Gentry's Game

A roleplaying game has never been so dangerous...

A Dungeons & Dragons 5th Edition One-Shot Adventure for levels 5-7

Brought to you by the DnD Quandary podcast.

Photos provided via public domain

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Gentry's Game| Locations

The Town of Kilead

A trickster god strikes upon a small town leaving its fate to a monster that lurks there. A twisted and soulless mind has turned this small village into his playground. Cruelty reigns supreme bringing suffering worse than death to those who play his game. The monster of Kilead is Gentry, a ten year old boy lacking empathy, and his entertainment will cost the lives of many...

Kilead is a small mountain town isolated to its small farming and mining operations. Every month or so it makes its usual export of goods via wagonmaster Bruce. Expecting their shipment last week from Kilead, the local guild has hired a group of adventurers to investigate the missing shipment.

Immediately upon entering the town it's clear chaos has fallen upon the town. Kilead is covered in graffiti, vandalized, and looking as if it had been looted by a barbarian tribe. The graffiti depicts several immature images and poorly spelled words. A common theme is a Half-Orc man in very vulnerable positions.

Kilead has been cursed by The Deceiver, a powerful trickster god. This god has given power to a delinquent named Gentry and he rules the town playing out his own fantasy game every day. The game resembles many RPG video games with mobs of monsters, simple minded npcs, and of course the infamous resource gathering quest.

When a creature dies in Kilead their bodies immediately dissipate only to leave a small sack in their place containing a variety of useless junk and a few coins. Whenever the party completes a task that was given to them, a strange string of music happens to play out from the sky. Unfortunately, death for the NPCs is real as has been made evident with the handful of burnt corpses that line the streets.

This oneshot is designed to have fun with several video game tropes being placed into a D&D adventure. There are several ways to play out this adventure. How you approach these tropes is up to the DM on whether they want it to be a more straightforward silly adventure or a more subtle mystery for the party to uncover.

People of Kilead

Approaching any of the people of in Kilead results in a very unsatisfying conversation. A successful DC 15 perception or insight check will note that behind the empty phrases of the people of Kilead is a hint of pain and desperation.

Mayor Johan- A portly Dwarf fellow with a long flowing beard that has been shaved down the center leaving a bald pattern splitting it in half. He is found at the Stone Pavilion. When approached he calls out "Goodmorning weary travelers! I’m Mayor Johan! Welcome to Kilead! Actually you bunch look like just the people we need! There are some Goblins inhabiting our town mine! It's bad for business! Please help us!" Upon further attempts to speak with him he says "So what do ya say. Will ya lend a hand?"

Andre the Butcher- Half-Orc man with crude drawings all over his person including his face. When approached he says "I could use more meat… Goats up the path. Northwest of town. Pay is good" If attempt to speak to him again without retrieving meat he says "No goat? Pay is good. Northwest of town"

Farmer Perkins- Older human man with a beard and several missing teeth says the following on approach "Oh thank Pelor! The undead have taken over my farm! It's to the southeast of town! Please help an old farmer!" If attempting to speak to him again he repeats "Please help out an old man!" Farmer Perkins can be found at the main crossroads outside of the Feral Ferret.

When approaching a random female villager- "Lovely Day!" or "Can't speak now, very busy!"

When approaching a random male villager- "Got any good tales from the road?" or "I used to be an adventurer like you lot..."

Places

Stone Pavilion

Immediately upon entering the town you arrive at a quaint stone pavillion that acts as the towns gathering spot. This town square has a large statue depicting a group of adventurers lead by the famous bard Cicero. The statue depicts his group's defeat of a ancient dragon here 200 years ago.

In the pavillion there is a town message board with several notes posted. Upon inspection the notes all contain oddly immature and misspelled calls for action including the search for "Seymour Butts." Here you can find Mayor Johan and two towns guard looking very rugged with crude clubs and very simple leather armor. Johan is desperately trying to get the party's attention. See People of Kilead above to get information on what he requires.

The Feral Ferret

This is Kilead's only tavern and has been covered in graffiti much like the rest of the town. The front glass window has been shattered. Inside you find the place looks to have survived a tornado. Most of the tables have been overturned, mugs and plates are scattered across the floor, and many of the tapestries are torn off the walls. At the bar is a male halfling wearing a very nice dress that clearly is much too big for him.

Upon approaching he says "Afternoon, name is Merrywhip! Interested in a hot meal and cold ale?" If the party indicates they would like either he briefly feigns retrieving ale from a clearly empty cask and sets the mug on the counter. He ignores all provocations otherwise and will repeat the same statement if they persist trying to communicate with him.

Andre's Meat Market

A small shop on the main drag of the town. Here is where the party finds Andre the Butcher from the People of Kilead section. His shop is visibly in the worst condition of any in the town. He is obviously injured upon approach having dried blood where his left ear used to be. He is repeating the same chopping motion on some meat placed on his butcher block. The meat is clearly days old reeking of rot. A successful DC 15 survival or investigation check of Andre and his meat cleaver can identify that the meat seem to be goat with a hint of Half-Orc ear.

Gentry's Home

If the party takes to time to investigate the homes in town, they eventually come upon a home that looks to be in much better condition than the rest. Inside is a middle aged woman worn beyond her years and continually washing a dish in her sink. Upon inspection her hands are in very rough condition, clearly having been over exposed to the soapy water in front of her.

A successful DC 20 investigation of the home will allow the party to find a small chest under the floorboards of Gentry's room. A successful DC 15 thieves tool check is required to open the box. Within this are 3 heart shaped rubies that are in fact extra lives that Gentry will rely upon when being killed by the party. After he dies, one of the rubies will shatter violently in a way noticeable to the character who possesses it. Gentry only truly dies if he has no rubies remaining. If the party makes this connection, they can attempt to destroy the gems ahead of encountering him to nullify his extra lives. A successful DC 20 strength check or a shatter spell is required to destroy one.

Hidden away in the floorboard is also Gentry's journal. Within the journal are several lude sketches matching the ones around the town. In addition to this there are several entries on cruel pranks he wishes to execute on Andre. The most recent entry is a recollection of him discovering a large coin stamped with the words "One Play Token." This token brought him face to face with The Deceiver where the god agreed to turn the world into his game.

Old Man Perkins's Farm

A small farm to the southeast of town. He has three small fields surrounding his farm house and large barn. These fields currently have several skeleton occupants. These skeletons (see M.M. pg. 272) are even more mindless than you would expect. They only attack those around them if they come within 20 ft of the adventurers and will not pursue them out of their respective fields.

In the large barn on the south side of the farm there is a larger minotaur skeleton (see M.M. pg. 273) that glistens with a green aura. Unlike the other skeletons plaguing the town, this one attacks the party upon entry as well as initiating the attacks of any skeletons from the field left alive. When defeating the "elite" minotaur skeleton there is a 40% chance it will drop a regular health potion, roll a D100 to determine this.

A successful DC 15 investigation check within the farm home reveals a small lock box that has been broken open. The lockbox contains a indentation that would seem to hold a heart shaped item.

Mines of Kilead

Signs in town direct the party north to a road that ends at the small local mine. Inside the mine there are four goblins and a goblin boss(see M.M. pg. 166.) The goblins are busy mining with pickaxes and the boss patrols from the front of the mine to about 100 feet into the mine.

Upon moving within 30 ft. of the goblins, they all stop what they are doing and attempt to defeat the party wielding the pickaxes. The goblins all have a 10% chance to drop gold ore when they are defeated. Roll a D100 to determine if this happens. The Goblins do not pursue out of the mines.

A successful DC 10 investigation of the mine cart deep in the mine reveals that built into the cart there is an empty heart shaped socket on the front.

The Goat Path

To the northwest of town there is a small beaten path that shoots off of the road to the mine. It leads up into the mountains where a meadow contains several docile goats. These goats do not flee when approached and each have 1 hit point. If struck they instantly let out a bleat and disappear into a sack on the ground. Searching the sack, they have a 60% chance to find goat meat and a 40% chance to find goat hide instead. Determine this by rolling a D100.

Near the meadow is a waterfall that flows into a small river that runs past the town. If the party decides to investigate what is behind the waterfall they find an empty heart shaped socket built into the stone behind it.

Resolution

After the party has completed at least two of the missions Gentry will have caught wind of the intruders. Gentry is livid that all of his fun for the day has already been completed. He quickly searches for these new players in order to make an example of them for breaking his game.

Below are several options where Gentry may encounter the party.

Encounter at the Pavillion -If Gentry finds the party at the Pavillion in town he quickly insults them and goads the party into attacking him. If they do not attack him, he begins to target them individually with vicious mockery. When the party begins to attack him back roll initiative and include the two guards (see M.M. pg. 347) at the pavillion who will act to protect Gentry.

Encounter at Andre's Meat Market -If Gentry finds them at Andre's, Andre acts to protect Gentry. Andre is a berserker (see M.M. pg. 344.)

Encounter at Gentry's Home or the Feral Ferret -Gentry may try to lure the party to either of these locations by setting fire to the building in an attempt to force the party into saving the NPC's stranded within while he assaults the party.

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Gentry's Game| Events

Encounter at Old Man Perkins Farm If Gentry finds them while they are at Old Man Perkins Farm during the encounter a mob of skeletons will respawn when he attacks and will aid him in defeating the party.

Killing Gentry

In order to kill Gentry you must either kill him 4 times draining all of his extra lives or find and destroy the extra lives found with a successful investigation check in his home. Gentry chooses the most advantageous place for him to respawn at and will try his best to alter his strategy in order to defeat the party. You can use this mechanic to have him lure the party into any of the above potential resolution points. If the party is uncertain of why he won't stay dead you can have him in game slip a comment about his extra lives to tip the party off.

Aftermath

When Gentry falls to the party Kilead returns to a state of normal. The people of Kilead remember every horrid detail of their entrapment in his game. Gentry's mother Brohma, is devastated and feels horribly guilty for the whole matter. If mayor Johan is still alive he tells you the story of the statue in the pavillion. Cicero the legendary bard found himself out matched against Yerendel the dragon claiming domain over this mountainside. In an act of desperation he called up the Deceiver with an ancient talisman he came to possess. Legend tells that the talisman was lost along with Cicero's voice. If Johan is not around in the aftermath another town member will recite this tale.

Gentry

A small boy with a temper and name calling skills beyond belief has been given access to powerful magic. Poorly raised by his single mother that has to work old man Perkins's fields to make ends meet, Gentry has become an uncouth nuisance to the town. Gentry's havoc on his small mountain town of Kilead has been kept to a minimum, that is until a trickster god has emboldened him with powers of great magnitude. With his new power Gentry has seized the town in order to play a game at the expense of the townspeople of Kilead.

Roleplaying Gentry- Gentry should be roleplayed as the worst child you could possibly imagine. He is impatient and rude. He is entitled and, like many middle schoolers, knows exactly what your characters are most insecure about. Try to have some insults customized of each of your party members.

Potty Mouth. Gentry has a knack for mocking the people and travelers of Kilead. While mostly seen as a rude boy, his quick tongue has manifested into a powerful boon.

Sore Loser. Gentry's Mother came home from long days in the field leaving her with no energy to fight with her son. This has caused him to be accustomed to getting his way. Gentry hates having anything not go his way, especially losing games...

Destructive Tendencies. Gentry has been known to draw inappropriate graffiti all over the town of Kilead. Unfortunately his creativity of ways to draw Andre the Butcher is lacking.


Gentry

Small humanoid (human), chaotic evil


  • Armor Class 13 (16 with mage mrmor)
  • Hit Points 77 (14d6 + 28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 16 (+3) 14 (+2) 8 (-1)

  • Damage Immunities psychic
  • Condition Immunities exhaustion
  • Senses passive Perception 12
  • Languages common
  • Challenge 7 (2,900 XP)

Sore Loser. When Gentry is reduced to 0 HP he consumes an Extra Life Heart to make another attempt at victory. Gentry has 3 Extra Life Hearts to use at his disposal. The lives are connected directly to gems hidden in a chest under his floorboard at home. When an Extra Life Heart is expended Gentry recovers all spent resources and teleports to his desired location. If he has no Extra Life Hearts remaining, he dies instead.

Sharp Tongue, Quick Wit. Gentry's foul mouth has honed his skills with insults. Gentry can cast Vicious Mockery as a bonus action each turn for no cost even if he has already cast a spell this round.

Spellcasting. Gentry is a 9th-level spellcaster. His spellcasting ability is intelligence (spell save DC 15, +7 to hit with spell attacks). Gentry has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation

1st level (4 slots): chromatic orb, mage armor, magic missile, shield

2nd level (3 slots): blindness/deafness, hold person, misty step

3rd level (3 slots): bestow curse, call lightning, counterspell

4th level (3 slots): polymorph, blight, ice storm

5th level (1 slot): dominate person

Actions

Swift Kick. Melee Attack: +5 to hit, reach 5ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage.

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Gentry's Game| Gentry

Map of Kilead

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Gentry's Game| Map

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