Rivals in Love
This is a D&D adventure for four 5th level characters.
Background
Ugthorn Goutish has fallen in love with Amora Falor the local flourist. He is inept in love and seeks the heroes out for help.
Regretfully Snide Vice has figured out that Amora is set to inherit a large estate on the night of the Amathyst Ball. He seeks to wed Amora then kill her for the profit.
Summary
The affable Ugthorn approaches the heroes to help him win over the love of his life Amora. While helping Ugthorn they notice that the greasy Snide is trying to win over her affections as well.
On the night of the Amathyst Ball Ugthorn should be set to ask Amora to the ball, thanks to the help of the heroes, only to find a note conveying that she had chosen Snide and that Ugthorn should just forget how he feels. Snide had actually kidnapped her and taken her to the Amathyst Ball where he plans to force Mayor Hoffsteader to mayor them.
Ugthorn, bolstered with confidence he gained during the adventure, asks for the heroes help in figuring out what’s going on. Upon arrival at the Amathyst Ball they see Vice leading Mayor Hoffsteader to a private chamber upstairs.
Once the heroes interrupt the forced wedding there is a final confrontation with Snide. Snide brought an explosive ring box as security. He will marry Amora or else everyone dies. Once Snide has been handled Ugthorn and Amora express their love for each other and they get to live happily ever after.
Encounters
This adventure has three sections. The first is helping Ugthorn win the love of Amora, the second is the pivot where Ugthorn receives the note, and the third is the final confrontation at the Amathyst Ball.
Helping Ugthorn
There are many ways to help Ugthorn win the love of Amora, but ugthorn doesn’t want to lie to Amora. He is only willing to accept help as long as the heroes don’t do all the work for him. Here are a few ideas he had for winning her affection if the heroes are struggling.
1. Read a poem. He knows that Amora loves poetry, and he is more than willing to read a poem to the love of his life, but he isnt very proficient with the quil and could use some help expressing himself. Have the players write a love poem for him to read to Amora.
When he goes to present the poem Snide is there trying to whoo her as well and scoffs at his efforts.
2. make a bouquet. Ugthorn knows that Amora loves flowers, she is a flourist after all, but her favorite flowers are Sunfloras a rare flower that grows deep in the forest. The heroes can attempt a Nature or Survival skill check DC 15 to find the flowers in a glade. Regretfully 2 Owlbears call that glade home as well.
When Ugthorn presents the flowers, Snide is there and demeans the gesture by saying its not magical, then shows off an expensive piece of jewelry he bought for Amora that never tarnishes.
3. A rare book. Ugthorn knows that Amora loves the novel ‘The Splinters of Light’, but her copy was destroyed in some accident. He knows that Mayor Hoffsteader has a 1st edition copy but he doesnt want to sell it. If the players inquire about acquiring the book Hoffsteader is begrudgingly willing to part with it if the heroes can kill whatever is destroying his farm and eating his cattle. Once the heroes bring the corpse of the Bulette to Mayor Hoffsteader he gladly gives the book over to the heroes.
When Ugthorn presents the book to Amora, Snide mentions that it will make a good read after their date at a magnificent vinyard.
4. The Amathyst Ball. Once the heroes have helped Ugthorn perform three tasks he finaly will have the courage to ask Amora to the Anathyst Ball. See The Pivot.
The Pivot
There are several events that may lead the heroes to confront Snide. These events will eventually lead to the Amathyst Ball.
1. Confronting Snide Vice. If the heroes grow tired of how Vice treats them or Ugthorn and confront him, Vice will say that at least he isn’t after Amora’s vast Inheritance like Ugthorn is. He will deny any desire for the property, even though it is obviously a lie, and says that he hasnt done anything illegal and he will have the heroes imprisoned if they harrass him again.
2. The Amathyst Ball. When Ugthorn goes to ask Amora to the ball she isn’t home. There is a note left on the front door saying the following:
‘I’m sorry Ugthorn but Amora has accepted MY request to take her to the Amathyst Ball. You should just forget how you feel and move on with your little miserable life.
-Snide Vice’
If the house is checked there are signs of a struggle, but no one is home. Snide had kidnapped her and taken to the Amathyst Ball.
Ugthorn finally has the courage to persue her and asks the heroes to accompany him in case Snide causes trouble.
The Amathyst Ball
This is the climax of the story. Snide is attempting to force mayor Hoffsteader to marry Amora to him.
1. The Ball. The ball is lovely and many people from around town have come well dressed to the dance. Ugthorn encourages the heroes to dress appropriately for a ball before storming the ball since they will stick out otherwise and it would be tabboo.
Once they arrive they will see Snide escorting mayor Hoffsteader to a chamber upstairs. A successful Investigation check 15 reveals that the Mayor is moving under duress.
2. Final Confrontation. The door is locked, and nothing can be heard from inside the room due to the festivities below. but once the heroes force their way in they see Amora tied up and gagged in a corner, Snide Vice holding a wedding ring box, and Mayor Hoffsteader conducting a wedding cerimony.
Snide tells the heroes to shut up, get in, and close the door or everyone dies. The wedding ring box has a Glyph of Warding on it. If the ring box closes everyone within a 20’ radius must make a Dexterity saving throw DC 14 or take 5d8 acid damage, or half as much damage on a successful save. This is more than enough to kill the mayor, Amora, and Ugthorn.
Snide then exclaims that he will marry Amora and acquire the official documentation. He then will be allowed to escape or else he closes the ring box. He says he will let everyone live if he’s allowed to escape. This is a lie of course, and as soon as he is married and 25’ away he will throw the ring box at the heroes, the mayor, Amora, and ugthorn. The heroes must make an acrobatics check DC 12 (each character can make a roll) to catch the ring box or else the glyph of warding detonates.
Snide is only a Noble and gives up if all of his plans fail, but will detonate the glyph of warding if he feels its his only option.
Reward
If Amora and ugthorn live to the end of the adventure they proclaim their love for each other and thank the heroes. Amora then gives the heroes the obnoxious lavish gifts snide tried to win her effection with totalling (300 gp worth of jewelry with a 500 gp diamond embedded in a bracelet)
If the heroes let Amora and ugthorn die, you can give the players a small victory by allowing them to collect a 500 gp reward for Snide Vice who has apparently been conning various ladies of wealth all over the kingdom.