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1 on 1 Adventures #4
The Sixth Cavalier
By Patrick Weekes
1 on 1 Adventures #4: The Sixth Cavalier
Hubrimort is a small, respectable town whose only claim to fame is a local governmental
position bestowed by i ve of the king’s chosen ofi cials, known as the Cavaliers. The position
is given to the head of one of four noble families once each decade. While competition for
the mysterious position is always i erce, this year there are rumors of underhanded deals
with criminals, rigged tournaments, and a nasty case of blackmail.Which of the ancient
families deserves ten years of power and privilege? Only the Sixth Cavalier can help the
i ve ofi cials make the right choice!
An adventure designed for 1 GM and
1 player (Level 9-11 Bard)
Requires the use of Dungeons & Dragons, Third Edition Core Books, published by
Wizards of the Coast, Inc.
This module includes 32 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, The Sixth Cavalier is suitable for use with a traditional four-player party.
WWW.XRPSHOP.CITYMAX.COM
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 #4
the Sixth cavalier
by patrick weekes
An adventure for one bard levels 9-11
Hubrimort is a small, respectable town whose only claim to fame is a local governmental position bestowed by ive of the king’s
chosen oficials, known as the Cavaliers. The position is given to the head of one of four noble families once each decade. While
competition for the mysterious position is always ierce, this year there are rumors of underhanded deals with criminals, rigged
tournaments, and a nasty case of blackmail.Which of the ancient families deserves ten years of power and privilege? Only the
Sixth Cavalier can help the ive oficials make the right choice!
The Sixth Cavalier is a single-session adventure designed for a 10 th level bard, although a rogue or other skill-focused utility
character can also enjoy the scenario.
Credits
Table of Contents
Adventure Synopsis..............................................................page 3
Batarni’s Tavern....................................................................page 4
Lord Horin’s Estate............................................................page 11
Lord Gatha’s Estate.............................................................page 12
The Burned Estates..............................................................page 21
The Five Cavaliers..............................................................page 22
The Challenge of Arms......................................................page 25
The Appointment................................................................page 27
Epilogue...............................................................................page 28
Pre-Generated Character...................................................page 29
Author: Patrick Weekes
Cover Artist: Claudio Pozas
Artists: Ash Jackson, Maciej Zagorski—The Forge Studios
Editors: Joseph Browning and Suzi Yee
Layout: Joseph Browning and Suzi Yee
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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Welcome to the fourth 1 on 1 Adventure:
The Sixth Cavalier!
After reading through The Sixth Cavalier, you’ll also
realize that it isn’t a map based adventure and it could
easily be run without glancing at a map and simply
relying upon your descriptive power. However, we
realize most GMs ind maps useful if only for consistency
so we have included a few small layouts of the important
encounter areas. Feel free to replace them with something
more integrated with your world or take them as is and
describe around their skeletons for a great one-shot
gaming session. For areas unimportant to the plot, such
as servants quarters and much of Lord Gatha’s estate
house, feel free to create the area as you see it. Just make
sure to avoid side-tracking the Sixth Cavalier with false
leads away from the heart of the adventure.
Unlike previous 1 on 1 Adventures, the Sixth
Cavalier uses a fairly free-form style of plotting. Almost
all the encounters in The Sixth Cavalier can occur in
any order depending on where and when your player
wishes to go. This is a little bit different than most
adventures which are more location based and where
players are placed in a location-based environment.
Because of this, you as a GM will need to be thoroughly
familiar with all the material contained herein. We
recommend reading the adventure from beginning to
end at least twice: once to get a general idea of who’s
who and what’s happening and once to get down to the
details of each encounter.
Once your irst reading is done, you’ll probably
recognize that your player is, more-than-likely, going to
do something not directly addressed in the adventure.
Although we’ve tried to cover as many bases of action
as possible, if there’s one thing that’s unpredictable it
is the imagination of a gamer, and with an adventure
as free-form as The Sixth Cavalier you’ll need to be
on your toes and ready to improvise if your player
takes you off in an unexpected direction. But with
the information we’ve provided concerning the main
plots and characters of the story, such improvisation
shouldn’t prove too dificult.
The Sixth Cavalier is written with a 10th-Level Bard in
mind, and you’ll ind a pre-generated bard at the end
of the adventure, but it is also suitable for a similarly
leveled rogue who’s focused more on the social skills
than on the dungeon-diving skills. Because of this,
you’ll also ind a pre-generated rogue at the end of the
adventure as well.
Regardless of how to wish to use The Sixth Cavalier,
we’re sure you’ll ind it a great and memorable
adventure!
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Adventure Synopsis:
The Sixth Cavalier inds himself in the midst of a
complicated plot to select the Keyholder from one of several
respected family lines. In the running are Lord Horin, Lord
Gatha, Lord Vyar and Lord Duralis. Lord Gatha has recently
fallen under the sway of a naga named Astalia who pretends
to be his unicorn mount and who liberally uses enchantments
to further his claim. Lord Horin has just burned (or caused
to be burned) down the estates of Lords Vyar and Duralis,
taking them out of real contention for the position in order
to focus her efforts against the current favorite, Lord Gatha.
Lord Horin has also caused several petty crimes through an
aboleth tavern keeper/crimelord named Batarni to plant some
blame at the feet of Lord Gatha. Furthermore, Lord Horin has
kidnapped the wife of one of the ive advisors and has been
keeping her secretly in the expansive gardens of Lord Gatha,
waiting for her to eventual discovery.
As you can tell, it’s quite a mess full of intrigue and double-
crosses and the Sixth Cavalier must make his way through the
net of deceptions to help determine the next Keyholder.
Political Autonomy: Hubrimort has no special standing
with the rest of the country. The Keyholder is chosen by a
group of ive respected elders of the community (still known
as the Five Cavaliers), and the position is coveted for its
prestige and for exemption from local taxes for the duration
of the appointment. Depending on the nature of the campaign
world (and given the true nature of the Keyholder’s position:
see Behind the Kitchen, page 20), the Keyholder may even be
a secret position, known only within the town.
Free Agent: The Sixth Cavalier may be an agent hired by
one of the nobles or by one of the Cavaliers, a hero who cannot
resist solving the mystery, or a manipulative schemer who
wants to modify the outcome of the appointment.
Story Arc : The adventure can be incorporated into an
existing campaign’s story arc by simple modiication of the
Keyholder position. Because the exact duties of the position
are never intended to matter onstage, the DM may freely
modify the position so that the Keyholder protects a campaign-
speciic artifact (or a piece of such an artifact) or holds a special
prophecy that the Keyholder may deliver to only one person
(giving the Sixth Cavalier an interest in making sure that
whoever is appointed believes him to be that person).
Entering Hubrimort
When decisions must be made in the king’s name but
pressing matters demand his attention elsewhere, the Five
Cavaliers are empowered to make decisions in his name.
What is less well-known is that when the king suspects
that his ive righteous and just Cavaliers are headed for
a dificult, nuanced situation, he dispatches an agent
representative to ensure that matters are handled in such
a way as to best serve the kingdom. You are this operative,
known in quiet circles as the Sixth Cavalier.
Arrival in Hubrimort:
The Sixth Cavalier (or Sixth, for short) enters Hubrimort
without incident. The town’s gates are open, and since the
town is far from external dangers, the guards are friendly
and bored. The town itself is lively and loud, and many of the
townsfolk seem concerned or anxious.
If the player wishes to roleplay discussions with
individual townsfolk, the DM may use the information in the
tables below as a basis for common discussions. Because The
Sixth Cavalier is intended to be completed in a single session,
however, the DM may feel it advantageous to make use of
social skills. Please consult the appropriate shaded text for
results to commonly asked questions.
Depending on the interests of the player and the DM,
this information can be delivered indirectly, with the DM
announcing what the Sixth discovers, or the DM may consult
the table, see what the Sixth should learn based on his roll, and
roleplay one encounter (of several that the Sixth would have in
order to gather his information) that delivers the appropriate
level of detail.
After the Sixth has interacted with citizens of Hubrimort,
the DM should secretly roll a Sense Motive check, with
possible +2 Synergy bonuses for having 5 ranks in Spellcraft
or for having a charm spell as one of his known spells (or for
using charm spells from devices on what the DM considers a
Today you ind yourself approaching the town of
Hubrimort. As is common knowledge in the area,
Hubrimort, while not large or politically powerful, is home
to a peculiar political situation. While the town mayor
holds all oficial power, the Keyholder, a noble appointed
each decade by the king (or his Cavaliers), serves as
ceremonial guardian of an ancient magical talisman, and
enjoys a decade of preferential trading rights and freedom
from taxation as compensation for this position.
The current Keyholder died of old age last month, and the
Five Cavaliers were dispatched to oversee the appointment
of the new Keyholder. Recently, the king has received
frustrated reports from the Cavaliers, complaining
of trickery and threats during the Appointment. He
dispatched you to determine what is happening and ensure
that his Cavaliers make the best possible choice.
Synergy Bonuses: Gather Information
+2 Synergy bonus regarding information relating to
the guards, the townsfolk, the Challenge of Arms, or
Cavalier Cestrin’s situation if he has 5 or more ranks in
Knowledge(Local).
Hubrimort’s gates stand open before you this morning. You
are currently dressed as beits a traveling minstrel, since
your position as the Sixth Cavalier must remain secret.
If the player does not want to play an operative of the king,
or if the DM wishes to use his own campaign world and the
political scenario is not compatible with such a world, several
alterations to this introduction are possible. These include, but
are by no means limited to the following:
+2 Synergy bonus regarding information relating
to any of the nobles if he has 5 or more ranks in
Knowledge(Nobility).
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regular basis). A Sense Motive check of 25 or higher will reveal
that many citizens (but by no means all) are operating under
the effect of an enchantment.
A detect magic spell will also reveal that many citizens are
operating under the effect of an enchantment.
The Sixth can, if the player considers the option, try to
determine why certain citizens are operating under the effect
of an enchantment. Casually talking with multiple charmed
citizens and then determining similarities in their attitudes
and actions (a Gather Information check (DC 15), modiied
by Intelligence rather than Charisma) will reveal that the
charmed citizens all attended a speech given by Lord Gatha
and his unicorn, and that all the charmed citizens are vocal in
their support for Lord Gatha.
Gather Information: The Appointment
DC 10: The selection process has been thrown
into chaos. Two of the houses vying for the position of
Keyholder have been dealt a serious blow – the manors
of House Vyar and House Duralis have both burned to
the ground during the night, and members of both houses
have been killed. This effectively eliminates these houses
from the Appointment, since candidates for Keyholder
must demonstrate martial prowess and the ability to
maintain the safety of their houses and families. This turn
of events has delayed the Challenge of Arms, a test of arms
between opposing houses. While the Challenge of Arms
does not itself decide the Appointment, it weighs heavily
in the minds of the Five Cavaliers.
DC 15: As above, plus information about the two
remaining houses from any passerby on the street. House
Horin is currently ruled by Lord Sorina Horin, a young
woman who had been training at a magical academy
until the death of her father forced her to return home and
assume leadership of the family. House Gatha is currently
ruled by Lord Houstus Gatha, a respected military tactician
who wears his old combat medals proudly. Both houses
deny any knowledge of the attacks upon Vyar and Duralis.
DC 20: As above, plus deeper information, likely
obtained from conversations in Batarni’s tavern. Lord
Gatha is currently the favorite among the common folk,
both because of his experience as a military commander
and because of his mount, a unicorn named Astalia who
constantly praises Gatha’s courage and love for the people.
Lord Horin has more inluence with the town’s traders and
businessmen, but has been seen making inquiries among
visiting mercenaries about hiring a champion for the
Challenge of Arms, as her house does not have a warrior
who can reliably defeat Lord Gatha’s champion.
DC 25: As above, plus more salacious gossip, likely
obtained from merchants or traders in the back rooms, once
the Sixth ingratiates himself into their company. Young
Lord Horin is said to have contacts with Hubrimort’s
criminal background, and it is rumored that men acting in
her name have vandalized the houses of men supporting
Lord Gatha and disrupted public appearances. It is also
whispered that some of Lord Gatha’s guards have been
found dead, killed by poison, although the matter has
been hushed up. Also of interest is the fact that while four
the Cavaliers are undecided, Cavalier Cestrin, normally a
quiet, open-minded arbiter, has been vocal and adamant in
his support for Lord Gatha.
DC 30: As above, plus secret information that could
only be obtained through a trusted network of contacts or
the use of trickery to get information from a secret source.
Cavalier Cestrin’s wife Jenya evidently disappeared
from her home one week ago, around the time Cavalier
Cestrin began backing House Gatha. Cestrin has also
been receiving notes in the night. Those in the know also
suggest that Lord Gatha’s unicorn, Astalia, may be using
some form of enchantment magic on the townsfolk, who
are too uniied and too fervent in their praise for her and
Lord Gatha
encounter order
Initially, with no immediate threat, the Sixth has the
freedom to choose his next course of action. As such, the
following locations (Batarni’s Tavern, Lord Horin’s Estate,
Lord Gatha’s Estate, The Burned Estates, The Five Cavaliers)
can be visited in any order, but the Challenge of Arms and the
inal Appointment encounter are ixed.
Batarni’s Tavern
The half-elf Batarni owns the largest tavern in town, and his
status as the man behind most criminal activity in Hubrimort is
an open secret among the people (Lore or Gather Information,
DC 15). Even the upstanding members of Hubrimort who know
or suspect that Batarni is the ruler of the thieves’ guild refuse to
move against him, however. He has too many ties to powerful
merchants, and the crimes committed under his orders are
generally nonviolent, making him better than whoever would
move in to replace him should he be arrested or killed.
Upon entering the tavern, you are struck by the noise
of the crowd, the rich smells of savory food and drink, and
the mixture of common townsfolk, merchants, and minor
nobles. Games of skill and chance are played off towards
one wall, and a pair of athletic men are stripped to the waist
and wrestling in the middle of the room. A small stage marks
the spot where musical entertainers might perform, but it is
currently unoccupied.
Common Tavern Patron or Employee: Human commoner 1;
CR 1/2; Medium humanoid; HD 1d4; hp 2; Init +0; Spd 30 ft.;
AC 10, touch 10, lat-footed 10; Base Atk +0; Grp +0; Atk +0
melee (1d4/19-20, dagger); Space/Reach 5 ft./5 ft.; SA None;
SQ None; AL N; SV Fort +0, Ref +0, Will +0; Str 11, Dex 10,
Con 11, Int 10, Wis 11, Cha 10.
Skills and Feats: Craft (any two) +7, Profession +4; Skill Focus
(Craft) x2
Languages: Common
Bouncer: Half-orc rogue 2; CR 2; Medium humanoid; HD
2d6+4; hp 11; Init +4; Spd 30 ft.; AC 12, touch 10, lat-footed 12;
Base Atk +1; Grp +3; Atk +3 melee (1d6+2 sap); Space/Reach
5 ft./5 ft.; SA Sneak attack +1d6; SQ Darkvision, evasion,
trapinding; AL CN; SV Fort +2, Ref +3, Will +0; Str 15, Dex 11,
Con 14, Int 8, Wis 10, Cha 8.
Skills and Feats: Appraise +4, Forgery +4, Intimidate +4,
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