Professional Documents
Culture Documents
Saving Normal
Throw M a n 1-3 4 12 13-16 17-20 21-24
Death RayIPoison 14 12 10 3 7 5 4
Maplc Wands 15 13 1 8 6 5
Paralysis/ . , r
4
Turn to Stone
Breath Attack 6
Rod/Staff/Spell 5
5 16-20 21-24
7 5
8 6
7 5
.. __ 10 8
TSR, 1°C.
2
“The Treasure of the Hideous One”
The ghost of Grisbaldos has temporarily
Encounter key (Use DM Map 1.)
possessed the character. While possessed, the
character is able to answer questions about
Rosentos’ expedition up to the point when
Rosentos killed Grisbaldos. Most important,
Grisbaldos’ ghost can tell the characters how
Rosentos’ men died during the night (they
were killed by the hydra at the riverbank) and
what direction in which the troop planned to
march along the river (upstream). The pos-
sessed character does not offer any informa-
tion unless asked.
After 1 hour, the spirit of Grisbaldos
departs. Before it leaves, however, it
demands a holy oath of the characters. The
ghost insists that the characters find and slay
Rosentos, or face its eternal haunting. If the
characters do not take the oath, or if they
break it, Grisbaldos’ ghost follows the char-
acters for the rest of their lives. The spirit
cannot cause physical damage, but its
appearance may cause embarrassment or
danger. In no way is the spirit useful or help-
ful. The characters may banish the spirit only
by fulfilling the oath or by visiting the most
revered member of the possessed character’s
religion.
2. BANDITS’ PLAIN
The 5-foot-tall grass that rises above the
steep bank of the river is yellowing under
the heat. Dustclouds clog the air. A light
breeze blows off the plain and down the
river.
This map does not exactly match any. map- in the Expert rules. Because of this, you may place Suddenly, across the breeze comes the
this map where you wish. sound of whinnying and the creak of
leather. A demonic-looking humanoid
1. GRISBALDOS’ GRAVE touches a character, the ghost evaporates in a rises up from the long grass. His body is
cloud of light. Nothing else happens to the swathed from head to toe in thick, black
Near a slow part of the river is a small rise. other characters. If any character tries to turn polished armor and metal studs. The crea-
A grove of oak trees stands on the top of the ghost, the ghost breaks apart in a cloud of ture’s face is held tight in a menacing leer.
the rise. swirling light. A wild, maniacal laugh echoes H e holds a glittering black blade.
Beside the humanoid stands a lean,
~~
3
“The Treasure of the Hideous One”
~~ -
acters start to do something hostile, the chief- round of starting a fire. A fire-based spell has they find nothing. Once the characters have
tain casts his magic missile at the character a 50% chance of starting a fire. The fire starts entered the darkness, they no longer feel a
who appears to be the most heavily armored. out small, but grows to a blaze in 5 rounds. compulsion to aid the voice. They only learn
The chieftain then closes on the characters, The wind then carries the fire toward the that the area is magical and not evil.
brandishing his sword, which bursts into river at a rate of 5 feet per round. All characters who enter the darkness must
flames. If the bandit chieftain or the characters make a saving throw vs. magic. Whether
start the fire, the fire blocks the characters’ characters succeed in their saving throws or
Elven Bandit Chieftain: AC 1 ; E 7; hp 29; way to the river. When the fire reaches the not has no immediate effect on their actions.
M V 120’ (40’); #AT 1; D 1-8 ‘1; Save E7 river, it spreads up and down the riverbank, Three turns after entering the darkness,
‘1; M L 9; AL C ; ring o f protection +1; growing larger and engulfing the land at a the voice shrieks again. The scream erupts
ring offire resistance; sword +1, flames on rate of 15 feet per round. from the blackness every three turns.
command The bandit chieftain wears a ring of fire When the characters leave this area, all
Spells. First Level: charm person, magic mis- resistance. If a blaze is started, he steps into those who failed their saving throws begin to
sile, shield it, laughing evilly. If the characters do not have small, nagging doubts about their own
Second Level: invisibility, web approach him as he stands in the fire, he abilities. Describe for each character some
Third Level: fireball, bold person attacks them, using his spells. lack of confidence that suits that character. A
Fourth Level: confusion Characters within 5 feet of fire suffer ld4 Lawful character might feel that he has
points of damage each round. Those caught failed, and that he didn’t have what it takes to
Thirty-five other bandits are hidden in the in the fire for more than 1 round suffer 2d6 rescue the screaming person. A Neutral char-
grass. The chieftain gave them orders to cir- points of damage. acter might feel uncertain about his neutral-
cle the characters. If the characters do noth- ity or his talent at solving mysteries. These
ing, the bandits surround them in 1 turn. If 3. THE SLOUGH OF DESPAIR doubts are small and do not affect the charac-
the characters attack the bandit chieftain, ter’s overall personality. An affected charac-
have each player roll three dice. If the dice The swamp is breezy and cold. The wind ter does suffer penalties in combat, however,
roll is half of the character’s Wisdom score or ripples the patches of open water between because of his insecurities: the character
lower (round fractions up), the character the reeds. Geese take wing, their forlorn always loses initiative; he fights at a -1; and
notices faint movement in the grass to the honks silencing the few crickets that are he must make saving throws against mental
sides. Do not give the player any more infor- out on this bleak day. A pool of stagnant attacks (illusions, charms) at -1. This condi-
mation than this. water lies beyond a thick stand of reeds. In tion continues until the character actively
The bandits completely surround the char- the center of the pool is a hemisphere of helps to defeat hostile monsters or NPCs
acters 2 rounds after combat begins. While darkness. Suddenly, a piercing scream whose Hit Dice or level is higher than or
the chieftain fights the characters head on, bursts from the heart of the blackness. equal to his own.
the bandits try to take characters by stealth The reeds explode in a flurry of life as If the characters use a high level spell (such
and numbers. Groups of five bandits each swampbirds shoot up toward the dark sky. as commune) to learn more about the area of
slip through the grass, trying to get behind darkness, they learn that it is some type oftest
unsuspecting characters. If the characters are If the characters leave the area, nothing hap- set by a god. The characters cannot learn how
not looking or watching their rear, the band- pens immediately. Four hours later, however, well they did at the test.
its successfully move into position behind the all Lawful characters begin to feel guilty
characters the first time they try it. about deserting the voice in the swamp. You 4. THE BURNED VILLAGE
The bandit groups then spring, each group should tell these characters that they must try
attacking a single character. Four of the five to convince the others to return to the swamp T h e desolate frames of a few rude huts
try to grab the legs and arms of the character and help whoever screamed. The Lawful stand on stilts at the edge of a small,
they are attacking, while the fifth moves in to characters could argue that it is evil to desert spongy hummock. The huts’ roofs are
stab the helpless victim. Of the first four someone who obviously needed help. They missing, and the floors have splintered
attacks made, each successful hit means the could also argue that they should not be and sagged into the water below. The
bandits have grabbed one of the character’s afraid of danger in helping others, and that stilts and few scraps of remaining wood
arms or legs. If the bandits grab both of the their own greed is distorting their values. You are charred. Reeds grow around the huts,
character’s arms, the character cannot use a may suggest these arguments to the Lawful clogging the waterways.
weapon. If the bandits grab both legs, they characters.
yank the character to the ground. A character After 8 hours, the Lawful characters This is the first village mentioned in The Vet-
can break one hold each round by announc- should insist on going back even if they must eran’s Tale. Raided and then abandoned
ing he is trying and then successfully making leave the party. Tell the players of Lawful many years ago, the village is nothing more
a hit roll. The bandits continue to fight until characters that their characters are intelligent than moldering ruins that are a haven for foul
there are no other gripped or fallen charac- and can make plans about their return. They undead.
ters, or until 20 bandits have been killed. do not have to return recklessly or foolishly. If the characters enter the ruins, they find
If another character casts a remove curse that not all the huts have collapsed. Some
Bandits (35): AC 7; NM; hp 5 each; M V spell on a Lawful character, that character is floors are solid and can safely support the
120’ (40’); #AT 1; D 1-8; Save NM; M L freed from the compulsion to return to the characters’ weight. Junk is scattered
8; AL C swamp. The character always feels a twinge throughout the huts that remain standing.
There is a chance that the the dry grass of regret about the incident, however. The characters may search the huts for
catches fire during the fight. A flaming If the characters enter the darkness in the clues. Every turn the characters search, there
weapon of any type has a 10% chance per swamp, they blunder around in the dark, but is a 10% chance they find this clue: a crude
4
“The Treasure of the Hideous One”
map carved on a piece of bone. Characters If the characters reply favorably to the Natives (35): AC 9; NM; hp 3; M V 120’
can use the map to find the second village natives’ warning that they are early, the (40’); #AT 1 weapon; D 1-6; Save N M ;
mentioned in The Veteran’s Tale. There is gaunt man steps into view and invites the M L 5; AL N
also some writing on the bone. Characters characters to stay the night. During his con- There are both men and women natives in
having a n Intelligence score of 13 or higher versation, the man refers to the characters as the village. They do not usually fight, and are
have a 40% chance to recognize the writing masters and treats them with great respect. more likely to hide in terror when anything
as being similar to some language the charac- H e takes the characters into the largest hut by happens.
ter already knows. The writing reads, “Truly the water and bids them to stay there.
the days of Kelshet and his evil hordes are If the characters make threats or attack as a If the characters stay in the village, the
numbered! ” However, there is no indication reply to the man, a shower of 20 arrows falls natives treat them respectfully. The charac-
ofwhich village was led by Kelshet. The piece upon the characters. The arrows have been ters do notice, however, that the respect paid
of bone is the only clue the characters find in fired from darkened huts, and the characters them masks a great deal of fear and hatred
the huts. cannot see the attackers. The natives con- felt for them by the natives.
After the characters have been in the huts tinue to fire until the characters either leave Two other villagers beside Korat speak
for 1 turn, 15 ghouls enter and attack. The or reach the huts. If the characters reach the Common: Carmelita and Thut. Carmelita is
ghouls have climbed the stilts out of the huts, the silence of the fight is broken. Sud- the granddaughter of one of Rosentos’ long-
water, preparing to attack the hut(s) from all denly, much shouting and wailing rises from dead men. She is very pretty, a little naive,
sides. They have done this very quietly. T h e inside a small, squalid hut. As the characters and quite charming. Thut is a tracker who
ghouls look as if they have been dead under- climb onto the hut’s platform, a man sud- has occasionally traveled outside the swamp.
water for a very long time. denly tumbles headlong out of the hut and H e is sullen and suspicious, but loyal and
falls into the water. The gaunt man and sev- self-sacrificing to those he considers his true
Ghouls(15): AC 6; H D 2*; h p 5 each; #AT 3; eral other men stand in the doorway behind friends. If the characters can convince either
D 1-3/1-3/1-3 + save vs. paralysis; Save him. Three women, wailing and doing their of these NPCs that they are not masters, one
F2; M L 9; A L C best to hide, stand just inside the hut. The of the NPCs agrees to guide the characters to
The ghouls have no treasure. gaunt man falls to his knees and clutches at the Isle of Rosentos. The NPC must accom-
the characters, wailing in Common, “Please, pany the party. H e or she cannot simply give
5 . THE SECOND VILLAGE masters, mercy on us! Take the foolish one, directions.
and we will be trouble no more!” H e con-
A collection of six small huts stands in the tinues on in this vein for several minutes. Carmelita: AC 9; N M ; hp 2; M V 120’ (40’);
center of a small lake of open water. Sap- This village is the second village men- #AT 1 weapon; D 1-4; Save N M ; M L 6;
lings used as stilts raise the huts above tioned in The Veteran’s Tale. The natives AL L
water level. Platforms of woven branches here are not descendents of the same friendly
support the crude, reed huts. The sapling villagers, however. The village was overrun Thut: AC 9; F 1; hp 7; MV 120’ (40’); #AT 1
poles arch over to form the huts’ roof many years ago by evil natives from the first weapon; D 1-8; Save F1; M L 9; AL L
poles. village mentioned in The Veteran’s Tale.
Furtive movements are noticeable near Since that time, the natives here have come After the characters have remained in the vil-
the huts’ doors. A mongrel dog leaps from under the sway of Rosentos. lage for 1 week, Rosentos arrives during the
one platform to another. Several half-rot- Rosentos (see encounter 6) uses this vil- night. If the natives have captured the char-
ted canoes tied to the stilts bob slowly in lage as a food source. Rosentos is actually a acters, they turn the characters over to
the water. vampire. H e takes victims from this village Rosentos. H e then takes them back to his isle
only occasionally. (see encounter 6). If the natives have not
When the characters are 150 feet away from The gaunt man is Chief Korat, the village captured the characters, Rosentos leaves
the village, a shouting voice hails them from leader. H e is totally under Rosentos’ power. orders for the natives to strip the characters of
the largest hut. It speaks first in a language The chief believes the characters are also as much equipment as possible and bring
the characters do not know. No matter what creatures like Rosentos, since they look the them to his isle. The natives are to explain to
the characters reply, the voice then says in same and carry the same types of equipment. the characters that they are guiding them to
Common, “You come too soon. Go away. It Korat considers the characters masters and the isle. During the trip, the canoe carrying
is not the time.” If the characters do not treats them with great respect and care. H e most of the characters’ gear overturns. You
reply, 20 arrows fly from the huts’ doorways. assumes that the characters have come from must determine what is lost or damaged
Each arrow has a chance to hit a character the Isle of Rosentos (encounter 6). If Korat because of this accident. T h e characters
(determine randomly). T h e natives have realizes that the characters are not from that arrive at the isle just after sundown.
fired these arrows. isle, he has them captured and held as offer-
Immediately after firing the arrows, the ings to Rosentos. Korat becomes suspicious if 6. THE ISLE OF ROSENTOS
natives begin shouting, apparently at one the characters ask too many questions about
another. The characters do not recognize the the isle, the villages, and the masters. Have the characters arrive at this island
language. The shouting suddenly stops, and sometime just before orjust after sundown. If
a gaunt man steps from the doorway of the Korat the Chief: AC 9; F 6; hp 23; M V 120’ you can’t arrange this normally, tell the char-
largest hut. H e says, in Common, “Please (40’); #AT 1 weapon; D 1-6; Save F6; acters that they have become lost in the
forgive us, masters. Rooms have been pre- M L 12; AL C swamp, and have them find the island just as
pared for you. Do not punish us, my mas- Korat carries a bone club, but uses it mostly the sun sets.
ters.” The man then falls to his knees and for ceremony, not combat.
kowtows to the characters. A small hummock of sandy ground lies
5
DM Map 2:
Isle of Rosentos
ahead. The dark silhouettes of trees are tures. There are no windows anywhere in the Sometime during the conversation,
visible in the fading light of day. A small house. If characters ask why, Rosentos Rosentos asks the characters why they are
break in the reeds opens up, just wide claims, “Sometimes there are dangerous here. If the characters mention details frbm
enough to pass through. A spongy beach beasts that must be kept out.” There is no The Veteran’s Tale, Rosentos scowls (possi-
lies beyond the reeds, and a trail winds up fireplace, firepit, or other type of cooking bly as if thinking) and then remembers the
from the beach into the woods. arrangement. If characters question this, treasure. If the characters mention the trea-
Rosentos explains, “All my cooking is done sure, Rosentos understands immediately.
Just after dusk, once the characters have outside, where it is cooler.” There is no food Rosentos explains that the treasure is in the
landed, they see a man come down the trail in the house. Rosentos tells the characters, “ I center of the cay-men’s compound. The cay-
from the woods, carrying a lantern. The man have very few supplies, and they do not men are small, intelligent lizards who defend
is dressed in crude, obviously homemade keep.” There are no mirrors. If characters the treasure ferociously. Rosentos asks if the
clothing, but he appears to be in good health. ask why, Rosentos explains “ I do not know characters will take him along when they
H e looks to be about 35 years old. H e is lean how to make them.” leave the isle. Finally, late in the night,
and rangy, and he has a battered, weather- Rosentos doesn’t want to arouse the char- Rosentos goes to bed. H e tells the characters
beaten face that makes him rather ugly, but acters’ suspicions. Actually, he is genuinely that he has much work to do tomorrow in
not unpleasant. H e carries no weapons in his happy to see someone from civilized lands preparation for his departure, and that he
hands, although he does have a sword with whom he can talk and deal intellectually. may not see the characters until late. H e
strapped to his side. H e is courteous and friendly to the charac- assures the characters that they will be safe in
The man is Rosentos, the vampire. H e ters, and he invites them to his house. H e tells his house tonight.
greets the characters warmly if they are not the characters his name is Rosentos, (nick- Rosentos goes to his room and immedi-
hostile to him. If the characters attack him, named the Hideous One). H e is the son of ately slips out through a secret door. H e goes
he fights as best as he can. Should the fight go Rosentos, the original explorer of the isle. H e to his slave farm to feed, and then goes to his
against him, he flees to one of his hidden cof- explains that he has lived on this isle all his “bed” in the hidden coffin near the slave
fins (“c” on D M M a p 2). You should decide life, unable to leave because of the hazards farm.
which coffin he returns to. Rosentos then the swamp holds for a single man. Rosentos If the characters leave no one behind to
tries to hunt the characters down one by one claims his father educated him before he guard their boats, Rosentos steals them that
and add them to his slave farm. died. night.
If the characters listen to and observe
Rosentos, Vampire: AC 2; HD 8 * t ; h p 40; Rosentos closely, they note that his manners, 6b. The slave farm
M V 120’ (40’), 180’ (60’) flying; #AT 1 accent, and dress are almost a century out of
touch; D 1-10 double energy drain;
+ date. H e continues chatting with the charac- A small collection of dilapidated hovels
Save F8; ML 11; AL C ters well into the night. sits in a swampy hollow. Small gardens
Rosentos’ gaze charms-characters have -2 During this time, Rosentos tries to use his grow near the dwellings. A few people mill
on saving throws; he regenerates 3 hp per gaze to charm the characters. Secretly make a about the gardens. Others sit outside their
round; he becomes a dire wolf, a giant bat, or saving throw for each character. Characters homes. All seem to move in a lethargic,
gaseous at will; and he can summon rats, who fail the throw notice nothing and over- dream-like manner.
bats, giant rats, and giant bats. look any suspicious evidence about Rosentos.
You can control this by failing to tell these These people are the victims Rosentos
6a. Rosentos’ house characters details about Rosentos that might claimed from the village. Rosentos has thor-
raise doubts in their minds. You may decide oughly charmed all of them, and they cannot
A well-kept wooden cabin stands in a to give them these details anyway, explaining do anything against his will. If the characters
small clearing among tall grasses. instead that they are unimportant. Charmed have fought Rosentos, the slaves attack the
characters readily accept Rosentos’ explana- characters when the characters enter the
This small, wooden cabin is divided into two tion of events. group of huts. If the characters have not
rooms: the common room, and Rosentos’ Tell characters whose saving throws suc- fought Rosentos, the slaves ignore the char-
bedroom. The characters sleep in the com- ceeded only that Rosentos seems to be acters. All of the slaves-speak of Rosentos
mon room. T h e house is furnished normally, intensely interesting and strangely compel- with,great respect. There is nothing of great
but characters may notice several odd fea- ling. interest or value in this village.
6
“The Treasure of the Hideous One”
Rosentos’ Slaves (15): AC 9; NM; hp 2; M V men come to the wall to help in the defense. very simple phrases in this conversation,
90’ (30’); #AT 1 weapon; D 1-6; Save No more than 20 cay-men can fight on the forcing the characters to use sign language at
N M ; M L special; AL L and N wall at one time. some points. The shaman admits to having
When armed, the slaves carry crude clubs. the treasure the characters want, but he
refuses to give it to them. H e also wants to
6c. Rosentos’ coffins Cay-men(25):AC 7; H D 2 ; h p 9 each; M V know if the characters are friends of Rosen-
90’ (30’); #AT 1 bite or weapon; D 1-4 tos. If the characters pursue this, they learn
bite or 1-6javelin; Save F2; M L 8; AL N that the cay-men consider Rosentos a “big-
of the path. It is 5 feet in diameter and is bad man-no-man.” The shaman is emphatic
topped by a heavy stone lid. The outside is If the characters reach the wall, the cay-men about this point.
smooth and featureless. make an orderly retreat to the mounds. As If the characters destroy Rosentos, the sha-
they dart into the mound openings, the cay- man agrees to give the characters the treasure
Rosentos uses these urns as coffins. Each men snipe at the characters-throwing a jav- they want. Otherwise, the characters will
night just before dawn, Rosentos enters his elin, then ducking out of sight to reappear at have to wipe out the village (not a very Law-
coffin by assuming gaseous form. a different opening. The cay-men’s mounds ful act), or they will have to steal the treasure.
A small amount of grave soil rests in the are a maze of tiny tunnels and chambers. The Make sure you allow the players this choice,
bottom of each urn. Four or more characters characters would find it impossible to seal all however.
can tip the heavy urns over if they use ropes. of the mounds’ entrances.
This action takes about 1 hour. The first urn If the characters do not attack and continue Cay-men Shaman: AC 6; H D 4; hp 23; M V
the characters investigate is empty. Rosentos to watch the cay-men, the creatures’ shaman 90’ (30’); #AT 1 bite or weapon; D 1-4
is sleeping in one of the remaining coffins. eventually appears on the wall. This shaman bite or 1-6 weapon; Save F4; M L 9; AL
Determine randomly which of the urns speaks a very poor version of Common. Use N
Rosentos is currently using.
I B. Theside
17
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ARMOR CLASS
Armor Type Armor Class
No a m o r 9
hand axeordagger 1.eafhc-r
Chtflrn Mal
When usiriq m i r d e PldR Mall 9
Stiicfd Bvnub of 1 *
* A yhirld subtracts 1 from your Arm