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SAVINGS THROWS

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.

Combat Shield and Mini-adventure

“The Treasure of the ideous One”


by David Cook
CONTENTS

How to use this adventure. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .


Adventure back ...................
.................................................. 2
Encounterkey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

The Veteran’s Tale. . . . . . . . . . . . . . . . . . . . . . . . . . . .8


DM Map 1: Suggested Wilderness ..................................... 3
DMMap2:IsleofRosentos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
An adventure for character levels 4-7

Editors: Tim Kilpin, A n n e C. Gray


Graphic Designer: R u t h H o y e r
How to use this adventure This adventure is set in the same campaign
world as all other D&D@Basic and Expert
C o v e r Artist : Jeff Easley adventures (for a map of the land, see p. 32 of
The Treasure of the Hideous One is a mini-
adventure for use in D&D@Expert cam- the Expert rule book). If the players follow
paigns. Unlike other Expert Game modules, the clues, their characters probably set out on
1984 TSR, Inc. All Rights Reserved. Printed in U.S.A.
DUNGEONS & DRAGONS and D&D are registered trademarks this adventure is short enough to be played in the adventure from the village of Luln. If
owned by TSR, Inc.
one session. they do not, adjust the necessary encounters.
This adventure provides you with a ready- If you do not want to use the adventure’s
Distributed to the book trade in the United States by Random
to-use hidden treasure that you may intro- treasure “map” in its given location, feel free
House, Inc., and in Canada by Random House of Canada, Ltd. to change the adventure accordingly.
Distributed to the toy and hobby trade by regional distributors.Dis- duce into your players’ campaign when
tributed in the United King-dom by TSR (UK) Ltd. player characters find a treasure map or some T h e treasure itself is large and well-
This accessory is protected under the copyright laws of the United guarded. Characters below 4th level will
States of America. Any reproduction or other unauthorized use of other clues to a great treasure. At that time,
the material or artwork contained herein is prohibited without the read The Veteran’s Tale (p. 8) aloud to them probably find the challenges of this adventure
express written permission of TSR, Inc.
or give them a photocopy of it. Do not force more than they can handle, and Basic Game
the player characters to find the treasure DMs will find that much of the adventure’s
immediately; they may already be in the mid- information is only compatible with the
TSR, Inc. T S R (UK) Ltd. Expert rules. Save this scenario until your
POB 756 The Mill, Rathmore Road dle of an adventure. Allow the players to
choose when their characters will search for player characters are ready for Expert play.
Lake Geneva, Cambridge CB14AD
W I 53147 United Kingdom the treasure. Once the characters have The
Veteran’s Tale, you may read it to the players Adventure background
anytime they want to hear it. Do not offer any
information that is not given in the tale, how- The lost expedition
I”
ever. The Veteran’s Tale describes an expedition
Although the characters will be searching on which a great treasure may have been
for a treasure, they will have no map to guide found. Player characters can learn more
TSR, Inc. them. Their “map” is The Veteran’s Tale. It about the expedition by searching old
includes all the information and clues the records, listening to epic songs, and consult-
players need to find the treasure. The players ing sages. You may decide how much of the
should read and study the tale carefully to following additional information the charac-
learn the location of the treasure. ters discover in their research.

ISBN 0-8808-073-X 9099


“The Treasure of the Hideous One”
The expedition was undertaken 100 years Wandering monster “prey.” Any character being held by the
ago by Colonel Rosentos. The colonel led a hydra can break free when one of the heads
troop of 200 soldiers, most of whom were on encounters holding him is destroyed.
foot. Duke Stefan the Hermit ordered Rosen- Three rounds after gripping its prey, the
tos and his troop to explore and claim the Characters have two kinds of wandering hydra drags the character underwater. A sub-
lands to the west. At that time, the duke’s monster encounters while they are searching merged character can hold his breath for a
lands were very new. for the treasure: random encounters and spe- number of rounds equal to his Constitution
The colonel sent back periodic reports of cial encounters. score. After that time, the character must
the expedition’s progress. After Rosentos make a saving throw vs. dragon breath. If the
reached the small village of Luln, however, Random encounters character fails, he drowns. If the character
the reports stopped. No more was ever heard succeeds, he survives for 1 more round. H e
from the expedition. Rumors speculate that Use the standard rules and tables given in the must make another saving throw at a -1 pen-
Rosentos found a fabulous treasure and, pre- Expert rules to determine if characters have alty in the next round. The die roll penalties
ferring not to give out shares to his men, random encounters during the adventure. are cumulative. Characters have a -2 on all
betrayed them to an evil sorcerer. The rumor damage and hit rolls when they fight under-
has never been proven true. Special encounters water.
If the current duke learns of plans to find
the fabled treasure, he sends ducal collectors The following special encounters may occur Hydra: AC 5 ; H D 10; hp 61; M V 120’ (40’);
to accompany the party so that a proper share whenever you wish, provided the characters #AT 10; D 1-10 each; Save F10; M L 19;
of the treasure may be taken for the duke’s are moving through the proper terrain. The AL N
treasury. locations of these encounters are not given on
the maps. Just downstream is a large hollow built into
The four treasures the riverbank. This is the hydra’s lair. A
Sunken lair of the hydra. Read the boxed small mud nest holding 10 hydra eggs rests in
Four possible treasures have been included so text aloud to the players when their charac- the lair. Broken bones and treasure are scat-
that you may incorporate the adventure into ters are near the riverbank. tered about the lair, which is half-filled with
your existing campaign more easily. The water. The treasure consists of 5,000 cp,
treasures match the four treasure categories 2,000 sp, and a solid lapis lazuli (a gemstone)
given in the Expert rules: normal treasure, slithering rises ahead. Small branches and bracelet worth 3,000 gp.
magical treasure, combined treasure, and reeds snap as the sucking plop of large feet
special treasure. draws slowly closer. Birds squawk and Mudbeasts of the swamp. Read the boxed
Normal treasure. 10,000 gp; the Jewel of take wing. Suddenly, a loud splash echoes text aloud to the players when their charac-
Achmed-a giant sapphire worth 2,000 gp off the river. All is still again. ters reach the swamp.
Magical treasure. T h e Armory of
Morphos: sword ‘3, Int 10, AL L, 1 lan- As the characters move ahead, they come The swamp is hot and muggy. Tiny gas
guage, find traps, detect magic, extra dam- upon a muddy trail that leads to the river- bubbles ripple the surface of the water.
age; 20 +1 arrows; a stone ofcontrolling earth bank. If they check the trail, they notice the Suddenly, a loud plop shatters the humid
elementals tracks of a large, claw-footed creature. A flat, air. Mud splatters everywhere. A sucking
Combined treasure. 5,000 gp; 5 pieces of smooth smear that seems to follow the foot- sound gurgles from the surface of the
matched jewelry, worth 500 gp each or 3,500 prints’ path occasionally blots out the prints. swamp as two great serpentine necks
gp as a set; a ring of regeneration The heads of 10 “crocodiles” are bobbing shoot up from the muck. The scum-drip-
Special treasure. The Essence-Orb of u p from the surface of the water near the ping, fanged heads waver 12 feet above
Trinkla, the Black Sage: a large, semitrans- shore. The heads bob under at different the swamp’s surface, looking for prey.
parent stone sphere that pulsates with a living times, and resurface near the same place each
darkness. The sphere sits on a pedestal time. The creatures’ eyes carefully watch the These creatures are actually one monster, a
shaped like a dragon’s foot. The pedestal is characters’ movements. giant serpentweed. The plant has sent up its
carved from a single bone. The Essence-Orb The 10 heads are actually the heads of a two head-stalks to attack the party. The plant
has the power to answer one question a single hydra, who is cunningly trying to lure attacks until either it or the characters are
month per character unless the question can- prey close to the river’s edge. If the characters slain. If the characters can get 20 feet away
not possibly be answered. There is a 50% come closer, the hydra attacks a single char- from the head-stalks, they are safely out of
chance the answer is absolutely correct and a acter. The hydra is likely to make this attack range of the plant. The stalks then slither
like chance the answer is absolutely incorrect. on any disabled or limping character, on the back into the muck and mire. This creature
The question need not require a yes or no character showing the most wounds, on the has no treasure.
answer, but it must pertain to one specific slowest moving character, or on the character
subject. The Essence-Orb does not interpret closest to the riverbank. Giant Serpentweed: AC 6; H D 9 per stalk;
questions, nor does it ever volunteer informa- If six or more of the hydra’s heads strike in hp 45, 40; M V 0’; #AT 2; D 2-12; Save
tion. T h e power of its magic is infused a single round, they hold the character and F9; M L 12; AL N; immune to fire, illu-
throughout the stone, pedestal, and building begin dragging him into the river at a rate of sions, and mind control spells
where it is found. If any character removes 5 feet per round. The six heads continue to For a complete description of the giant ser-
the stone, the power of the spell is broken. hold each round, but do not do any more pentweed, see the New monsters section at
Returning the stone to its original position damage. The hydra’s other four heads pre- the end of the adventure.
restores its power. vent the other characters from rescuing the

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,
~~

through the grove. Just as the laughter dies


Near the center of the oak grove, screened down, a freezing wind thunders through the black horse. Pale fire glows in its eyes.
from outside view, rests a rotting stump. A grove. The gust is so strong it lifts leaves, The horse whinnies and stomps as smoke
scattering of rocks is gathered close to the sticks, and small items and flings them rises from the long grass around its feet.
stump. The stones once formed the cairn through the air. The humanoid speaks in rapid, clicking
over Grisbaldos’ grave. Any character touched by the ghost reacts syllables. It starts forward and says in
A pale green light moves and flits through strangely to the other characters, and doesn’t Common, “Lay down weapons, for you
the trees of this grove at night. The light is the appear to recognize them. Secretly tell the have disturbed me!”
ghost of Grisbaldos. If the characters camp in touched character that he can no longer see,
the grove, the ghost enters their camp either hear, taste, smell, or move. You should play The being is an elven bandit chieftain,
in the form of darting, glowing balls, or as a this character for the next hour of game time. dressed in heavy leathers and wearing a mask
single shaft of light rising u p from the The touched character immediately begins that gives him a demonic appearance. His
ground. The light then slowly forms into the asking the other characters, “Where is horse is similarly outfitted. Phosphorescent
transparent figure of a man dressed in tat- Rosentos?” This is all the character asks, paint outlines the horse’s eyes. A small, well-
tered, timeworn clothes. Its head lolls and he is very insistent about discovering the contained fire burns near the horse’s hooves.
strangely to one side, and characters may answer. If other characters say that Rosentos The chieftain is stalling for time until the
notice thick, dark rope burns about its neck. is dead, the touched character still asks the rest of his men are in position. H e advances
T h e ghost slowly approaches the charac- same question, and continues to do so for the to within 20 feet of the characters, and he
ters, its arms outstretched. As soon as it next hour. remains ever watchful. The instant the char-

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.

6d. The village of the cay-men


New monsters
Armor Class of 6. When the shaman is
Cay-men
The trees break open into a wide clearing, present, the morale of all cay-men is
overgrown with thick grass. A space of Armor Class: 7 increased by 1.
packed dirt, free of grass, rests near the Hit Dice: 2
center of the clearing. At the very heart of Move: 90’ (30’) Giant Serpentweed
the barren area is a small, unusual com- Attacks: 1 bite or weapon
pound. Packed dirt and woven reeds Damage: 1-4 or by weapon Armor Class: 6
make up the walls of this compound. Sev- No. Appearing: 0 (10-60) Hit Dice: 9 per stalk
eral large mounds of packed dirt lie Save As: Fighter: 1 Move: 0’
beyond the compound walls. Many 1- Morale: 8 Attacks: 1 bite per stalk
foot-high openings bore into these Treasure Type: K Damage: 2-12
mounds. Alignment: Neutral No. Appearing: 0 (1)
A small group of 8-inch to 12-inch-high XP Value: 20 Save As: Fighter: 9
creatures stands in the clearing. The crea- Morale: 12
tures look like small lizard men. Some are Treasure Type: D
holding weapons and wearing bone and Cay-men are small, intelligent, reptilian Alignment: Neutral
feather headdresses. humanoids. They are related to lizard men, XP Value: 900 per stalk
although they are much smaller (standing no
This compound is the village of the cay-men. more than 1 foot high) and much more intelli- The giant serpentweed is a flesh-eating plant
The treasure the characters seek is located gent. Cay-men fashion weapons, build vil- found in bogs and areas of standing water.
here. If the characters are searching for the lages, and make their own traditions. They Much of the plant lives underwater, rooted to
special treasure listed at the beginning of the can also speak Common, their own tongue, the bog bottom, but has 1-6 stalks that reach
adventure, include a description of a small, their alignment language, and sometimes the above the surface. These stalks are thick and
stone building in the center of the village. languages of other creatures of the area. They scaled. Each ends in a digestive sac that
When the cay-men first spot the charac- are not warlike; they usually fight only for resembles a toothed mouth. From a distance,
ters, 10 of them swarm to the compound defense, or for some necessary gain (territory the stalks resemble giant snakes.
walls. Each carries three small javelins and a or food sources). They are quick and clever. The stalks normally lie just under the sur-
long bone dagger. They begin hissing and In combat, a cay-man normally uses a face of the water. From there, they detect
snapping in the characters’ direction. If the small javelin or big dagger (almost a short vibrations of passing creatures, which they
characters stop their advance or make no sword in size). Both weapons do 1-6 points of then attack. The stalks can attack anything
threatening moves, the cay-men do not damage. Cay-men know they are not suited within a 20-foot radius of the plant. When a
attack. to fighting; they prefer to make quick attacks stalk loses all of its hit points, it is severed.
If the characters attack the cay-men, the and get to cover before the enemy can When all the stalks are severed, the plant can
tiny creatures throw their javelins in a volley respond. no longer attack, but the plant itself is not
at two characters. They continue this attack All cay-men villages are led by a shaman. dead. The only way to permanently kill a ser-
until the characters either leave or reach the These shamen live much longer than normal pentweed is to burn the underwater roots. A
compound walls. Each turn, five more cay- cay-men. Shamen have 6 Hit Dice and an severed stalk can grow back in 6 months.
7
Target's Armor Class
9 8 7 6 5 4 3 2 -3
N o d Man 16 17 18 20
I,- *-
20
4-6 20
7-9
10-12
13-15

I B. Theside

I 1. Morale Chcck (monsters and nonplaycr characters orily)


2 Movement (using. speed per round), including Dclensivr Manriivr

17
15
i, and Hz

C The side that lo\c\ the initidtivc rhcn ciimpletcx all , t r p givrn dbov Hit Roll of greater than 20
D OM handles dll rrrrraring, wrrcnder, and other spr( id rcwl'

1 Wandering monsters: DM rolls It16 (noimallv chcwled c \ ~ r y2 turn5).


2 Actions: Caller describes dl party actions (rrioverncmt, Iirrcning, w a n hing, CC(

ruappcd, rlir D M des( ribrr i t .


oLcurs, ttic D M follou\ theses
appearing. roll IO tlec ine tkic I ~ U I L ~ I J CoiI rrioiisiers appwrinq t p DM

iaiu 11-10) points ofda

two-handrd s ~ . .

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

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