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1 on 1 Adventures #2
The Star of Olindor
By Matthew J. Hanson
1 on 1 Adventures #1: Gambler’s Quest
A terrible plague has swept through the city of Cairdus, and despite the local clergy’s best
efforts, they have been unable to control the spread of the disease. Even those who seem
cured often contract the disease again. The only thing that is making any headway are the
special blessings given by the powerful Baron Velstaf, but he only grants these blessings
for a price that few can afford.
An adventure designed for 1 GM and
1 player (Level 6-8 Rogue)
It all relies upon the mysterious Star of Olindor!
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, The Star of Olindor 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 #2
the Star of Olindor
by Matthew J. HansoN
An adventure for one rogue levels 6-8
A terrible plague has swept through the city of Cairdus, and despite the local clergy’s best efforts, they have been unable to control the
spread of the disease. Even those who seem cured often contract the disease again. The only thing that is making any headway are the special
blessings given by the powerful Baron Velstaf, but he only grants these blessings for a price that few can afford.
The Star of Olindor is an adventure designed for 7th-level rogue, or other character of similar abilities. The obstacles in the adventure are
set up to encourage the use of stealth and trickery, and many rely on classic rogue skills. The adventure takes place in the city of Cairdus, the
details of which have been intentionally left imprecise, so that it can be easily slipped into an existing campaign, or better yet the adventure
can be altered to take place in any existing city.
Credits
Table of Contents
Author: Matthew J. Hanson (www.mathewjhanson.com)
Cover Artist: Joan Guardiet (front), David Esbri (back)
Artists: David Esbri and Joan Guardiet
Editors: Joseph Browning and Suzi Yee
Layout: Joseph Browning and Suzi Yee
Adventure Background:....................................................page 2
Adventure Synopsis...........................................................page 2
Beginning the Adventure..................................................page 2
The Church of Nelleska.....................................................page 2
Madle Relling.......................................................................page 3
Whitehall Manor:.................................................................page 4
Concluding the Adventure................................................page 17
Scaling the Adventure........................................................page 19
Pre-Generated Character....................................................page20
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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ADVENTURE BACKGROUND
Baron Velstaf is a wealthy merchant, who has made a signiicant
fortune, mostly by supplying weapons and armor in times of battle.
Like many who hunger for gold, Baron Velstaf is never satisied,
always wanting more.
When Velstaf acquired the Star of Olindor , a powerful magic
charm capable of warding off disease, he knew he had been granted
another means of acquiring wealth. Just as a war resulted in proits
for arms dealers, a plague would be a boon for those who could cure
it. All he needed was a plague.
Baron Velstaf was not content for just any plague. He set his
personal hired wizard Elskar to the task of inding the perfect disease.
She found hell’s lung . The problem was that the disease was not easy
to reproduce on the prime material plane. To reach its full potential it
needed the protective slime secreted by a demonic babau.
This is why Baron Velstaf has a babau trapped in his dungeon, a
babau, which like any trapped demon, curses his jailor and yearns to
be free and seek its revenge.
About a week ago, after infecting the babau’s protective slime
with a sample of the disease, the potent plague was harvested and
spread throughout the city by hired criminal thugs. In order to ensure
the disease continues to spread, new cultures of the plague are
introduced into the population every couple of days.
Disease Gather Information
DC 0: There is an unusually powerful plague sweeping the city.
DC 10: Local clerics and wizards are doing everything they can
think of to ight the plague, but have had very little success.
DC 15: The only thing that seems to be successful in dealing
with the spell are the blessings given out by the wealthy
and powerful Baron Velstaf, but he only grants these
blessings to those who can afford to pay a sum of 4,000 gp.
DC 20: Baron Velstaf’s success is caused by a magic item
he recently acquired called the Star of Olindor . The magic
protections have nothing to do with Velstaf himself, and anybody
who possessed the Star could similarly ward off the disease.
DC 25: The disease being spread is known as hell’s lung ,
and it is typically only found on evil-aligned outer planes.
DC 30: Shortly before the outbreak of the disease, dark igures
were seen about town pouring something into the local water
supply and brushing a clear substance on the door handles of
popular business.
The PC may also try to investigate other speciics. See the
descriptions of Azalor (pg. 8), Elskar (pg. 12), hell’s lung (pg. 3), the
Star of Olindor , and Whitehall Manor (pg. 4) for further Knowledge
and Gather Information checks.
In the course of her investigation, it is quite likely the PC may
be exposed to the plague. Unless she takes special precautions, she
should be required to save as normal (Fortitude DC 12) or become
infected. See the hell’s lung description for more details.
ADVENTURE SYNOPSIS
In The Star of Olindor the player character, whether of her
own initiative or at the behest of a religious order, is on a mission
to retrieve the Star of Olindor from the estate of Baron Velstaf. In so
doing, she may uncover the secrets of plagues origin.
The Church of Nelleska
If the character has not decided to take action on her own, or
if she is looking for assistance in obtaining the Star of Olindor , she
may be contacted by the Church of Nelleska.
The Church of Nelleska is a chaotic good church dedicated to
freedom, happiness, and safety for all living creatures. If you have a
similar deity already in place in your campaign feel free to use that
power instead.
The church will probably send a messenger to ind the PC
irst and ask that she come to the local temple of Nelleska alone at
moonrise. If the PC is searching for aid, she might ind herself at
BEGINNING THE ADVENTURE
The player character has found her way to the city of Cairdus,
(or another city that the adventure takes place in). Perhaps she chose
to come when she heard about the plague, hoping she could do
something to stop it. Perhaps she was simply passing through and
got trapped in the city when it was quarantined. If the character has a
base of operations or a home town already established, you may wish
to move the adventure’s setting to that locale, to ensure that she has
a personal stake in the matter.
Setting the Stage
Baron Velstaf Information
DC 10: Baron Velstaf is a wealthy and powerful noble living in the
outskirts of the city, who has earned most of his wealth through
selling weapons and armor. He comes from a respected family.
DC 15: Those who know him think Velstaf is a friendly
but ruthless man. He is willing to go to extreme lengths to
maintain his proit margins. Many think he is somewhat cruel.
DC 20: Velstaf has been implicated in illegal activities before,
such as the mysterious disappearance of one of his competitors,
and he has been accused of treason for supplying weapons to orcs
and other enemies of humanity. He was never arrested or tried.
DC 25: Velstaf is said to have his own personal dungeon where
he jails trespassers, and occasionally others who incur his wrath.
DC 30: Rumors exist that Velstaf has occasionally dealt with
devils or demons in order to gain special advantages.
There is something wrong in the city. Many shops have closed
their doors, and dead bodies are a common occurrence along
the streets. The few people who remain outdoors look scared, as
though the world is coming to an end.
If the PC investigates on her own, she can discover some facts
about the mysterious disease. A Gather Information check will reveal
the information found in the text box. A character gains knowledge
of all the DCs she beats, not just the highest.
If the PC chooses to investigate the Baron Velstaf, they can learn
more details, or they may already know something about him. The
character can learn any of the box text details on a successful Gather
Information, Knowledge (local), Knowledge (nobility), or Bardic
Knowledge check.
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the temple already and be pulled aside. Whatever the method, the
PC will end up speaking to the highest-ranking priest in the temple,
Father Arden.
After the character accepts the mission and terms are agreed
upon. Father Arden will add:
father arden’s Addition
Meeting father arden
Just one more thing. We are a peaceful order and are trying to
obtain the Star to save lives. Please remember that most of the
guards and other personnel are innocents just trying to feed their
families and try to minimize harm. If any innocents die through
your direct action, the deal is off.
A middle-aged man with thinning brown hair introduces
himself as Father Arden. He is dressed in a simple brown robe
with the symbol of his order embroidered in green on the chest.
He smiles at you and say, “I’ve heard you are person of action,
so I will be brief. You are no doubt aware of the plague sweeping
the city, and you may also be aware that the only cure seems to
be a magic item in the possession of Baron Velstaf, and he uses
it only for a price. Now, I don’t want to pass any judgments, but
I’ve heard that you have certain... talents for procuring items. If
the Star of Olindor were to come into our possession, we would
be greatly appreciative.”
The church has a number of non-magical saps that they would
be happy to provide the PC for free, as well as a +1 merciful sap ,
which they are willing to sell the PC for a discounted price of 6,300
gp. If Father Arden’s attitude can be shifted to helpful he will offer to
sell the magical sap at cost (4301) or lend it to the PC for the duration
of the mission at no cost.
Father Arden will also offer free a potion of cure moderate
wounds if his attitude has been shifted to friendly by the end of the
meeting.
If the character does not immediately volunteer, Father Arden
will sweeten the deal and offer to pay up to two thousand gold pieces.
A character that tries to haggle the price can get it up to twenty ive
hundred on a successful Charisma check (DC 15).
Father Arden’s initial attitude is friendly and can be shifted to
helpful with a successful Diplomacy check (DC 20). If the character
is of the same faith as Father Arden (or makes him believe she is), she
automatically receives a +2 circumstance bonus to Diplomacy checks.
If she agrees to help without a reward she gains a further +5 bonus. If
she haggles for more money, or is ever caught lying to Father Arden,
she suffers a –2 penalty to Diplomacy (-4 if she has done both).
Father Arden is a level 13 cleric, with Wisdom of 18 (+4), and
thus receives a +17 to oppose intimidation checks. He has a +14 to
Sense Motive.
If asked why the character is being asked to do this job, Father
Arden explains that none of their order is trained in the type of skills
that would be necessary to obtain the Star .
Father Arden can provide the location and name of Baron
Velstaf’s estate, White Hall Manor, but knows little about what
dangers await inside. He knows that the house is guarded but knows
nothing of its strength. Father Arden, can refer the PC to one of his
parishioners, Madle Relling, who works in White Hall Manor as part
of the kitchen staff.
Nelleska
Nelleska, goddess of freedom is chaotic good. Her titles include
the Liberator and the Free Spirit. Nelleska teaches that all people
have a right to be happy, safe, and free from outside oppression.
She encourages close ties to nature, because it is in the wild that
things are at their most liberated. Her typical followers include
bards, rangers and rogues. The domains Nelleska is associated
with are Chaos, Good, Travel, and Plant. Her symbol is a
sprouting plant, and her favorite weapon is the longbow.
Madle Relling
Madle Relling is a member of the kitchen staff at Whitehall
Manor and a devout follower of the church of Nelleska. The PC
might talk to her after being referred by Father Arden, or as part of
the character’s own investigations.
Madle Relling’s initial attitude is indifferent. She is a irst
level commoner, with a Wisdom score of 11 (+0) and a no ranks
in Sense Motive. If she believes that the PC shares her faith, the
PC gains a +2 circumstance bonus to Diplomacy Checks. If she is
told that providing information could end the plague the PC gains
+2 circumstance bonus. Offering her a bribe will grant a further +2
circumstance bonus.
If she remains indifferent, Madle will give only terse but polite
responses. She will reveal mundane details about her job, but will
not offer anything that could potentially get her in trouble with her
employers.
If her attitude is shifted to friendly, Madle will reveal what
details she knows about the Manor and its operations. Her knowledge
is limited to kitchen activities, but she has a fairly accurate idea the
way the guards operate at the gate, and on the irst loor, and of the
guard dogs outside (page 5, area 3).
If her attitude is shifted to helpful, Madle will offer to aid the
character in entering the house. If the character does not come up with
her own plan, Madle will suggest sneaking the PC in as part of a food
shipment hidden in a lour sack. She will go along with any ideas the
character has as long as they do not involve hurting people. She kept a
letter of summons that she received when she was irst offered the job,
but it does not occur to her to show it to the PC unless prompted.
Hell’s Lung
Hell’s lung is a magical disease. As the name suggest it attacks
the victim’s lungs, causing them to slowly disintegrate. Symptoms
include coughing up blood and extreme fatigue. It is transmitted
through inhalation, has an incubation period of 1 day, requires
a Fortitude save of 12, and deals 1d2 Constitution damage on
a failed save. Unlike normal disease, hell’s lung require three
successive saving throws to recover from.
A character that succeeds a Heal or a Knowledge (nature)
check (DC 20) will know the description of hell’s lung above. A
successful Heal, Knowledge (nature), or Knowledge (the planes)
check will reveal further information, depending on the result. A
total of 25 or greater allows the character to know that the disease
is native to evil-aligned outer planes and is rarely found on the
prime material plane, while a total of 30 or greater allows the
character to know that hell’s lung depends on the slime secreted
by a babau demon in order to complete its life cycle.
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Whitehall Manor
1. The Outer Wall
The grounds of the Whitehall estate are surround by 10-foot tall
stonewall.
Whitehall Manor is a large manor house surrounded by a
stone wall. The style of architecture is elegant and not overly
complicated. The gently sloping roof is broken by the two small
tower-like rooms at opposite corners of the house. A plume of
smoke drifts from the chimney.
Outer Wall : 2 ft. thick; Hardness 8; hp 180 (per 10-foot-by-ten-foot
section; Break DC 45; Climb DC 20.
2. The Main Gate
The only entrance through the wall is a set of well-guarded
double doors. The doors remain open most of the day, but are closed
at ten o’clock each night and not opened until eight the following
morning. The doors will also be closed if an alarm has sounded.
Anytime the doors are closed, they will also be barred and locked.
Baron Velstaf, Elskar, Azalor, and the each of the Lieutenants has a
key to the main door. Regular guards do not have keys.
Common Features
Most of the rooms in Whitehall Manor rely on natural lighting
and are dark during the night, unless a guard is present, in which case
the guard will be carrying an everburning torch .
Remember that in areas of darkness, creatures without darkvision
are effectively blinded. In addition to the obvious effects, a blinded
creature has a 50% miss chance in combat (all opponents have total
concealment), loses any Dexterity bonus to AC, takes a -2 penalty
to AC, moves at half speed, and takes a -4 penalty on Search checks
and most Strength and Dexterity-based skill checks (including Open
Lock and Escape Artist checks).
Unless otherwise noted, all doors in the manor are the standard
doors, and all windows are standard windows, described below.
Unless otherwise stated Baron Velstaf, Azalor, Elskar, the lieutenants,
and all of the guards have keys to the doors.
Main Doors: 2 in. thick; Hardness 5; hp 20; Break DC 30 (25 if iron
bar is removed); Open Lock DC 30.
Creatures: There are two guards at the front gate who will check the
identity of anybody entering the premises. To enter the compound a
person must be either a regular employee of the household, be on a
list of names given to the guards at the start of their shifts, or have a
letter of summons penned by Baron Velstaf’s own hand.
These letters are usually person speciic and include the date
they were written, but they are not meant to summon somebody on a
speciic date, thus the bearer of such a letter might not be on the list.
Because the type of document is well known and the handwriting is
well known, the guard gains a total +6 bonus to the Forgery checks
made in opposition to spotting forged letters.
If anything seems suspicious to the guards, one of them will
summon whichever lieutenant is on duty (from area 20), who will
investigate. If the lieutenant is suspicious, he may try bringing the
PC to Azalor.
There are two shifts for the front gate, one from eight in the
morning until three in the afternoon, and one from three until ten at
night. There are no guards at the gate while the gates are locked.
All guards, including the guards at the gate, have an initial
attitude of indifferent and will only exchange trivial information,
such as telling the PC whether or not she may enter a speciied area.
If a guard’s attitude can be shifted to friendly (DC 15), he can
provide additional information. Most guards know the layout of
the house (minus the secret areas), the regular guard patterns, the
fact that there are two prisoners in the dungeon, thought they know
almost nothing about the prisoners. They do not know where the Star
of Olindor is kept (or even what the Star is), but they know that the
Baron always enters directly from his study and is never seen with
any of his blessing materials outside the parlor.
If a guard’s attitude can be shifted to helpful, they might be
convinced to look the other way for minor infractions, such as letting
the character through the main gate or allowing her to talk to the
prisoners, but they will never allow the character to steal anything or
for anybody to become endangered.
Standard Door : 1-1/2 in thick; Hardness 5, hp 15; Break DC 18;
Open Lock DC 25.
Standard Window : 1 in thick; hardness 1, hp 1; Break DC 5;
Open Lock DC 30 (to open from outside, opens automatically from
inside).
Creatures: Except for the main gate, all guard posts change in three
shifts, one from eight in the morning until four in the afternoon, one
from four in the afternoon until midnight, and one from midnight until
eight. Guards do not leave until their replacement has shown up and
will likely grow suspicious if their replacement is signiicantly late.
Development: If the alarm is sounded, either magically by Baron
Velstaf or by a guard blowing a signal whistle, extra troops will
be called from the servant’s quarters. This effectively doubles the
number of guards in any area that normally has guards within two
minutes. Also the lieutenants will each take a dog from outside to
search the main parts of the house, while Azalor searchers the secret
areas. Somebody will check each room every ive minutes.
Whitehall Manor Information
A character who makes a Knowledge (architecture and
engineering) check may learn the following information about
Whitehall manor.
DC 10: Based on the style of the house and exterior
ornament, it was probably built 100 to 150 years ago.
DC 15: The strong outer wall is a much more recent addition,
probably built sometime within the last twenty years.
DC 20: The servant’s entrances from houses of this period
were typically easier to enter than the front entrance.
DC 25: Houses of this style and time period often had secret
passage either leading directly outside, or connecting the main
house to the servant’s quarters.
Guards (2), Human Warrior 3 : CR 2; Medium humanoid; HD
3d8+3; hp 16; Init -1; Spd 30 ft; AC 15, touch 9, lat-footed 15;
Base Atk +3; Grp +4; Atk or Full Atk +6 melee (1d8+1/19-20,
longsword) or +2 ranged (1d8/19-20, crossbow); AL LN; SV Fort
+4, Ref +0, Will +1; Str 11, Dex 9, Con 13, Int 10, Wis 12, Cha 8.
Skills : Forgery +0 (+2 to spot forgeries) Listen +6,
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