CASE: THE BLUE TAVERN (ENTERTAINMENT AND PLEASURE) The information for this section is taken from the out-of-print The Free City Of Haven (Copyrighted 1981 Gamelords Ltd.) If you find this classic RPG aide, grab it. The Blue Tavern (Entertainment and pleasure) OWNER: Kinalla Silkskin (STR: 9, DEX: 9, CON: 15, INT: 12, WIS: 9, CHA: 12) was once considered the most beautiful and accomplished courtesan in the city (40 years ago). She is still attractive (particularly for the generic set), and will occasionally entertain a customer. Black- haired (with the help of a good hairdresser), black-eyed, and still slender, she has a good business mind, and succeed in purchasing the Blue Lantern from its former madame some 20 years ago; the quality and name of the establishment have increased under her management. HOURS: 24 hours a day. EXTERIOR: A three-story building that is slightly inset from the street proper. It has a wide opening centered on the ground floor, above which hangs a large lantern which glows blue (the color is intense enough to be easily distinguished even in full daylight). There is an ally on the south side of the building, a walled garden in the rear, and a row of small shops to the immediate north. INTERIOR: Immediately inside the opening is a spacious room dominated by a fountain which sprays a lightly scented blue liquid into the air above the wide basin. Three elaborately carved screens block the view of the other exits from this room. Behind the screen to the left is a lounge (to handle the musicians and entertainers who perform in the theater). A hall leads to the wings of the theater, and to a dressing room. To the right is a large office, where the accounting and management personnel work. It is seldom occupied after about 6:00 PM, and is almost always locked, even during normal business hours. The opening behind the third screen leads to a room with a wide marble staircase. To the left is the "Hall of Beauty".. where many fair flowers wait to be plucked. There are usually 4d4 girls lounging about here, in various states of revealment. A wide opening leads to the entertainment area, where wine and song are provided (if you came through the Hall, you already have the women). The theater area is two stories, and has a large stage with a runway and an orchestra pit. A long bar in the rear dispenses alcoholic beverages of many kinds. Meals may be ordered from the kitchen. Most of the food supplies for both the girls and the customers are stored in the pantry off the kitchen. The remainder of the house is devoted to living (and working) quarters for the regular girls. The smaller rooms on the second and third floors are used for the transient entertainment of clients. The larger rooms area housing for the regulars. Kinalla has a suite on the third floor, with a circular iron staircase giving access to both the garden and the bar. PRICE RANGE: As per the girl's qualifications. QUALITY: This house is Fine, and of medium size. OUTSTANDING ITEMS: There is young newcomer, Bianca (STR: 8, DEX: 10, CON: 18, INT: 9, WIS: 7, CHA: 15), who has made quite a splash with the customers. She is the runaway daughter of a noble family and is a neutral courtesan. She has altered her name and dyed her hair to change her appearance. CASH BOX: The money gained in the theater-bar is kept in a wooden coffer stashed under the curved end of the bar. The girls are responsible for collecting their own earnings, and are expected to pay one-quarter to the house (if Kinalla discovers a girl is cheating on the amounts, she simply requests her to leave and not return; Kinalla does not believe in violence). OCCUPANTS: Staff: Kinalla, Bianca, and 17 other girls (11 of whom split the large rooms used for residence). There are 12 part-timers, 3 maidens-in- training, and various ancillary service personnel (none of whom reside in the house). The bouncer, Kethelas (STR: 17, DEX: 14, CON: 11, INT: 10, WIS: 7, CHA: 10), a bull of a man with sufficient physical power to toss an unruly customer lightly over the garden wall into the alley, has worked at the Blue Lantern as long as Kinalla, and has been her best friend and lover nearly that long. Customers: Many. NPC ENCOUNTERS: A cast of thousands. SPECIAL OPTIONS: None. SCENARIO: The Nobleman's Daughter Player's Information: In most of the taverns of the city, the disappearance of Lady Byelaya Tainley some three months ago caused many whispers. She still has not been located, and no ransom note has been received by her family. Descriptions of the 16 year old girl (very beautiful and highly attractive, medium height, slender, blonde hair, blue eyes) have been nosed about, and the family is offering a reward of 1,000 silver pieces for news of her. The girl was always known as a loner by the other maidens of the high, rich quarter. She had only one close friend - Cortina de la Riis. GM's Notes: Byelaya Tainley has had dreams of being a hetaera (a very high class courtesan) since she heard, as young girl, a very romantic story in which the heroine was a courtesan (she had confided these dreams to no one, not even her closet friend). Three months ago, she dyed her hair brown, changed her name to Bianca, and ran away from home. She began working at the Blue Lantern. No one at the house knows her origins, and certainly no one suspects she is the daughter of a noble house. Bianca (byelaya - both names mean "white") is a natural courtesan - she enjoys men, and men definitely enjoy her. She has that indefinable quality of innocence that is irresistible. She has rapidly progressed, in the little time she has been at the Blue Lantern, from a very green novice to a competent intermediate. A few weeks ago, Cortina de la Riis, Byelaya's only close friend among the girls of the rich section, was traveling to her voice lessons and spotted a young girl with brown hair who closely resembled Byelaya (Bianca had gone out to do a little shopping, and was not wearing her veil) except for the hair color. Cortina has worried about Byelaya since her disappearance, and has asked her brother Thomas to check out the girl she spotted circumspectly. Thomas is looking around for a group to do some investigating on this matter, and there is a chance he may choose the player-characters to do the job. ----------------------------------------------------------------------- ENCOUNTER NON-PLAYER CHARACTERS Specific Kuber Hasbin: Note that the information for this section is taken from The Free City Of Haven (Copyrighted 1981 Gamelords Ltd.) page L-2. Kuber lives and works in the deepest wilds of the city. His house includes a clinic in which he treats anyone who walks in the door (he has even been known to make house calls!), regardless of financial status (there ain't none in his part of town). Kuber doesn't practice healing for the love of mankind (or any other race, for that matter). He is totally interested in the spectrum of disease available in the area. At times he has been heard to comment that he has "seen diseases I would not have believed it possible for a person to contract. With what this one man had, he should have been dead 5 years ago!" Kuber's house is given an unobtrusive guard by the Thieves' Guild, who appreciate the work he is doing, whatever his motivation. Anyone in the quarter can give directions to Kuber's House. Cindy Wind Rider Elf Female 5th Level Priest of the elven goddess of love and beauty Homeworld: Any but she was created for Planes Faction: The Society of Sensation S: 10, I: 10, W: 16, C: 14, D: 16, Ch: 18, L: 9; AL: CN (she follows the bitch rule); htk: 26; To Hit: 18; #AT: 1; Dmg: Weapon Age: 26 Height: 1.63m (62 in) Weight: 56Kg (114 lb) Hair: Black with a silver strip Eyes: Light Blue Granted Powers: level 1 - friends level 2 - Charm person (only on males) level 7 - +1 on Charisma level 10 - Can make philter of love 1/week. Requirements of Priesthood: - Weapon skill in bow, net, staff, mace, sling, mancatcher - Armor of leather or chain-mail - Spheres: all, charm, creation, guardian, healing, necromantic, plant, protection, sun, wards*, weather*; (* minor access) Psionic Wild Talent: Sexual Pheromones Secretion (Con-4, 9, 6/round) PSP: 48 Weapon Skills: Long Bow, Staff Nonweapon Skills: Singing, Dancing, Religion, Healing, Seduction, Sexual Knowledge, Massage, Fast Talking, Fortune Telling, Herbalism, Riding. Preferred Spells: Cure Light Wounds (1), Bless (1), Cause Fear (1), Camouflage (2), Music of Spheres (2), Hold Person (2), Charm Person or Mammal (2), Bestow Curse (3), Magical Vestment (3). Role-playing notes: The priest must always give shelter and succor to young lovers. Cindy Wind Rider (version 2) Elf Female 5th Level Battle Dancer (Fighter / Water Cleric) Homeworld: Any but she was created for the Sun World Tribe: Wind Dancer S: 11, I: 10, W: 16, C: 15, D: 18, Ch: 19, L: 9; AL: CN (she follows the bitch rule); htk: 38; To Hit: 16; #AT: 2 (two elven bone long swords); Dmg: 1d8 (+1 when dancing) Age: 18 Height: 2.00m (75 in) Weight: 70Kg (138 lb) Hair: Black with a silver strip Eyes: Light Blue Special Benefits: Battle Dancers can attack with two weapons without penalties. With a successful use of dancing skill she receives a additional +1 attack/damage/armor class bonus. Special Hindrances: If she fails her dancing skill roll she receives a -1 penalty for 1d8 rounds. Granted Powers: Ignore Water, Water Breathing, Healing Draft, Body of Water, Turn Undead Psionic Wild Talent: Sexual Pheromones Secretion (Con-4, 9, 6/round) PSP:48 Weapon Skills: Long Sword, Long Bow Nonweapon Skills: Blind Fighting, Dancing, Religion, Healing, Seduction, Singing, Sexual Knowledge, Massage, Fast Talking, Fortune Telling, Spellcraft. Preferred Spells: Cure Light Wounds (1), Create Water (1), Cause Fear (1), Speak With Water (2), Crystallize (2), Hold Person (2), Charm Person or Mammal (2), Bestow Curse (3), Magical Vestment (3). Role-Playing Notes: No one impersonate the elven independent spirit as perfectly as Cindy Wind Rider. As many Sun elves she is always in a rush, figuratively and literally racing to stay in the now. She rarely makes plans or thinks about the future. She wants to live every moment in an expressive joy. She will love, play, sing, dance and tries to enjoy herself in every moment. She will love with no obligations or promises, just an intense, unrestrained and overflowing love. She will refuse to think or plane beyond the now. She is very moody and normally surprises everybody with her actions. She is very inconsequent, but without any malice or evil intentions. In a certain point of view she is very innocent. She is very beautiful and she knows how to use her beauty. She is a great dancer and singer and she will prefer tunes of sadness and love. Her dances are extremely seductive and no male will forget after catching even a brief glimpse of her captivating moves. She normally dresses few clothes and tries to enhance her seductiveness and she is particular vulnerable to beautiful gems. Anytime a male gives her a jewel she must roll in Moods & Attitudes table with a +2 bonus (see Cindy's table bellow). Die Roll Moods & Attitudes 1 furious, hate or extremely depressed or stressed 2 pissed off, vengeful, cruel 3 self-pity, unhelpful, brooding, pessimistic 4 depressed, sullen, feeling inadequate, pessimistic 5 vain, proud, lazy, bored, omnipotent feeling 6 restless, impatient, takes control, urge to get on with 6 playful, energetic, daring, foolhardy, practical joker 7 happy, cheerful, optimistic, helpful, friendly 8 desperate lover, in love, passionate, fiery, enthusiastic, nymphomaniac She is a very funny character to play and sometime she will create very interesting and funny situations. One of the best stories was when she was in a city with a party. She went out with one of the party members (another female) and decide to go to the elven market at night. It is obvious that two beautiful women walking alone at night in a poor district, cannot pass without problems. When a thief gets her in the neck and starts threaten her, She chose to start her wild talent "trying to attract some help" in her words. Imagine her face when she rolls a power score (look the power below). Her friend could run away when everybody on street starts fighting for her. And this was not the end, three guys could run out with her. They carry her to a poor house and you can imagine what would happen. Her luck was that her friend could call the entirely party and they run to try to save her. The party's ranger uses his wild talent (animal affinity) to get the olfactory abilities of a tigone, trying to improve his tracking skills. (He doesn't know about her wild talent and the player didn't realize what will happen.) Thus, he suffers the same effects of the burglars but he was able to find her quickly. Then a furious half- tigone jump over the three thieves before they could do any damage. And again, this was not the end, when the party arrives she is still maintaining her psionic power. I (the DM) try to minimize the problem allowing everybody to roll a save against the power. My remedy doesn't help, because everybody fails the save (6 members). So, the party members start to fight each other. The end was not less fun, the party's preserver cast hypnotic pattern and again everybody fails the save, so, he get her, cast an invisibility spell on her, and run back to the inn. At this time she went out of PSP and the power stops but the preserver doesn't. They had an affair (and, one week after, the players became boy and girlfriend). In the next day she rolls and 8 on attitude and fall in love to him. Some days later, she lost her interest on him and starts looking for another one, saying "Why couldn't I love two guys at the same time? Or maybe three ..." (no problems with the players, they are going well and she will not try this argument in real life). The affair stops there, the preserver is lawful good and didn't like the idea. We really enjoy the mess, nobody could stop laughing, but she is afraid of using the power again. General Midwife: This encounter is with a solitary female, whose job it is to deliver babies. The midwife will be returning from a delivery or going to one (in which case she will be in a hurry). She will only react in a friendly manner if she is approached with great caution. She will flee on an adjusted reaction score of 55 or less, and on a score of 25 or less she seek the help of a patrol to apprehend the offenders who "scared" her (whether they actually did or not). There is a 20% chance that the midwife will possess useful information, which she will freely divulge to party members if she is befriended first. She will be offended by an offer to pay her for what she knows. Prostitute: NOTE that this encounter was taking from an old adventure and contradicts other prostitute information that is found in this guide. This encounter is a one or more women (can be men for women adventurers). The GM must decide the number relative to population, law, underworld activity, etc.. A prostitute will be somewhat annoying trying to convince her prey that she is desirable. If she succeeds, her fee is usually between 20 and 100 SP. There is a 75% chance that a prostitute will possess valuable information. Such information requires a fee of course. There is also a 25% chance that the prostitute has a disease (natural or magical). ----------------------------------------------------------------------- PORNO PERIODICALS OF HUMANOIDS Low-intelligent beings have an obsession with smut. They love to purchase and look at pornographic periodicals. Player character's can come across such periodicals in humanoid housing, a seedy magazine stand, a gross conquered enemy, etc.. These periodicals need a name and the following system gives a periodical a name: 1) Roll 2d10 on a Table 1 to get the race that created the periodical. The writing (if any) in the periodical will be of the preferred language of the race. 2) To get the name of the periodical: - Roll 1d30 on Table 2 to get an adjective. You may roll more than once if desired. - Roll 1d20 on Table 3 to get an noun. Thus, a roll of 4 and a roll of 14 would produce Jiggling Hooters. But this isn't good enough for the old GM, so he rolls for another adjective and gets a 25 Oily Jiggling Hooters. And the roll from step 1 reveals that Orcs created this periodical. Thus, we have Oily Jiggling Hooters of Orcs. TABLE 1: Humanoid Creators Die Die Roll Humanoid Roll Humanoid 2 Bugbear 12 Drow Elf 3 Gully Dwarf 13 Ettin 4 Gnoll 14 Goblin 5 Hag 15 Half-Orc 6 Harpy 16 Human 7 Hill Giant 17 Hobgoblin 8 Kobold 18 Lizard Man 9 Mongrelman 19 Orc 10 Ogre 20 Troglodyte 11 Were-Rat TABLE 2: Adjectives Die Roll Adjective Roll Adjective Roll Adjective 1 Arousing 11 Big 21 Delectable 2 Erotic 12 Fleshly 22 Greasy 3 Hard 13 Hefty 23 Hors d'oeuvre 4 Jiggling 14 Juicy 24 Large 5 Luscious 15 Moist 25 Oily 6 Profuse 16 Savory 26 Scrumptious 7 Sensual 17 Slimy 27 Sticky 8 Stimulating 18 Succulent 28 Sumptuous 9 Swollen 19 Tantalizing 29 Tender 10 Titillating 20 Voluptuous 30 Warted TABLE 3: Nouns Roll Noun Roll Noun 1 Balls 11 Bolas 2 Butts 12 Caves 3 Clubs 13 Dungeons 4 Holes 14 Hooters 5 Jugs 15 Knockers 6 Lingerie 16 Mounds 7 Pits 17 Rods 8 Staves 18 Strongholds 9 Stuff 19 Swords 10 Wands of Wonder 20 Wonkers A typical periodical may contain perverse artwork, Q&As, forum, advice column, letters, or raunchy stories. They are not necessary created on printing presses. They can be hand-written or drawn by scribes or artists. The lower intelligent beings are so primitive they usually have clumps of scrolls with their perversion on them. The key for success with this system is for the GM to think. How intelligent are the authors? What resources do they possess? What is believable and realistic? This isn't a detailed system, it is merely guidelines to stimulate creative thought in the GM. ----------------------------------------------------------------------- SEXIST QUOTES Unfortunately, many characters (usually make) find it necessarily to say derogatory, sexist things to others. Below is presented a list of these things. Most are geared toward woman but this is unintentional. When searching and asking for quotes from various sources, that is what turned up. These quotes are not intended to offend anybody. They are fun and entertainment. A percentile table is given if a GM wishes to get random quotes. TABLE A: Quotes 01-02 A drunk wench is fair game. 03-04 Aghast that's not a girl its a harpy. 05-06 Ah! A magical dildo. 07-08 'Ello, you don't know me, but I've been watchin' you. 09-10 Gruel oozes from her twat. 11-12 Her words say "No", my dagger says "Yes". 13-14 Her hole is bigger than the astral plane. 15-16 His lance is bigger than mine. 17-18 Honestly constable, her tunic was open. 19-20 I bought her venison, she owes me. 21-22 I'd like to put my sword in her scabbard. 23-24 I love the salty taste of the mermaid twat. 25-26 I said use your hand, not your hand axe. 27-28 I'll slay your dragon for ya. 29-30 I'll try anything once; twice if it hurts. 31-32 I'm going to crank on the wench. 33-34 It must be nice to have magical protection. 35-36 Lets do it like the fairy folk. 37-38 Loot the village...Ravage the women...Burn the crops... 39-40 Now I know why its called a bonesnapper. 41-42 She likes to do it gorgon-style. 43-44 She was asking for it dressed in that alluring plate mail. 45-46 The horse needs rest, lets move into the dark woods. 47-48 The mermaid smells like fish. 49-50 The women, how much for the women? 51-52 There's one of her, and five of us. Heh, Heh, Heh! 53-54 Trust me babe. 55-56 Two bits for your woman, five bits for your horse. 57-58 Where does the mermaid hide her vagina? 59-60 Why do child-bearers carry weapons? 61-62 Wonder bitch there? She's just a blond and brainless slut! 63-00 REROLL ----------------------------------------------------------------------- TIDBITS THE BOBITT MANEUVER The Bobitt Maneuver requires a character who gets a minimum of two attacks every other round. First, the character must make a called shot (-4 penalty) with a sharp weapon to remove pants (robe, tunic, etc.). On the second attack of the round, the character must make a called shot (-6 penalty do to difficulty) to slice the penis off. ----------------------------------------------------------------------- AN ABYSS LEVEL The smells of incense, perfume, and oily naked body's are thick in the air as you enter this Abyssal layer. The layer itself encompasses a massive palace that stretches far and wide, beyond the imagination. This layer, is the home of the unholy Queen of all Succubi and Incubi, Silviana. Being the demon princess of Lust, Sex, and Sodomy this layer is filled with countless thousands upon thousands of succubi and incubi engrossed with every conceivable sexual act. The halls of this palace are all lined with beautiful slaves whose bodies have been painted gold, and their sexual organs made to be on display for all to see as the slaves are forced to stand in erotic positions, living statues for their demon princess. This plane gives new meaning to the idea of torturous pleasure, as the lust and desires of any slave or demon upon this plane will rarely, if ever, go satisfied for any significant period of time. Demons and monstrosities populate this plane by the thousands, but each one is always deceptively beautiful, their purpose being to seduce all intruders and slaves into their service. The pheromones that permeate this layer are such that any mortal who enters must make a save verses poison each hour at -3, or their lustful desire will become so strong that they will stop what they are doing and race to join the nearest orgy within the layer (since they are so many going on all the time, one shouldn't be far). Characters with a high wisdom or willpower will get certain bonuses against the save, at the GM's discretion. It is rumored that demons and daemons from all over frequent this layer constantly when they have a chance to pursue personal pleasures. Silviana Demon Prince(ess) of Lust, Sex, and Sodomy Queen of Succubi and Incubi Lesser God(dess) Movement: 12" AC: -5 Hits to Kill: 69 (16 die) To Hit: 5 Number of Attacks: 1 Damage per attack: special Special Attacks : see below Special Defences: see below Magic Resistance: 50% Alignment: Chaotic Evil Symbol: figurines of men and women in erotic positions Plane: the Abyss (the Layer of Lust, Sex, and Sodomy) Psionics: nil Experience: (use normal charts of system to calculate) Str: 18 Dex: 20 Con: 23 Int: 21 Wis: 16 Cha: 25 Com: 30 The Queen of this layer herself will always appear in a form that can spark the most wanton abandon of lust and sexual desire possible in her victims minds. However her true form is slightly different. Being the fact that she represents all spheres of immoral sexual desire, the Queen is, in her true form, a bisexual hermaphrodite. She is really neither female or male, but both, however because from the known accounts by sages and wizards who have some knowledge of Silviana, she is referred to as a female because she has appeared as one more often than a male by most tales. Even in her true form her aura of lust and sex is enough to cause any man or woman to have hard problems controlling their sexual desire for Silviana. Silviana is the queen of all Succubi and Incubi, and her home plane is a palace filled with them, all constantly in the acts of immortal sex. When confronting victims or intruders, Silviana always takes on the guise of an extremely beautiful woman (or man) that brings out the most possible desire in her victims. Her true form is no less beautiful. Being a hermaphrodite, Silviana has soft creamy skin, long golden hair, and sky blue eyes. Silviana's body is a perfect meld of male and female quality's, almost to the point where, except for the very desirably sized and shaped sex organs, one might be mistaken that Silviana is simply a masculine looking female. When confronting a victim, Silviana will switch to either, only her female characteristics or her male characteristics. Anyone who gazes upon Silviana when in either form, must make an automatic save verses petrifaction (at -3, -6 if on the home plane of the demon) or be overcome by such a massive amount of sexual desire that they will drop all they are doing and immediately prostrate themselves naked before her/him. Note: if a character in the party has expressed they do not have a sexual desire for Silviana's present choice of form (stated at the time of the save, GM's keep record of what they say) they must (still make a normal save, no minus). Silviana's sexual pheromones are so powerful that they can alter the personality and characteristics of a character to desire to engage in sex that would otherwise be not normal for them! Appropriate bonus's (up to the GM) can be awarded to characters who have expressed characteristics that might be helpful in combating Silviana's charm. When Silviana physically attacks (she rely's more on her charm than actually having to attack someone) she will attempt to strike someone, anyone so struck will be drained of one level (including all hit points gained for that level, spells, etc.). If Silviana has charmed someone and decides to attack them, she will kiss them. Her kiss, being exceptionally deadly, will drain 3 levels from a victim. Anyone who is completely drained by Silviana is doomed to serve as a pleasure slave for her, for all eternity. Silviana can summon 2-8 Succubi (Incubi) at will, or 1-4 of any other type of demon. As for her relations with other demon lords and princes, they remain neutral in all situations being the fact that all the other lords like spending their vacations on her plane... ----------------------------------------------------------------------- ADVENTURING IDEAS The Love Boat The player characters book passage on a magic-flying luxury cruise ship nicknamed "The Love Boat" for a relaxing time in the clouds. On the ship, the PCs encounter the crew: Captain Stubing, "Gopher", "Doc", Isiac, Julie McCoy. Also, they encounter loads of interesting people and plenty of opportunities to use the rules and stuff that are presented in the guide. Dog Man Needs A Date An uncharismatic man hires the PCs to help him attain the affection of a lovely maiden. This allows great opportunity for role- playing, which includes buying new clothes for him, teaching him how to act, etc.. Problems could arise if the maiden falls in love with one of the PCs. Also, the maiden could have a large fighter boyfriend who could be really angry. Twins A PC seduces a very beautiful nice willing person. The following day, the PC meets the twin who is mean, bad, and boring. This could lead to nice effects. Paternity Suite After returning with the spoils of a great adventure, a male character is confronted with a paternity suit from a fair lass who he was promiscuous with only a few months ago. Vampire & Seduction The party is on some sort of extended vacation, staying in an inn/bar. A frequent visitor is a tall, dark, suave, charming man dressed in formal evening wear, accompanied by a different woman every time. He comes in every 2nd or 3rd night. He always orders bloody marys and doesn't drink them. He is quite wealthy and very pleasant. There is something almost magnetic about him. He has fascinating eyes. (GM should do everything he can to make it believable that he could be a vampire, despite the unusual setting (city). Either he charms (seduction) a female party member and takes her away, or a beautiful dancer comes in looking for her missing sister, who was last seen coming to this bar with the tall dark gentleman. She tries to convince a party member to help her look for her sister being seductive about it. Both are eventually charmed by the Gentleman. In any case, make a party member disappear into this Gentleman's lair. He has a gothic style house in a nice part of town. There is nothing obviously amiss here. If the party asks around, this guy is a pillar of society, a kind, philanthropic fellow, well respected by his peers. He runs a magic shoppe. He is a mid-level wizard with a head for business, who gave up adventuring to start a business. His house looks just like a vampires house might look (black velvet curtains, etc). He has a private sanctuary inn his basement, the only entrance to which is a rune-encrusted door (trapped or enchanted in any way appropriate to the party). He supposedly has a chapel down there, but really has a large complex, where various vampiric rituals, and all-night parties take place. All of the missing people have been charmed into believing that they have been turned into slave vampires. They will aid their master if at all possible. The party must break in and forcibly take their companion away from this place. Again, make the evidence somewhat contradictory whether the Gentleman is a vampire or not. Most evidence should say yes, but make some things contradict this. The gentleman has a cursed ring of the vampire, a powerful evil artifact which makes him believe he is a vampire and gives him many of the powers of a vampire, as well as some of the drawbacks. Make him dislike things that cause a vampire harm, but don't make it obvious whether is works. Make him have a reflection, but have a dead vampire victim show up, etc.. At the end, have the party realize that he is not a vampire at all but rather is a cursed fellow with an intrinsically good nature.