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1 on 1 Adventures #1
Gambler’s Quest
By William Christensen
1 on 1 Adventures #1: Gambler’s Quest
Something is amiss in the town of Rhiannon. Recently raided by a band of vile creatures,
the citizens of Rhiannon were shocked to i nd 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?
An adventure designed for 1 GM and
1 player (Level 2-4 Rogue)
Either way, the answers lie inside the walls of Lord Kent’s keep and the gamblers within.
Requires the use of Dungeons & Dragons, Third Edition Core Books, published by
Wizards of the Coast, Inc.
This module includes 20 adventure-packed pages, complete with detailed maps and descriptions,
forming a ready-made adventure. It has been crafted for one player and one GM so even the
smallest gaming group has adventures suitable to their needs with minimal preparation time. With
some minor scaling, Gambler’s Quest is suitable for use with a traditional four-player party.
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If you enjoy this module, look for future releases in the One on One Adventures line from
Expeditious Retreat Press.
Expeditious Retreat Press
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One on one Adventures #1
Gambler’s Quest
by William l. Christensen
An adventure for one rogue levels 2-4
Something is amiss in the town of Rhiannon. Recently raided by a band of vile creatures, the citizens of Rhiannon were shocked to ind 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?
Either way, the answers lie inside the walls of Lord Kent’s keep and the gamblers within.
Credits
Table of Contents
Author: William L. Christiansen
Cover Artist: Maciek Zagorski—The Forge Studios
Interior Artists: Joan Guardiet, Jason Walton, Maciek Zagorski
Editors: Joseph Browning and Suzi Yee
Layout: Joseph Browning and Suzi Yee
Introduction.........................................................................page 2
Adventure Background:....................................................page 2
Adventure Synopsis...........................................................page 3
Character Hooks.................................................................page 3
The Competition.................................................................page 3
Arriving at the Keep...........................................................page 4
Keyed Descriptions Room by Room................................page 5
Conclusion...........................................................................page 20
Pre-Generated Characters.................................................page 20
One on One Adventures are for one player and one GM.
However, they are easily modiied for a traditional party of
four players and one GM.
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Introduction
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 inal 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 ind 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 iniltrate 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 outit the character with some suitable gear,
“I don’t have a gambling problem. How can you call it a problem
if you always win?”
—Sir Bredwir to his sister, just days before losing his family
fortune.
“Cheating? Against the rules? No friend, you must be
mistaken. Cheating is only against the rules if you get caught.”
—Sariah “The Black Tulip” Redshift.
Gambler’s Quest is an adventure for one GM and a single
PC of second to fourth levels. The adventure is designed
speciically for a rogue character, and as such, encourages
stealth over strength while demanding the use of the varied
skills in the rogue’s arsenal. Characters should make certain
to have skill points in Bluff, Disable Device, Open Lock, and
Search, while points in Decipher Script, Diplomacy, Hide,
Move Silently, Profession (Gambler), Sleight of Hand, and
Use Magic Device could also prove useful.
Remember that a single PC faces unique and dangerous
challenges. Unlike a party, a single PC has no one to rely upon
in a time of need, unless the PC is wise enough to seek for
sympathetic NPCs. A good frame of reference that both GM
and PC can relate with is a spy adventure; the hero almost
always recruits a willing accomplish that pulls his bacon out
of the ire at least once before he saves the day.
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.
Scaling the Adventure
Gambler’s Quest is designed to challenge a single character of 2 nd -4 th levels. However, you can easily run the adventure for characters of
a higher level, and even for more than one character if you so desire, by making minor changes and preparations before play.
For a Single Character of 5 th -7 th levels: To run Gambler’s Quest with characters of these levels, consider making the following
changes:
• Advance each guest NPC 2-4 levels, save for Sariah Redshift, who should be of equal level (as she should prove to be a primary
antagonist). Kara and Uther should be two levels lower than the PC.
• Change Mediir Blacktooth into a werewolf instead of a wererat.
• Advance each guard and creature in Area 9 and Area 14 (the gnoll and orc barracks, respectively) so that each room’s EL is 1-2
higher than currently listed. Make Grendel (the orc chieftain) and Fangrid (the gnoll sergeant) each two levels lower than the PC.
• Advance Lord Kent to one level higher than the PC. However, maintain his spelllist’s focus on damaging and protective spells.
Avoid spells with a “Save or Incapacitate” effect as for a single PC, they are tremendously dangerous and don’t make for a lot of fun for
a single player.
• In the dungeons, advance the skeletons and zombies 1-2 HD and replace the ghoul with a ghast, and depending on the character’s
level, consider advancing the ghast’s Hit Dice. Consider replacing the medium monstrous spider with a large monstrous spider. Advance
the ghost in Area 26 one level and allow it to materialize in a single round.
For a Multiple characters: To run Gambler’s Quest with more than one character, consider making the following changes:
• Add an appropriate number of guest rooms to the castle for PCs, and one additional guest (a roommate) for each other guest room.
• As a rule of thumb, add an extra guard or appropriate creature to each encounter for each additional PC.
• Create a second servant (a counterpart for Kara) to help keep order at the tournament.
• Make Lord Kent an EL of 3 higher than the average party level. Make Uther an EL of 2 higher than the average party level and
give him an appropriate set of guards. Make Grendel (the orc chieftain) and Fangrid (the gnoll chieftain) each an EL of 1 higher than the
average party level, and give them each an appropriate set of guards.
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Items of Importance Stolen from Rhiannon
Several items were stolen from Rhiannon that the citizens wish recovered. The following table details each item, its location in the keep,
the item’s value, and the reward offered for its return.
Treasure
Location
Item Value
Reward Offered
Diana statuette
Area 15
100 gp
40 gp
Gem-studded longsword (masterwork)
Area 21
400 gp
100 gp
Mayor Fellstone’s books, journals, and maps
Area 28
10 gp
50 gp
Rune carved amulet (key to the tomb of Kara-Duir)
Area 28
100 gp
100 gp
Silver statuette of an elven maiden
Area 10
20 gp
40 gp
Rhiannon (Small Town): Conventional; AL NG; 800 gp limit; Assets 56,000 gp; Population 1,400; Mixed (human 42%, elf 35%, half-
elf 15%, dwarf 3%, halling 3% half-orc 1%, gnome 1%).
Authority Figures: Mayor Fellstone, male human Ari4.
Important Characters: Aerlyn Moon, female elf Clr5; Randal Atwood, male human Exp3 (“The Dragon’s Roost” innkeeper); Mathias
Black, male human Exp3 (blacksmith, weaponsmith, and armorer); Wallace Brookstone, male human Exp2 (merchant); Gwynn Mabon,
male half-elf War4 (constable).
Others: Town Guards, War2 (x15); Exp3 (x10); Rog3 (x3); Rgr2 (x2); Com1 (x1,274).
including the following: a set of masterwork thieves’ tools, an arcane
scroll inscribed with sleep (caster level 1 st ), 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 (as listed in “Items
of Importance Stolen from Rhiannon”).
competitor, you can have her sent as a thief, spy, or assassin (perhaps
from a secret network or guild), with any number of goals. The guild
could provide the PC with reconnaissance information about a secret
entrance into the keep (see Area 27), and from there the character can
work her way through the castle to her ultimate goal.
The Competition
Each of the characters gambles against six others, and since Lord
Kent is competing in the tournament as well, there is one person that
each character does not compete against. Assume that the PC is the
one that does not compete against Lord Kent (until the last day that
is, if she makes it into the inal three; see below). 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 irst three days, and
with Lord Kent and the other top gambler on the inal day.
A good rule of thumb is to schedule the PC to compete at noon
and at eight, although you can hold the competitions at any time you
wish. At the scheduled times, the PC is expected to meet in Area 12,
the Grand Hall, to compete. Should the PC not be in Area 12 at the
proper time, Kara, Lord Kent’s servant, seeks to fetch her. She irst
checks the PC’s room, then the common areas, and inally the rest of
the keep (those areas that are locked and considered off limits). To
help the PC keep track of time, there is a clock-tower in the courtyard
(Area 11) that chimes at each hour.
The winner of the tournament (the character that wins the most
games of Skulls , see below), takes home 800 gp. To compete on the
inal day of the tournament, the PC must be one of the top three
competitors (a good rule of thumb is to rule the PC as one of the
top three if she beats four or more of the NPCs during the irst three
days). Assume that Lord Kent is one of the inal inishers. The other
top competitor is at your discretion.
To simulate the gambling tournament, you can play the original
dice game Skulls , as described below. Note that you do not need to
actually play out every (or any for that matter) game of Skulls to run
this adventure. You can just as easily run the tournament by having
ADVENTURE SYNOPSIS
The gambling competition spans four days, and thus the PC has
four days and three nights to complete her quest. Each day the PC
must compete with two other guests, but the rest of the day is free
(allowing the character time to iniltrate the castle during the day
and night). During the competition the PC must search the keep
(overcoming obstacles such as locked doors and attentive guards),
discover Lord Kent’s motives for attacking Rhiannon, and recover
several of the citizen’s stolen treasures. Meanwhile, Lord Kent keeps
a watchful eye on the PC (having already recruited a contestant,
Sariah Redshift, to act as a spy), to gauge her worth as a suitable
recruit. At the end of the competition, Lord Kent confronts the PC,
and admits that he has been tracking her progress with interest. He
asks the character to join his ranks, and help him recover the Moon
Staff of Danu de Tuatha. Whether the PC chooses to join Lord Kent
or continue to aid Mayor Fellstone is up to the player. However,
should the character refuse Lord Kent’s offer, he attacks.
character hooks
If you do not wish to use the “default” character hook provided
above (being sent by Mayor Fellstone), you can simply have the
character hear of the tournament and arrive of her own volition, and
discover that the keep is a grand place for exploration and looting (in
between competition, of course).
If you do not wish to have the character participate in the
gambling competition, you can easily change the adventure to
accommodate your needs. Instead of having the character arrive as a
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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 inal score (half of twelve is six, twelve
plus six is eighteen: your inal 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 ive add only their face
value, while ones (called skulls in the game due to the skull
design on the dice) subtract from your inal 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 inal 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 modiier 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 modiier), his inal total
would be twenty-four.
Castle Construction Information
Castle Features: 3 ft. thick hewn stone; Hardness 8; hp 540;
Break (DC 50); Climb (DC 20). The ceiling of each loor within
the castle is 10 ft. high.
Iron Doors: 2 in. thick iron; Hardness 10; hp 60; Break (DC 30).
Strong Wooden Doors: 2 in. thick wood; Hardness 5; hp 20;
Break (DC 23); Note: The majority of the castle’s doors are
wooden. Unless otherwise stated, assume any door in question
is wooden.
the PC and NPC roll opposed Bluff or Profession (Gambler) checks.
Whoever rolls highest wins the game. It all depends on you and your
player’s interests and preferred style of play.
Note also that a synergy bonus has been incorporated into play
in this adventure. Characters that have 5 or more ranks in Bluff get a
+2 synergy bonus to their Profession (Gambler) rolls, and vice versa.
Characters that have 5 or more ranks in Profession (Gambler) get a
+2 synergy bonus to their Sleight of Hand checks when cheating. If
the character successfully cheats using Sleight of Hand, they get an
effective +2 synergy bonus to their Profession (Gambler) checks.
Arriving at the Keep
When you are ready, read or paraphrase the following:
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. 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.
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 irst, the
second matches and may raise, and the irst 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 irst. 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. You may wish to
run the oficial tournament without interval betting. That way,
the character’s 100 gp entrance fee allows her to play every
tournament game, whether she wins or loses previous games.
However, interval betting could still be used if the PC wishes to
gamble “unoficially” with other guests.
To pass all the character must do is state her name and purpose
(the gambling competition). The guards ( 2 orcs ) are not particularly
discriminating, and thus open the doors for the character even if she
seems somewhat suspicious. Allow the character a DC 13 Spot check
to notice that the guards are both orcs (seeing through their helmet’s
visor slits).
Creatures: Orcs (2): CR 1/2; Medium Humanoid (Orc); HD 1d8+1;
hp 5; Initiative +0; Speed 20 ft. (30 ft. base); AC: 15, touch 10, lat-
footed 15; Base Attack: +1; Grapple +4; Attack/Full Attack: Halbred
+4 melee (1d10/x3); Space/Reach: 5 ft./5ft.; Special Attacks: —;
Special Qualities: Darkvision 60 ft., light sensitivity; AL CE; Saves:
Fort +3, Ref +0, Will -2; Abilities: Str 17, Dex 11, Con 12, Int 8, Wis
7, Cha 6
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) Spot checks. If the opponent’s Spot roll is higher than the
cheating character’s Sleight of Hand roll, the cheater is caught.
Skills: Listen +1, Spot +1
Feats: Alertness
Language: Common, Orc
Possessions: Chainmail, halberd, 7sp.
Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within
the radius of a daylight spell.
The doors open to Area 11, the courtyard. Once the character
clears the doors, Kara, Lord Kent’s servant, approaches her. Read or
paraphrase the following:
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