1 on 1 Adventures: Gambler's Quest

Game Master OberonViking



Our adventure begins in the town of Rhiannon. The slow process of rebuilding is well underway after recent raids by Orcs and Gnolls. Mayor Fellstone, an older man with short cropped dark hair and a beard, has asked you to a meeting at the town hall which is still under construction in some parts.


Human Student/8

I walk through town to the town hall. I'm wearing my armour and have my rapier strapped to my side, with a backpack secured on my back. I mostly ignore the mess as best I can and walk into the town hall, looking for what the meeting, and stay at the back of the room trying not to draw attention to myself.

is that ok? Sorry, I'm a bit rusty.


Upon entering the town hall you are quickly ushered into the mayors office, it's noisy with a almost constant ratatattat of hammers and saws. Fellstone rubs his temples as he offers you a seat and then rubs his hands down his face before plonking them on the desk. He looks stressed.

" Well your probably wondering why I asked for this meeting? " He asks, but continues without waiting for an answer. " My trackers have returned from seeking the lair of the raiders. It may shock you to know that the orcs and gnolls seem to be in the employ of the Duke himself... It certainly took me by surprise. "

" I understand you have some skill at gambling Ms Ardon? Lord Kent is offering a competition at his keep. Which is the perfect cover... I'd like very much to learn why he has employed these Orc and Gnoll raiders to ransack my town. I will front the entry fee for the competition and I have some items that may serve you well. If you discover the Duke's motives behind the attack I will reward you with the sum of 200gp. Also there were some items of significant value that were taken from the town. If you manage to recover these I will reward you for each individually. "

He leans back in his chair awaiting your response.


Sense motive: 1d20 + 5 ⇒ (12) + 5 = 17

Assuming he is sincere, I accept and warn him to not betray me.

"The very man who was supposed to protect you all has betrayed you? Indeed, I will help you as best as I can. I'll take your reward - but be warned. If you try and double cross me I shall make your life miserable. I may gamble and play loose with other people's things, but I still have honour."

"Mayor Fellstone, all I'll need you to do is to pay whatever entry fee for the competition and I'm in. Once I have your answer, and hopefully your items of significant value, I'll come to collect my reward."


Out of Character: He is sincere. Tired, overworked, stressed, but sincere. He has always be know known for his honesty.

Fellstone lets the stream of questions wash over him.

"We are all weary, Ms Ardon, weary and at least a little scared. We have been attacked and fear another. But you cannot let that colour your view of everything. No one was doubting your honour.
"The entry fee is, as I was saying, covered by me personally. The game is Skulls and overall winner of the competition takes the whole pot. With some luck, that pot will also be yours. The competition is set to run for four days."

He tosses a small bag chock full of coins onto the table for you.
"As for when I have my information, you will be 200 gold pieces richer and free to do as you please. Though I believe that Captain Mabon hopes you will invest the gold in property or a business in some far away town," at this last comment the mayor cracks a smile.

Skulls:

Skulls is a popular game in the region and is frequently played by those of all walks of life. It is a game you are quite familiar with.

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.

INTERVAL BETTING A game of Skulls sometimes entails three rolls. Gaming tables often have three lined pockets on each side, and covers that keep the player’s roll secretive. Each player rolls his dice, sees his own total, and then makes a bet. One player bets first, the second matches and may raise, and the first player either matches or yields (here is where the Bluff skill comes into play). They then roll a second set of dice (in the table’s second pocket), and mentally tally that result to the first. After betting a second time, the player’s roll their third set of dice in the last pocket. They bet one last time and then show their results. The player with the highest total wins the game, and takes the pot.


"Mayor Fellstone, I'll do everything I can to make find you an answer. Can I have a list of items you'd like recovered?"
I smiled back at him.
"I should think your area is safe from me - even if I do stay around here, I'd never fleece my neighbours. That's just not good business. "
"Now...can I talk to anyone in the town who's ever met Lord Kent? And I'd like to talk to your trackers who tracked down the Orc and gnoll raiders. Do you have guards here now? Just in case something happens while I'm away?"
"Once I'm done talking to your people I had better take my leave of you and see about entering a gambling contest. I already have what supplies I need, so I just lack information now."


The mayor pulls a sheet of parchment out of his desk draw and standing he hands it to you with his left while offering his right hand to shake, "It'd be best that you memorised this rather than being caught with it on your person."

List:

Diana statuette
Gem-studded longsword (masterwork)
Mayor Fellstone’s books, journals, and maps
Rune carved amulet
Silver statuette of an elven maiden

"Very good, Ms Ardon, very good. And best of luck."

You spend the next day waiting for the competition discretely asking questions. Rumours abound about Lord Kent after the raiders were tracked back to his keep; everything from his preference for young men or sheep, that he is bribing his way out of an arranged marriage to his cousin, to his thirst for Dark Magicks and the great lengths he has already gone to to retrieve artifacts.

Is there anything else you want to do before heading up to the keep? Don't forget that you do actually have 500 silver coins of your own.


Human Student/8

I seem to have a decent inventory of stuff, I can't think of anything to buy just at the moment...if there's no more to be learnt from rumours or people at Rhiannon I'm just waiting until the competition starts.


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 double- doors. Refer to the picture on the FB page.
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.

Perception DC 13:

Seeing through the guards helmet slits you notice that the unmistakeable features of orcs.

You need to make a Perception roll. If you meet or exceed the DC 13 then click the button above, otherwise ignore it.


perception: 1d20 + 7 ⇒ (15) + 7 = 22

Me? I am but a humble adventurer, no one of consequence, here for a bit of a good time. I am most looking forward to the competition the lord hereabouts is hosting. And pray tell, who are you? Castle guard, hmm?

I smile at the guards.

My, what big teeth you have Grandma.

diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22

oooooooo, plot twist! I though having more time to think about what I was going to do would make it easier, but it really doesn't.
I'm not really anyone of consequence, yet, but I wasn't really sure what skill to use. Diplomacy? Disguise? Bluff? What I want is to talk to them a bit and find out what they're doing here, I eventually figured diplomacy'd be the way to go. Also I don't want to give them my name yet, if I can help it.


Diplomacy is perfect so far. Bluff is about lying, disguise is about being someone else, both of which may be required before the too long.

"Of course I'm the guard. What's your name, humble adventurer? I only admit those on me list here."

The gleam in his eye suggests that he would like to do some things to your body that won't be pleasant for you, though you have amused him (for want of a better word) enough to keep him civil. Or perhaps someone is watching over him.

Naturally you give him your name, the name that Fellstone passed on for you, and the gates open. To keep the story moving along I will at times act for you a little... Is Katrina Ardon the name you passed on?

The orc stands in chainmail with a halberd in his right hand as he drags the gate open with his left. A human sits on a stool just out of view from the outside. He looks bored as he twirls his rapier again and again.

A woman of slight stature and long black hair moves to greet you. She walks with her shoulders hunched and moves warily, as if she expected you to attack her.
“Welcome to Castle Blackstone, Lord Kent’s home! I am Kara, Lord Kent’s servant, and contest moderator. The tournament begins shortly. Follow me and I will show you to your room.” She turns and walks through the courtyard, beckoning you to follow.

Kara leads you to a large oaken door which groans as she pushes it open. Beyond is a dim hallway lined with ornate tapestries depicting strange creatures and ancient battles.

Kara removes a torch from its sconce and beckons you to follow her into the depths of the keep. The hallway turns eastward and continues past several doors before coming to a spiraling stone stairway.

“You are expected to compete twice a day, once at noon and again at eight in the grand hall, which lies east of the courtyard.” She says, looking back as she leads you up the stairs. “The clocktower in the courtyard chimes on each hour, and can be heard throughout the entire keep, so you should have no trouble keeping track of time. If you are not at the tournament at the scheduled time, I shall fetch you. But please don’t make me…”

The stairwell opens to another tapestry-lined hallway, and Kara leads you past several more doors before stopping at one. She opens the door and hands you the key, “This shall be your chamber during your stay at the castle. You are free to wander the grounds, although there are some areas that are off limits. Such areas are locked, and if you have any questions as to where you are allowed, feel free to ask the guards. I don’t need to tell you that you are expected to be on your best behavior during your stay at the castle. Lord Kent is not generally a patient man, and it is rare and quite generous of him to open his home to strangers.” Kara curtsies and turns to take her leave.


Yeah, that's fine. If that happens and I really want to change it I'll let you know.
Do I know what the prizes are for the competition? Or why it's being held?

"Thanks, Kara! See you at the first tournament."

As soon as she's gone, I put my bags down inside the room, shut and lock the door behind me, and search the room for traps, hidden doorways or passages, and listening devices or spells.

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

If I don't find anything, I put my bag away to the side of the room somewhere, out of sight.

If I still have plenty of time before the tournament begins, I'd like to find the kitchen and figure out what sort of food options I have.


The prize is 200 gp plus the pot.

Skulls:
Skulls is a popular game in the region and is frequently played by those of all walks of life. It is a game you are quite familiar with.
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.

INTERVAL BETTING A game of Skulls sometimes entails three rolls. Gaming tables often have three lined pockets on each side, and covers that keep the player’s roll secretive. Each player rolls his dice, sees his own total, and then makes a bet. One player bets first, the second matches and may raise, and the first player either matches or yields (here is where the Bluff skill comes into play). They then roll a second set of dice (in the table’s second pocket), and mentally tally that result to the first. After betting a second time, the player’s roll their third set of dice in the last pocket. They bet one last time and then show their results. The player with the highest total wins the game, and takes the pot.

Lord Kent is a wealthy man who enjoys gambling, and is arrogantly disposed to think himself the most likely to win.

Sense Motive DC 12:
...and he may have plans in place to make sure that he does...

The wealthy and arrogant enjoy hosting such events.

Off to read the module again...


A large four-poster bed draped with red silk curtains dominates your chamber. Besides the bed, the room boasts a fireplace, an armoire, and a small oaken table, atop which is a tray of fine food and carafe of expensive 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.

There is enough wood stacked beside the fireplace for you to keep a comfortable fire going for much of the tournament.
Additionally, there is a silver poker near the fireplace, which looks to be worth at least 10 gp.

The armoire is empty save for an old blue traveller’s cloak.

Treasure: Characters making a successful DC 20 Perception check find a long forgotten panel in the stone above the fireplace. It conceals an ancient silver and moonstone pendant worth 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.”

The kitchen tomorrow...


Human Student/8

Sorry to miss a so long, I've had a few days away.
I take the things listed under 'Treasure', put my stuff away, and eat and drink.
sense motive: 1d20 + 5 ⇒ (13) + 5 = 18
Can I put some basic traps of my own in place to stop people going through my things?
I won't be there much longer, so I won't bother with the fire. On to the kitchen!


Sorry about the delay - I've been writing tests all week.

You can certainly set some measures to know if someone has been through your things. Setting traps as such requires the skill Profession (trapmaker). Feel free to describe what you do here.

1d100 ⇒ 56
Leaving your room you pass a few other almost identical doors before descending the stairs. You retrace your steps through a very similar corridor with very similar doors downstairs before emerging into the courtyard. You stand a brief moment looking back down the courtyard towards the main gates.

Looming beside the keep’s main gates and dominating the courtyard is a large clock tower. It towers high above the castle’s walls and is capped by a pointed tiled roof.

Also towering above the castle’s walls are the north and southwest wings. Elaborate stained glass windows decorate the upper level of the southwest wing, while those in the north wing are more subdued in design. The ground of the courtyard is laid with coloured bricks, set to portray spiralling, knotted designs. The courtyard also contains a stone well near the gate, and many doors. Two armoured sentries bearing halberds guard the gate.

1d100 ⇒ 68
1d100 ⇒ 91

You cross the courtyard to where Kara pointed out the kitchen. Set in the walls of this chamber are two massive hearths, in the centre of which are proportionately sized cauldrons. Pots, pans and earthenware hang from hooks and rest on shelves, and a large washbasin rests in the corner, filled with a pile of dirty dishes. Barrels and sacks line the walls, no doubt storing food. Two young women tend to cooking dutifully.


Human Student/8

If I have time, I'll scout around the rest of the places available. Otherwise, I'll head to the place where the competitions are happening.


It is about 10 am, so there is 2 hours till the noon-day bell that summons you to the first of the competition rounds.

You want to do some snooping, is that it? Using your rogue-skills, or just strolling and looking about?


Oh! I forgot! I'll put a piece of hair across the wardrobe doors. Not so much to stop someone from searching my stuff, but so I can see if anyone has.


Katrina_Ardon wrote:
Oh! I forgot! I'll put a piece of hair across the wardrobe doors. Not so much to stop someone from searching my stuff, but so I can see if anyone has.

As you wish.


Human Student/8

Strolling around and doing searches...what's the thing? Perception checks, all the time around places, for anything out of the norm. And while not being noticed by anyone. You want I should roll a perception and...stealth? Or...something else?


1d100 ⇒ 64
1d100 ⇒ 45

Please make two Perception checks for me, two Stealth checks and two Disable Device. I'll narrate your good luck (or otherwise) for a bit based on your rolls.


Sorry! I typed this out on Thursday. Looks like it didn't post properly. Geez, thanks Obama.

perception: 1d20 + 7 ⇒ (19) + 7 = 26
perception: 1d20 + 7 ⇒ (14) + 7 = 21
stealth: 1d20 + 9 ⇒ (16) + 9 = 25
stealth: 1d20 + 9 ⇒ (13) + 9 = 22
disable device: 1d20 + 9 ⇒ (19) + 9 = 28
disable device: 1d20 + 9 ⇒ (5) + 9 = 14


Okay, let me know if this sounds okay with you...

Disappointed to not see Kara or anyone other than servants and guards you head back up to your room. Your 'spidey sense' kicks in, and you choose to creep up the stairs silently. You peek around the corner just in time to notice a young human woman locking her door and turning to head down the stairs. You duck out of sight, almost float down the stairs and disappear into the shadows where the stairs curl around on themselves. The woman passes by with a carefree gait.

Hidden in the dark two things occur to you. 1 - It was your years of discipline and training that brought you to sneak up the stairs. 2 - The key that she used to lock her room is different to yours. It looks more like an antique, and those old locks are easy to pick open.


yeah! that's fine
I'd like to try and sneak into the woman's room.

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