1 on 1 Adventures Compendium, by Expeditious Retreat Press, But with 2 Players. (Inactive)

Game Master DoubleGold



DungeonMaster

Something is amiss in the town of Rhiannon. Recently raided by a band of vile creatures, the citizens of Rhiannon were shocked
to find their lord at the root of the incident. And now Lord Kent is holding a competition for “all walks of life with a propensity
for the gambling arts.” Will the PC aid the citizens of Rhiannon and uncover the truth about the mysterious Lord Kent? Or will
the PC take this opportunity to line her own pockets?

Adventure background
Lord Kent, the royally-ordained ruler of the region, has long
been preoccupied with stories of the ancient heroine, Danu de
Tuatha. In particular, Lord Kent covets her legendary Moon
Staff, the powerful item she used to defeat the black dragon
Varsullicraxus. His lust for the artifact has led him to hire bands
of orcs and gnolls to scour the countryside for information and
items that pertain to the Moon Staff of Danu de Tuatha.
Recently, Lord Kent’s minions raided the town of
Rhiannon. Mayor Fellstone and his fellow citizens were
outraged, and thus formed a party from the town’s surviving
guards to track the creatures back to their lair so that it might
be assaulted. To their surprise and grief, the tracks led to Lord
Kent’s keep. Mayor Fellstone realizes that Lord Kent cannot be
brought to justice by usual means. Resigned, the town began
the slow process of reconstruction. Still, the villagers wonder
why the young lord would do such a thing, and the mayor
wonders why the creatures stole his old journals, books, and
maps. Meanwhile, Lord Kent pours over ancient tomes and
maps, searching for the final resting place of Danu de Tuatha,
the tomb of Kara-Duir.
Lord Kent believes that soon his efforts shall prove fruitful,
and then the Staff of Danu de Tuatha will be within his reach.
However, his research has led him to believe that the tomb of
Kara-Duir is heavily trapped and guarded, and not being one to
readily risk life and limb, he has devised a plan to find suitable
recruits to delve the dungeon on his behalf. Thus, being known
as something of a gambler himself, Lord Kent has announced a
tournament at his keep, inviting those of “all walks of life with
a propensity for the gambling arts.” Contestants shall stay at
his keep for four days, and regularly compete, but this contest
is merely a front. Secretly, Lord Kent plans to scrutinize the
contestants, hoping for suitable recruits.
Mayor Fellstone, hearing word of the open invitation
to the gambling tournament, has devised a plan of his own.
He means to learn Lord Kent’s motives for sending raiders to
Rhiannon and see some of the town’s treasures returned. Thus, he seeks out the PC (her being known for her “propensity” for such diversions), and asks her to infiltrate Lord Kent’s keep
under the guise of a legitimate contestant. Mayor Fellstone
agrees to pay the contest entry fee of 100 gp and also offers
to outfit the character with some suitable gear, including the
following: a set of masterwork thieves’ tools, an arcane scroll
inscribed with sleep (caster level 1st), and a potion of cure light
wounds. In addition, Mayor Fellstone offers the PC a reward
of 200 gp for learning Lord Kent’s motives, and an appropriate
gp reward for the return of each item stolen from Rhiannon.

First up, is a Gambling Game before you do some actual adventuring. It does not cost you anything to gamble, but you win a gold prize if you make it at the end. Each
day the PC is scheduled to gamble with two guest NPCs, thus
competing against each of the six other guests over the course
of the first three days, and with Lord Kent and the other top
gambler on the final day.

Ladies and Gentlemen get ready for a game of Skulls
SKULLS
Skulls is a popular game in the region and is frequently
played by those of all walks of life. Playing Skulls involves
rolling 3d6 and tallying the results. Even numbers are desired,
particularly when more than one of the same number is rolled.
When the same even number is rolled on two or all three of
the dice at once, tally the total rolled and then add half of that
number to the total. For example, if you rolled a four on all
three dice, you would total the amount rolled (twelve in this
case), and add half of that total again to your final score (half
of twelve is six, twelve plus six is eighteen: your final score for
rolling four on all three dice is eighteen). Even numbers are the
only ones that count in this manner. The odd numbers three
and five add only their face value, while ones (called skulls in
the game due to the skull design on the dice) subtract from
your final total. Let’s say you rolled two sixes, and a three. You
would add the two sixes (twelve points), and then add half of
that total again to that amount (half of twelve is six, twelve
plus six is eighteen). Finally, you would add the three to your
total (for a final score of twenty-one).
You can easily simulate a character’s gambling experience
by adding in his Bluff or Profession (Gambling) skill points
and appropriate ability modifier to the roll’s total. Thus, if a
character’s roll was worth eighteen points, he has four ranks
in Profession (Gambler), and a 14 Wis (a +2 modifier), his final
total would be twenty-four. You play 3 rounds per game, so really you roll 9d6. But you will calculate your total after each set of 3d6 and you will add your modifier each round.

CHEATING
Since players can cheat or bump the table and move their dice,
third-party moderators often oversee games and tally secret
totals after each roll (as is the case in this tournament). Note
that characters caught cheating at this tournament must forfeit
to their opponent. Should they be caught cheating a second
time, they forfeit their entry fee and are formally exiled from
the keep.
To simulate cheating, allow characters a chance to reroll
each dice roll once if they so desire. To do so however, that
character must make a Sleight of Hand check opposed by her
opponent and any onlooker’s (usually only the moderator,
who suffers a –2 penalty due to her attentions being divided
by several games) Perception checks. If the opponent’s
Perception roll is higher than the cheating character’s Sleight
of Hand roll, the cheater is caught.


Male Kobold Sorcerer/Barbarian 3

Of all the creatures to be called on in this case, none would be less likely than a kobold. Yirrok, having passed through Rhiannon in his typical quest for glory, riches and a dominion of his own, learns of the town's plight and what Lord Kent seeks. Thanks to his magical disguise, the citizens believe they have enlisted the aid of a halfling rogue... in reality, they have earned a decidedly more colorful ally.

Yirrok cannot let Lord Kent get this staff and have his way. If it could defeat a black dragon, it could be used against him, an impermissible threat. Plus, the keep Kent calls home does look like a fine place to take for himself...

One the first day of gambling, Yirrok takes his seat across from his foe, maintaining his female halfling disguise (for some reason, the bigger races regularly underestimated females... a strange quirk he used to his advantage). He took a good look around to get an idea of what he could get away with, before starting the game. He didn't understand dice games, but he did understand lying and cheating. If he could get away with it, he absolutely would try.

Do we make all 3 rolls in one post or should we divide them into 3 different posts?
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Skulls Rolls: 3d6 ⇒ (6, 2, 4) = 12

So, our roll plus Bluff ranks and WIS mods, right? So, I think that gives me a 13. Probably gonna cheat... and make death glares at anyone who tries to catch me.
Sleight of Claw: 1d20 + 4 ⇒ (14) + 4 = 18


M Half Orc (chain fighter) Fighter 3/ cleric (separatist) of Nethys

Grothik left the company of Mayor Fellstone with determination. The mayor could be mad for all Grothik knew. If his king was so treasonous then his people should kill him and be done with it. Elect a chancellor or something. If this mayor is content to send spies instead of provide real justice to his people, then he deserves to be oppressed.

But a stick that killed a dragon? Now that would be an interesting study. Was it used as a club or is the stick cursed to kill anything that tries to play fetch with it?
5,6,3 13
Perception 10

Apparently Grothik is too busy looking for someone to serve him ale than to check if his opponent is cheating.


DungeonMaster

Profession is based on wisdom, I copied and pasted, from the PDF and yes it is confusing. Bluff is based on cha. Anyway, you either add your bluff or your profession gamble. Oh and yes, make all three 3d6 rolls in one post. And you can cheat once per 3d6. And Yirrok, you don't roll perception to cheat, the moderator rolls perception. By the way if you choose to cheat, you do keep the new rolls, if that wasn't clear.

Yirrok for example has a bluff of 7. He rolled a 12 on 3d6. 12+7=19 for your first score. If you do wish to cheat, reroll your 3d6, and keep your 18 sleight of hand. You also have to roll 3d6 two more times, if you wish to cheat, you roll your sleight of hand 2 more times. You can cheat 3 times, once for each set of 3d6. Yirrok your maximum possible for score for one set of 3d6 is 34. Roll 3 six's getting 18. Then you add half of 18, because you rolled the same even number more than once. Half of 18 is 9. 18+9=27. Then you add your bluff modifier of 7, so the maximum Yirrok can get is 34, and you scored a 19. The minimum you can get is a 10, all 1's, then your bluff or profession gamble modifier which is 7, do you wish to cheat?


Geothik's dice fell off the table as he was rolling them. "I know, I know, they have to be on the table."

Skulls: 3d6 ⇒ (3, 2, 1) = 6

"I'll last as long here as a duck in a wizard school."


DungeonMaster

GreyPlauge scores a 9 on the first roll and Yirrik with a 19. Greyplague since you have no ranks in profession gambler or bluff, you add your wis or you cha modifier, and in this case wis, so 6+3

Both of you, Roll 3d6, 2 more times, and if you feel lucky, use your sleight of hand to cheat. To reroll a set of 3d6 you feel was a bad roll. Then I will roll the NPCS rolls as the rules say their rolls are kept secret, so I will reveal them at the end.


M Half Orc (chain fighter) Fighter 3/ cleric (separatist) of Nethys

Skulls: 3d6 ⇒ (2, 2, 5) = 9

I visited a wizarding school somewhat near here once. The duck was delicious.

Skulls: 3d6 ⇒ (5, 2, 2) = 9


M Half Orc (chain fighter) Fighter 3/ cleric (separatist) of Nethys

"This is an odd game. How old is it?"

Spoiler:
I don't quite understand. 1st roll was 3, 2, 1 means I add 3 + 2, half of 2 (1) and subtract the 1 which should mean I rolled 5 on the first roll if i read all the rules right. I'm rules lawyering against myself because I feel Grothik would be a terrible gambler


Male Kobold Sorcerer/Barbarian 3

Okay, I think I understand. Then, if we're adding Bluff, I'll keep those rolls and let the Sleight of Hand pass this time. Gives me a good 19, should be set, I think. Let's see if I've got this now...

Skulls Round 2: 3d6 + 7 ⇒ (4, 2, 6) + 7 = 19
Skulls Round 2: 3d6 + 7 ⇒ (4, 5, 6) + 7 = 22

...wow. Is there a bonus for rolling the same numbers 3 times in a row? :P I think those are good enough to stay with, shouldn't need a SoH... so the final result's for me are 19, 19 and 22?

Yirrok smiles silently as the dice fall his way, at least decently so. His mastery of a neutral expression also seems to aid him fairly well.


DungeonMaster

no you don't subtract anything, Grothic.

Grothiks roll number two. 2, 2, 5. 2+2+(half of 4)+5+wis(profession gamble, which you have no ranks in gamble or bluff, so straight wis)=14.
Grothiks roll number three. 5, 2, 2. 5+2+2+(half of 4)+wis(profession gamble)=14.

Yirroks roll number two. He scored 19.
Yirroks roll number three. He scored 22. No bonus for rolling the same numbers 3 times in a row, bonus applies only if it is on the same roll.

Final scores
Grothic roll 1: 9 Points
Grothic roll 2: 13 Points
Grothic roll 3: 13 Points
Grothic Total: 35 Points
the minimum your character can get on a roll is a 6, the maximum is you can get on a roll is a 30.

Yirrok roll 1: 19 Points
Yirrok roll 2: 19 Points
Yirrok roll 3: 22 Points
Yirrok Total: 60 Points
the minimum your character can get on a roll is a 10 and the maxium is a 34.

Grothic, if you wish to reroll any of yours, please make a sleight of hand check and reroll the set of d6 that you want, preferably the first one otherwise make a post saying you are good, then I will move on


M Half Orc (chain fighter) Fighter 3/ cleric (separatist) of Nethys

I'm good.


DungeonMaster

okay so Sariah rolls her dice
game: 3d6 + 5 ⇒ (6, 5, 5) + 5 = 21
game: 3d6 + 5 ⇒ (1, 3, 5) + 5 = 14
game: 3d6 + 5 ⇒ (1, 1, 3) + 5 = 10

and sir brewir roll his
game: 3d6 + 4 ⇒ (6, 2, 4) + 4 = 16
game: 3d6 + 4 ⇒ (1, 6, 5) + 4 = 16
game: 3d6 + 4 ⇒ (3, 4, 1) + 4 = 12

no repeat even numbers. And our winner is Yirrok
All other contestants have been eliminated, but are still welcome to stay at the keep

Lord Kent’s keep stands poised atop a jutting island of
sheer stone, towering high above the forested road that
seems to be the only route to this place. The road winds
up to an adjacent cliff, and there a stone bridge crosses the
chasm to the keep’s front entrance: a set of large doubledoors.
The doors are closed, and two guards, each wearing
chainmail and helmets with lowered visors, cross their
halberds before the doors as you approach. “Who goes
there?” One of the guards asks in a gruff voice. what do you tell him, or what do you do?


Male Kobold Sorcerer/Barbarian 3

"Yirrok, winner of Lord Kent's gambling tournament! I was told we could stay at the keep. I'm sleepy! Let me in!" the disguised kobold demanded getting up to the room, trying his hardest to pull off a female halfling's voice... and while the pitch was fairly good, the scratchiness and almost yappy dialect left enough to be desired.

Diplomacy: 1d20 + 3 ⇒ (15) + 3 = 18


M Half Orc (chain fighter) Fighter 3/ cleric (separatist) of Nethys

Did not Lord Kent tell you to expect visitors? He has given an open invitation to all participants in the games to stay at his keep.

Diplomacy: 1d20 + 1 ⇒ (4) + 1 = 5

Grothik studied the guards. Two guards near a bridge. The trick would be knocking them both over and letting their armor drown them. Maybe have a caster put a silence spell on one of them so their cries wouldn't alert the keep and allow for procuring the key from them.

This is all idle pondering. No intentions to ttack.


DungeonMaster

The gambling tournament. Yep, your names are on the list. You room are here And he gives you directions to your room. In fact Kara directs you there. someone you gambled against during game one She says I can answer any questions you may have, feel free to ask.

A large four-poster bed draped with red silk curtains
dominates this chamber. Besides the bed, the room boasts a
fireplace, an armoire, and a small oaken table, atop which is
a tray of food and carafe of wine. Beside the fireplace in the
south wall is a window that looks out upon the courtyard,
decorated with red curtains. A cool draft from the window
adds to the chill of the stone room.


M Half Orc (chain fighter) Fighter 3/ cleric (separatist) of Nethys

Such gracious accommodations. Lord Kent is a very generous host. How long may we stay? What is the itinerary for tomorrow?


Male Kobold Sorcerer/Barbarian 3

Yirrok looks around at the room and seems remarkably pleased with everything. "Indeed... what does Lord Kent have planned?" he asked, smirking a little to himself. Naturally, he already knew what the noble was planning, but a little wit always made him grin.


DungeonMaster

Anything else you wish to do. Light fireplace, look under the bed, look out the window or do you just go to rest?


M Half Orc (chain fighter) Fighter 3/ cleric (separatist) of Nethys

Check the armoire. Maybe see if there's anyone else in the hallway to converse about how snazzy the accommodations are.


Male Kobold Sorcerer/Barbarian 3

Yirrok is just going to rest. Honestly, today's been busy and he just wants to chill. Perhaps take off his disguise for a while.


DungeonMaster

While Yirrok goes to sleep, Grothik search the room and finds a hidden compartment containing 50 gp, a potion of cure light wounds, and a
stack of passionate love letters from days of old addressed to
“Aloria of the Emerald Eyes. He also finds a silver poker, since this place is said to contain were creatures.

In the morning, you wake up and feel refreshed. Knowing that you have to clear out were creatures, anyone can be one. Other chambers to explore include Sir Bredwir's chamber, Seriah's chamber, Brigit Snow's chamber, Llewellyn Gillespie’s chamber, Jorgas’s Chamber, Medifir Blacktooth’s Chamber, and the secret chamber (but you need a perception check to find it and you can only search for it once per day). You also have Gnoll Barracks if you want to enter it and Gnoll Sergeant’s Chamber, in which they want you to clear out gnolls as well. All chambers are locked (and require a disable device check, or a key if you can find them). There is also the courtyard. Additional rooms and areas are available, but you have to pass through any of these areas first to get to them.


M Half Orc (chain fighter) Fighter 3/ cleric (separatist) of Nethys

Perception: 1d20 + 3 ⇒ (4) + 3 = 7

Grothik wanders the halls, checking door handle to see if any open.


DungeonMaster

Nope, he does not spot the secret chamber. So you can go in any of the chambers you wish except that one, so which one?


M Half Orc (chain fighter) Fighter 3/ cleric (separatist) of Nethys

Medifir Blacktooth slowly. As slow as someone goes if he thinks he's alone in a dangerous place with werecreatures.


DungeonMaster

[ooc]sorry for the delay, internet issues and work change.[/url]

As Grothik opens the door
The curtains around the bed of this room are black silk
and closed. The chamber is unusually cold, and smells
of a pungent odor. Atop the table are several bottles, the
contents of which are bizarre and grotesque.

You see a guest trapped in a corner by a wererat that is 15 feet from the door. The wererat turns and stares at you hungrily. As it is on top of a dining room table.
init: 2 + 1d20 ⇒ 2 + (7) = 9 wererat
init: 3 + 1d20 ⇒ 3 + (20) = 23 Grothic
init: 4 + 1d20 ⇒ 4 + (16) = 20 Yirrok

Round 1 heroes are up


M Half Orc (chain fighter) Fighter 3/ cleric (separatist) of Nethys

Super busy. Delay my turn as if I had rolled a one.


M Half Orc (chain fighter) Fighter 3/ cleric (separatist) of Nethys

Scratch that. Let's try a complicated trip attempt. Grothik runs over, enlarges himself (a swift action from growth domain and attempts to trip the wererat by flipping the table he is standing on. I'll roll a d20 and you tell me what to add.

strength only: 1d20 + 4 ⇒ (5) + 4 = 9

I don't know if you want it as a strength check or a trip.


M Half Orc (chain fighter) Fighter 3/ cleric (separatist) of Nethys

rules lawyering:
being large at the time of trying to flip the table, my strength score would be 18. A character can lift his heavy load over his head. My heavy load is 300 lbs, which doubles for large, being 600 lbs. If Grothik is between 8-9 feet tall when he is large, it would take him serious effort to lift 600 lbs 8 feet in the air. I don't know how much the wererat or the table weighs, so that part of the equation will be left out. Grothik might not have to lift the entire weight of the table, if the far legs are always on the ground. The other reason I bring this up is because it would be using the table as a lever.

Or maybe I rolled crap and it failed. Either way is fine.


DungeonMaster

interesting idea and wasn't expecting such a tactic, I'll allow it

Grothik flips the table knocking the creature prone and dealing dmg: 1d4 ⇒ 3 to it.

Yirrok, you there?


DungeonMaster

okay, so the thing stands up on all 4's as it struggles to flip its weight around and moves towards you you knocked it 10 feet back when you flipped the table, thus it had to double move
The guy in the corner still looks terrified. Please, that thing will eat you and me.

Round 2 start.


M Half Orc (chain fighter) Fighter 3/ cleric (separatist) of Nethys

Not if I eat it first!

Charge in, drawing the Shocking Spiked Chain, closing to the nearest adjacent square.

Attack +9= 4 str + 3 bab +1 masterwork weapon -1 power attack +2 charge
Damage +9=4 str + 2 both hands + 3 power attack

attack roll: 1d20 + 9 ⇒ (16) + 9 = 25
damage roll: 2d4 + 1d6 + 9 ⇒ (4, 3) + (6) + 9 = 22


DungeonMaster

As Grothik makes a powerful blow to the creature he kills it, then it turns into its human form and dies.

As he carefully searches the room, he finds an elixir of hiding, a buckler, leather armor, light crossbow with 10 bolts, rapier and 30 GP.

The scareman says Thanks, I was investigating the areas, and it seems something strange is going on here. Some of these people are were creatures and other people performing strange rituals. I guess they are in the gambling area as undercover


DungeonMaster

where to know, or what else do you do?


What are you investigating and why now? You should take this equipment if you will return the favor of saving your life.

I hand him the elixer, buckler, armor, crossbow, bolts and rapier.

At the very least, you can follow me, cover my back. In return, I can heal you if you need it and share some of the profit.

I hand him 10 gold, and promise 10 more if he sticks with me until the end of this.

First tell me what you're investigating and then tell me what the rituals are for and who is doing them. Also, do you know anything of the staff that killed the dragon?


DungeonMaster

I just know something isn't right here. If I knew the information, I wouldn't be investigating it. I'm as much in the dark as you are, only I almost got myself killed as he screams the last part of the sentence being slightly offended of you asking him some questions.


DungeonMaster

anyone there, I'm waiting for one of you two to post


Sit bredwir's chamber


DungeonMaster

Here you find weapons of all kinds. There may even be some hidden weapons around here. Every mundane weapon and ammo is in this room. As far as magical weapons, who knows, probably hidden somewhere. You see a fireplace, a kitchen filled with food even the cabinets, even 4 sunrods stacked on the wall as well as 8 torches on another wall and trophies of animal heads on another wall. And drawers of clothes and other goods if you care to go through them.

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