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MISSION Nº6

Monsieur Zénopuce's Holiday

seniority rank 2-3 Open source p.32 ↗
Denomination The necromancer's tower
Level -23
Design by Thoutmès
Last survey 2075
Clientele expert (thrill-seekers, do-gooders)

A job for a team of hosts with more brains than brawn (if there is such a thing).

Run 0/15 visited· 7 fights left

The aerie map

Maps (1)

DI MB1 · p.33

book page · p.33
⬇ Download p.33 ↗

The briefing

Mission briefing & concept p.32 ↗

A job for a team of hosts with more brains than brawn (if there is such a thing).

The Mission — Some clients are making themselves at home in an old aerie called the Necromancer's Tower. They must be found and dealt with yesterday. Easy peasy!

Concept

The Necromancer's Tower, a combination of two clichés: the wizard's laboratory and the undeath cult. It's had its success but is barely covering its meager overheads today. The "tower" used to be the subterranean abode of an actual wizard called Zénopuce, who mysteriously disappeared centuries ago. Always on the lookout for undermonetized space in the Dungeon, Marketing took it over and rethemed it using a lot of skulls and generic evil-looking symbols. Magical special effects have been added to each room; they trigger when more than one (living) person enters.

Complications

  • What the hosts are told: The most recent clients haven't left the aerie and no one knows why.
  • What the supervisor keeps to themselves: Zénopuce has recently been in touch with his undead minions. This prompted the high-ups to check the archives, and it turns out their predecessors never finalized any acquisition or lease paperwork. The last thing the C-suite needs is an angry wizard demanding centuries of back payments… See p. 39 for the modalities of the archmage's return.

Clients

The Pious Questors, expert-level do-gooders. Met during a holy crusade against some lich or other. Their leader, Sister Odilia, went to meet her maker two days ago after failing to turn the aerie's undead. The others have been licking their wounds with the "underworld sailors" in F, hoping to convince them to help with recovering their leader's body and exact revenge on the living dead abominations.

  • Yewandé, a soft-spoken, vengeful sell-sword, rescued by Odilia many years ago. Never understood her religion but saw Odilia as a big sister. HD 4 (22 hp, max 30), ARM chain and fur Δ8, ATT 2 x twin axes , SP "That all you got?" (cancel all damage from enemies, once per day), ML Δ10
  • Borkus the Reformed, a fatalistic dwarf and a zealot of Saint-Doloriax working toward salvation through pain. HD 3, (14 hp, max 21), ARM –, ATT barbed whip + painful grapple ( damage every turn until freed), SP love pain (disadvantage to the damage he takes), ML Δ10
  • Butcher-Boy, a bloodthirsty and grinning thief thus nicknamed for her tendency to aim for the main arteries. HD 3, (15 hp, max 16), ARM black leather Δ6, ATT curved knives 2 x , SP bleeding (1 damage per turn and per hit – stopping the bleeding takes a full turn and bandages), ML Δ8

Rumors

Savvy hosts will spend a few precious minutes asking about the Necromancer's Tower on their way through the Hub.

1. No one's even sure whatever happened to Zénopuce, the necromancer who used to own the aerie. (True, even if Zénopuce is not a necromancer.)
2. The residents of this aerie are dodgy. Some suspect they have deals with the Bright Outside. (False, but the aerie does connect to the Bright Outside via the Great Chthonian Lakes.)
3. Accounting suspects there is unregistered treasure in the aerie. (True, it's the pirates' booty buried in G.)
4. There is a reward of 1,000 gp for Zénopuce's secret spellbook. (True, it is guarded by Feral Firouz and contains the aerie's title deed.)
5. A weird death cult has taken residence in the aerie, probably looking for the necromancer's relics. (False, even if there is a sort of cult there.)
6. The aerie's quarterly earnings have been bad enough for long enough to justify a feasibility study for a complete retheming. (True.)

Denomination

  • DENOMINATION The necromancer's tower
  • LEVEL
  • DESIGN BY Thoutmès
  • LAST SURVEY 2075
  • CLIENTELE expert (thrill-seekers, do-gooders)

Map annotations: client entrance; Bruisers' entrance; hosts' residence; The tower's basement (where the necromancer conducts his experiments); Necromancer's bathroom; kitchen; storage area rarely visited by customers; Caution! shows signs of erosion.

Random Encounters p.34 ↗

RANDOM ENCOUNTERS — There is a 2-in chance of an encounter when entering a room (1-in in a room the hosts have already explored).

1. Giant rats () from J, looking for something to gnaw on. HD 1 (2 hp), ARM –, ATT bite , ML Δ6
2. Firouz and gnoll guards, patrolling. Intruders are brought to D to explain themselves to Nerbert.
3. Nerbert and gnoll guards, dusting and replacing dead flowers in vases with other dead flowers.
4. Aglia, chasing a giant rat with a rolling pin.
5. Rubb's crew (), looking for something valuable. Want to avoid a fight, but have their pride.
6. Butcher-Boy, scouting. Wants to remain undetected and eliminate isolated witnesses.

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Zénopuce's house staff p.35 ↗

Before he disappeared three hundred years ago, Zénopuce's servants weren't informed their work contracts could only be terminated under certain conditions. Dying of natural causes wasn't one of them. They are now a very special sort of skeletons: not any more powerful than before, but also immune to powers and spells affecting undead. The humans can speak and the gnoll guards can only growl (a sure sign that they aren't skeletons according to universal necromantic standards). With only cobwebs in their skulls for so long, the staff's memory has been increasingly lacking.

NERBERT, condescending skeleton majordomo. HD 1 (5 hp) ARM –, ATT broom , SP immunity (see above), reforms hours after destruction, ML –

AGLIA, motherly skeleton cook. HD 2 (8 hp), ARM –, ATT meat cleaver , SP immunity (see above), reforms hours after destruction, ML –

GNOLL MERCENARY GUARDS (20). HD 1 (7 hp), ARM leather Δ6, ATT halberd *, SP immunity (see above), reforms hours after destruction, ML –

FERAL FIROUZ, intimidating gnoll skeleton. HD 6 (38 hp), ARM rusty chainmail Δ8, ATT 2 x scimitar , SP immunity (see above), reforms hours after destruction, safe in her chest, ML –

IRON SAFE. Bouncing inside her ribcage when she walks, a heavy lockbox (Zénopuce carries the only key). It contains his backup grimoire, with all the spells he knows (plus some rare formulas if you feel generous) and, as a bookmark, the aerie's title deed).

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The Return of Zénopuce p.39 ↗

THE RETURN OF ZÉNOPUCE

Like most archmages, Zénopuce regularly travels in other planes of existence, where time can be much different. Three weeks on the beaches of Arvendor flirting with blue elves have become three centuries. Now in transit in the City of Portals, he has been trying to reach his house staff.

Let's make this adventure interesting with the risk die: the Archmage Returns! Δ10. Roll when:

  • The hosts enter a new room
  • They linger somewhere
  • They talk to Zénopuce through the crystal ball in A

When the die fizzles, the pentagram erupts in green flames and Zénopuce materializes, wearing a tropical shirt, his bald head peeling from sunburns. He drops his suitcase and goes straight to his secret library (A) to store his magical items. On the way, the unexpected state of his abode turns his travel weariness into shouting anger. The hosts may find it wise to avoid him and his fireballs and decide to exit via the chthonian lake. Finding another way into the Dungeon may require a fun survival trip through the underworld, and result in some tense meetings after going AWOL. Should the players decide to confront Zénopuce, they may be able to start negotiating the aerie's lease on behalf of Interior Relations – which would be worth a few favors.

ZÉNOPUCE, grumpy old archmage. HD 9 (30 hp), ARM –, ATT staff of thunder (lightning bolt Δ12), SP call Bastiel (see C), Spells fireball, frostwave, sonic blast, killer mist, forcemail, minor teleport, farsight, ML Δ8

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Keyed rooms (15)

A. Secret library (hosts' entrance) p.34 ↗

Built by Zénopuce to store his magical items (now part of the company's legendary depot in level 23). The empty shelves have been gathering dust for centuries. The staff forgot about this room long ago.

▶ Special effect. None. Clients weren't expected to find this room.

→ Empty shelves. Not quite: A large crystal ball sticks out from the wall behind.
→ Crystal ball. Encased in a rosewood frame sculpted with naked nymphs, it comes to life when touched. See sidebar.

Allô, Allô?

The crystal ball shows the blurred silhouette of an old, bespectacled man and the connection is often entirely cut off. Every hour, the hosts can speak sentences, but Zénopuce's answers are somehow shifted to the next question or sentence. Use one of the sentences below to answer the first one. The goal is to make the conversation frustrating for everyone, but to let clever players glean some information. If you choose to add a risk of the archmage returning during the mission (see sidebar, p. 39), roll the risk die for each hourly chat.

  • "Hello? It's me… What in the Nine Hells are you lazy gits doing?"
  • "I'm running to make my connection but I'll be home soon. The place better be spotless!"
  • "I should have avoided the thoroughfare. Wait… tunnel."
  • "Yes but go check the pentagram again. I don't want another incident."
  • "I hope you didn't try to feed Bastiel again?"

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B. Library p.34 ↗

Walls covered with bookshelves from floor to ceiling. A comfy chair with a small table and an articulated lamp.

▶ Special effect: Books shake individually, their pages whispering as if having a secret conversation.

→ Bookshelves. Along with some items, filled with books of very little interest (about half of them are theatre props Dungeon, Inc. bought from the orcs who massacred Master Myles traveling troupe).
→ Lamp. Uses a gem (easily removed) enchanted to cast magic light when touched.
→ Items. Here to entice clients:

  • Wand of animate dead (Δ6). Use must concentrate to animate a dead body gesture by gesture, like a puppet. For undead creatures, roll a under their number of hit dice to resist.
  • Returning silver dagger. When more than 1 meter from its sheath, it rolls towards it, making considerable noise.
  • Oil philter (Δ6). Makes the drinker slippery (movement doubled, disadvantage to grapple) but flammable (fire damage doubled).
  • Silver ingots worth 500 gp but heavy.

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C. Laboratory BastielBestial p.34 ↗

A long room built to house a large table where Zénopuce could work on all his experiments at the same time. Marketing only added skulls and symbols on the walls, a broken caiman-folk skeleton, and a small shrine to Orsuk, demon-goddess of the undead. Next to the northern door (to D) hangs a black iron cage. The southwest corner is filled with rubble.

▶ Special effect: Test tubes emit purple smoke that gathers into a grinning demonic skull (a harmless illusion).

→ Large table. Covered with alchemical equipment (cauldrons, retorts, test tubes, mortars, etc.) An athanor (an alchemist's furnace) is still burning hot. Inside is a piece of elemental coal forever white-hot. A trained character could make various substances here, such as a rat repellent.
→ Cage. Contains Bastiel, Zénopuce's guardian familiar. Cherub with black feathery wings and large puppy eyes. Says and does anything to be freed (flies off to the kitchen – E) or fed (turns into a gluttony demon called Bestial, bursting out of his cage).

BASTIEL, hungry and deceptive imp. HD 1 (2 hp), ARM –, ATT 2 x claws , SP flight, immune to magic, turns into Bestial turns after eating even a crumb, ML Δ6.
Wants: to eat, to be free, and to get back at the servants who kept him hungry for centuries.

Bestial, blubbery gluttony demon. HD 6 (39 hp), ARM blubber Δ8, ATT 2 x claws, SP invisibility, turns into Bastiel turns after eating his fill, ML Δ8.

→ Southwest corner. Under the rubble is a giant rat tunnel leading to J. Just big enough for a human to crawl into.

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D. Drawing room p.35 ↗

Octogonal room that was once furnished with exquisite taste. A body lies on a blood-soaked fainting couch next to a tray of moldy triangle sandwiches.

▶ Special effect: Scattered piles of bones form rabbit, cat, squirrel skeletons and dance in a row around the furniture for a few minutes before falling apart again.

→ Once furnished. Comfy seats, foot stools, gueridons, moth-eaten like the hangings. As well as the ubiquitous skulls, Marketing added spooky paintings of witches' sabbats and dancing skeletons.
→ Body. Sister Odilia, dead a few days from slashing wounds. The staff have politely arranged this polite guest on the couch and offered her tea, then forgotten about her. Odilia's equipment: Half-plate armor Δ8, beautiful silver shield engraved with the smiling face of goddess Amaltha, heavy crossbow (Δ6 bolts), blessed flanged mace (plus Δ8 damage vs undead), cure wounds potion Δ8

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E. Kitchen p.35 ↗

The dream kitchen of any foodie. Southern half: top-of-the-line ovens and hobs, wooden countertops, knives, pots and pans of the best quality hanging from hooks. Northern half: a large pantry pillaged long ago, but there are some items on the shelves. A row of large barrels.

▶ Special effect: A smell like a dead cat marinated into a chamber pot for a week before being set on fire comes from the oven. Dissipates when it is investigated.

→ Dream kitchen. Not as disused as the rest of the living areas. The pirates from F sometimes make crêpes here.
→ Some items. The pirates use the shelves for some of their stuff: coils of rope, neatly rolled fishing nets, folded sails.
→ Barrels. Behind them is the trapped passageway to the beach (F), used for deliveries in Zénopuce's time.
→ Trapped. A tripwire triggers a rain of empty boxes and earthenware. damage, and the pirates in F are alerted; gnoll skeletons come to investigate a few minutes later.

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F. Pirate pier Rubb the InfraredPirates p.36 ↗

A miles-wide cave home to the smallest of the Great Chthonian Lakes. A beach of coarse gray sand with a pier on the south end and a passageway to the kitchen (E) on the north wall. Two rowboats pulled onto the beach and beyond the pier, a dozen silhouettes around a small campfire.

→ Rowboats. Hidden under a tarp in one of them, the pirates' latest loot: a sack with 450 gp, a strongbox with 500 gp worth of crimson pearls.
→ Campfire. The pirates came here to bury the treasure but had to hide it when the Pious Questors came from the kitchen, wounded after their fight against the gnolls who killed Sister Odilia.
→ Pious Questors. Still wounded, working hard to convince the "sailors" to join their quest for vengeance.
→ Pirates: 12 plus captain Rudd (see sidebar). Patching up the adventurers, hoping to send them back to the aerie so they can bury their loot in H. Remaining polite for fear of their treasure being discovered.

Rubb's aging pirates

Rubb the Infrared has raided the Great Chthonian Lakes for decades. A former partner with Dungeon, Inc., he and his aging crew have been hiding the fruit of their plunder by the aerie (it is buried in H). They plan to retire on a sunny Bright Outside beach. Surprised on their way to bury their latest loot, they have been camping with the Pious Questors in F and politely eluding the topic of helping with their holy mission.

RUBB THE INFRARED, welcoming, aging pirate. HD 5 (20 hp), ARM magical studded leather Δ8 (repairs itself by one step before a fight), ATT two-handed cutlass * or flintlock pistols 2 x Δ8 (he has 4 loaded pistols), SP sweary rally (reroll a MOR die), Abysmal Whistle (see below), ML Δ8.

PIRATES (12). HD 2 (9 hp), ARM leather and jewelry Δ8, ATT cutlass or axe or blunderbuss Δ6 (area), SP acrobatic, ML Δ6. Names: Pointy Lana, Ruppert, Nalango, Looty Mary, Coco, The Engineer, Breakbone Bill, Warts, Admiral Amy, Elf Joe, Seven-Toes, Trumpet Face, Jenn the Climb, Dwarf Joe.

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G. Tentacrab lair Tentacrab p.36 ↗

A strong underground torrent ends here in the lake. The tentacrab, a crustacean abomination the size of a frigate, was placed in the lake by Mr. Noir himself to discourage underworld denizens from approaching the dungeon via the lakes. It stays here to catch whoever and whatever is delivered from K by the torrent.

→ Lake. 2-in chance of being attacked by the tentacrab every minute spent in the water.

TENTACRAB. HD 14 (90 hp), ARM shell Δ12, ATT 3 x pincers , 3 x tentacles (grapples then each turn), SP reach, amphibious, camouflaged against the lakebed, calmed by the Abysmal Whistle (see sidebar), ML Δ10

The Abysmal Whistle

A golden instrument that calms down the tentacrab (see G) but only if five notes are played on it. The crew think the melody is sufficient, but the truth is that it must be played with the whistle to be effective. Formerly owned by Mr. Noir, entrusted to Captain Rudd, who lied about losing it when his contract with Dungeon, Inc. ended. Recovering it is worth a favor, while keeping it may attract the Overseer's direct wrath.

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H. Treasure beach p.36 ↗

On the other side of the torrent's mouth, barely visible in the darkness. Large green mushrooms everywhere. A treasure cache containing the result of decades of hard piracy labor, under a trapdoor hidden under the sand.

→ Mushrooms. Used for Zénopuce's potions. Breath the spores: CON check or fall in a nightmare filled sleep for hours.
→ Cache. A natural cavity contains a god-king's ransom (250,000 gp in ingots, jewelry, and coins) and a spooky altar. Would need five oxcarts to carry.
→ Altar. Made of fused humanoid bones and dedicated to the Black Flag Saint, a minor god of pirates. Protects the treasure from thieves: a non-pirate taking but a silver piece gets a black mark in the shape of a skull on the back of their left hand (or corresponding appendage). Any rogue, thief, or privateer is duty bound to make such a traitor pay.

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I. Zénopuce's gaols Giant rats p.37 ↗

A large room divided into cells by rusty bars. Scattered bones here and there. The stink of refuse wafts over from a pile of detritus in the southernmost cell.

▶ Special effect: Barely audible moans from ghostly prisoners.

→ Bones. Regularly cannibalized for spare parts by the staff and mercenaries.
→ Detritus. Hides a passage to the rat tunnels as well as hungry rodents.

GIANT RATS (). HD 1 (3 hp), ARM –, ATT bite , SP shaky plague (CON check after the fight or lose DEX points at the rate of 1 per day until magically cured), ML Δ4

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J. Rat tunnels p.37 ↗

A way to get from the gaols (I) to the kitchen (C) if one is willing to crawl, meeting giant rats at each intersection. Nimelah's flute (from the gym – M) would be handy here.

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K. Baths and ford Aglia p.37 ↗

A grand room with marble columns, three pools linked by sculpted fountains representing masked demons. A strong stream of water bursts through the west wall, ruining the atmosphere and turning the room into a ford crossing. On the other side is a dark archway. If she hasn't been encountered before, Aglia the skeleton cook (p. 35) comes through the archway to gather water, then obliviously walks back out while most of the water drips through her rusted-through cauldron.

▶ Special effect: Hypnotic patterns in the light from fluorescent fungi growing on the walls (harmless, but you can ask for a WIS check anyway).

→ Masked demons. Actually shapely fauns and naiads; grinning, horned wooden masks added by Marketing.
→ West wall. Pressure from the water broke the stonework years ago.
→ Crossing. Jumping from a bath to a broken column to a (purposely) fallen statue require a DEX check. Falling into the water without a rope means being carried away to G and possibly eaten by the tentacrab.

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L. Gym p.38 ↗

For a man several centuries old, Zénopuce takes great care of his physical shape. His massage and exercise room is well appointed (dumbbells and other weights, bars, pommel horse, etc.). The redesign added torture implements, black wall hangings, sinister candelabra, and non-figurative humanoid bone statuary. The overall effect is oddly threatening when coming up the stairs.

▶ Special effect: A programmed poltergeist animates loose objects into a dangerous whirlwind (DEX check or damage).

→ Torture implements. Some make great weapons. Among them, a magical copper tin whistle (Nilemah's Flute: repels all vermin, giant rats included, 20m away while it is played – Δ6 charges).
→ Stairs. Stone. Down to M and up to N.

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M. Crypts Feral FirouzGnoll mercenary guards p.38 ↗

Down a flight of stone stairs are the wizard's wine cellars, redecorated as run-of-the-mill haunted crypts, complete with black coffins and embalmed giant bats hanging from the cobweb-covered ceilings. The skeletons sat against the walls have canine skulls. Feral Firouz (p. 35) is here as well if she hasn't been encountered before.

▶ Special effect: The prop coffins lined against the wall shake as if their occupants are about to burst out of them.

→ Stairs. In a niche under the staircase is a forgotten crate of Château Mordor, a rare bloodwine (six bottles each worth 250 gp).
→ Canine skulls. gnoll skeletons in rest mode. Slowly animate as soon as someone walks in.

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N. Zénopuce's apartments Nerbert p.39 ↗

Zénopuce's luxury yet sparse bedroom (large round bed with ceiling mirror, sober desk, a couple chairs) didn't survive Marketing's decorators. Crimson wall hangings aplenty, lamps in the shape of interlaced incubi and succubi, and a striking series of portraits of the necromancer's fake ancestors. The place has been thoroughly ransacked by the Pious Questors on their way down the stairs. If he hasn't been encountered before, Nerbert the skeleton majordomo (p. 35) is absently dusting here.

▶ Special effect: The temperature goes down enough for frost to gather on surfaces.

→ Stairs. Down to L and up to O.
→ Desk. A secret drawer on the right side contains three magically sealed envelopes.

  • Magically sealed. damage from caustic runes.
  • Contents. The employment contracts for Aglia, Firouz and her gnolls, and Nerbert. Destroying the documents turns the skeletons to dust and frees their souls.

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O. Pentagram room p.39 ↗

The stairs climb to a stone room whose walls, floor, and ceiling are covered with runic circles and pentagrams of all sizes and shapes. For once, marketing decided that "less is more" and left the room as it was. They even left the various pamphlets for planar holidays pinned to the double doors in the north wall. Apart from disarming the trap on the doors, the clients have wisely avoided to touch anything.

▶ Special effect: None.

→ Stairs. Going down to M.
→ Pentagrams. Used for protection, summonings, and divination. The largest is a teleportation circle. This is how Zénopuce will come back.
→ Doors. The client entrance. They lead to a winding stairwell that leads to the Bright Outside.
→ Trap. A wire-triggered alchemist's grenade (fiery explosion for damage, area).

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