
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  chain shirt +2 (Adventure; DMG; 4,250 gp). 
  • 
  ring of protection +2 (Adventure; DMG; 
  4,000 gp). 
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  ring of mind shielding (Adventure; DMG; 
  8,000 gp). 
  • 
  amulet of natural armor +2 (Adventure; 
  DMG; 4,000 gp). 
  • 
  armor 
  enhancement 
  slick, 
  improved 
  (Adventure; DMG; +15,000 gp). 
  APL 14 (all of APLs 2-12 plus the following): 
  • 
  belt of giant strength +4 (Adventure; DMG; 
  16,000 gp). 
  • 
  periapt of wisdom +4 (Adventure; DMG; 
  16,000 gp). 
  The Rules of Engagement 
  [Round 1] 
  Page 8 
  
  Appendix 1: NPCs 
  Jolen Lorinar: Rather short, soft-spoken, very well-mannered. Very knowledgeable about Duchy noble 
  houses, current events, politics, even military matters (on a non-technical level). Picky eater, good 
  dancer, but moves from woman to woman yet is unfailing polite to everyone. 
  Broden Lorinar: Tall, lanky, military bearing. Very polite. Knowledgeable about military matters, but more 
  from a theoretical standpoint. Frustrated that he's never had a chance to shine as a commander. Tries to 
  be the "perfect" noble, but tends to overdo it. Has much knowledge of the County of Urnst and of Ahlissa. 
    
  Heinrich Meissel: Much better morals than most Meissels. A competent businessman. Tends to see 
  Szabo plots everywhere. Therefore, he will be on edge throughout the party. Also trying to keep tabs on 
  the Szabo representative. A bit of a glory hound, he'll try to schmooze with the bigwigs. Dressed smartly, 
  but his clothing is not terribly rich, due to the financial problems with his House.  
  Telek Szabo: Not content that Meissel is impoverished, he hopes to get up to tricks that will be 
  discovered but blamed on Meissel.  He is the instigator of most of the pranks that happen during the 
  Gala, but they are unlikely to be traced back to him.  He is a tall Suloise man with a cowlick who always 
  wears courtier’s outfits in his house colors – blue and gold. 
  Antella Taerga Lorinar: Ellis's mother. The epitome of a Suel noblewoman. Looks younger than her age. 
  Knows everyone who's anyone. Treats everyone in accordance with her opinion of their importance. So, 
  she'll snub any PC, but she'll be polite about it, if they don't get pushy. A bit of a gossip; a past master at 
  subtle put-downs. She will use these skills to advance her ends, but discreetly. She wishes to make sure 
  that Ellis does not get engaged to Lady Reede. If Leara Tarnel becomes a serious contender to be 
  betrothed to Ellis, Antella will oppose that match as well. She thinks she has her son pretty much under 
  her control, so she's a bit surprised on the rare occasions when he defies her. 
  Irona Pontirun: Well-educated, very pretty. Deferential. She talks about current gossip and rumors 
  almost entirely, with almost nothing of substance being said beyond her knowledge of the granary 
  business.  She wears a very flattering gown of green and yellow that accents her perfectly styled hair and 
  golden jewelry. 
  Nali Saevil: Nali is an obvious gold-digger, with more style than substance. She would be the type of 
  person to use her superior position and wealth to keep her rivals and lesser folk in their place.  Her red 
  and blue gown has enough real gold embroidery that it is stiff and she constantly flashes her diamond 
  and ruby rings while she talks.    
  Donouri Regin: Just a little too controlling. Assumes she's in charge and behaves accordingly.  Her blue 
  and black gown, with touches of white lace is the highest style, but she is thin to the point that one can 
  see her collarbones clearly.  
  Ellinka Reede: Ellinka is the most beautiful of the suitors. A well-mannered debutante who can talk with 
  anyone about anything, though her hobbies are jewelry making and hiking.  She wears an elegant purple 
  gown with the hammer of House Reede on one shoulder. 
  Leara Tarnel: Differs just slightly from the ideal Suel appearances - a touch of red in her hair. A 
  bookworm with interest in things military. She is a wallflower but when she comes out of her shell she is a 
  nerd about tactics and strategy. 
  Clarissa Baercol:  Clarissa is a stunning blonde Suel wearing a silk scarlet dress, which only has the 
  barest touches of silver and black to indicate her house allegiance.  She attracts eyes wherever she goes 
  and uses her charms to their best effect.   
   
  The Rules of Engagement 
  [Round 1] 
  Page 2 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/595/Interactives/URD5-I02 - The Rules of Engagement (APL 2-16)/URD5-I02 - The Rules of Engagement.pdf