The Return of Zénopuce
SectionDI MB1 · p.39
Open source p.39THE 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