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EG1 - The Terrible Revenge of Simpering Malexineuss The Pretender
EG1 - The Terrible Revenge of Simpering Malexineuss The Pretender
By: Ed Greenwood
Credits:
Author: Ed Greenwood
Story: Jason Knutson, Alex Kammer, Mike Mihalas and Ed Greenwood
Cover Artist: Dan Fransee
Interior Illustrator: Dan Fransee
Editor: Alex Kammer
Cartographers: Josh Hoyt and Mike Mihalas
Proofreaders: Eric Engbloom, Ryan Quint, Mike Mihalas, Sean Riley and Alex Kammer
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1€, and are not Open Con-
tent: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots, storylines, language, incidents, locations, characters,
artwork and trade dress.
Open Content: Except for material designated as Product Identity (see above), the contents of this Gamehole Publishing game product are Open Game Content, as
defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced
in any form without written permission. To learn more about the Open Game License and the d20 System License, please visit wizards.com/d20.
1
THE TERRIBLE REVENGE OF SIMPERING
MALEXINEUSS THE PRETENDER
A Gamehole Publishing Adventure by Ed Greenwood
Dire Times
brow. He wears silken garments, flounces about like a
courtesan trying to be languidly graceful, constantly
Beginning
flint (suitable for striking) set into the pommel,
comes with scabbard and attached buckle-belt, ev-
4
• Throwing/Hand Axe +1: Dull black all over, this cloth, and a candle wrapped in cloth around a hollow
non-magical weapon has a hooked, scythe-like blade bone to keep the candle from breaking, in a pouch
and a spur or curving hook on the back of its head. It affixed (internal-mount straps again) inside its upper
does 1d6+1 (1d4+1 vs. L) damage. cuff.
• Battle Axe: comes with an adjustable baldric sheath, • Ten Foot Pole: A smooth-finished, straight pole of
and deals the usual 1d8 damage. stout, fire-hardened ash with copper-shod ends that
have tiny steel hooks jutting from them. The center
• Broadsword: comes with a sturdy metal scabbard
of the pole has a copper “sleeve” affixed in place with
and very sturdy adjustable attached belts; does the
wax, sealing in three (blank) pieces of parchment; if
usual 2d4 (2-7 vs. L) damage.
the seal is broken, water can get in but the sleeve can
• Map: a foot-square board of thin oak with a parch- be slid along the pole to get at the parchments.
ment map glued down to it, that depicts several ad-
• Potion of Extra-Healing: This clear, colorless,
joining rooms . . . somewhere (not of anything useful
sweet-smelling and -tasting liquid fills a stainless steel
in the adventure, though the players initially shouldn’t
vial, cork-stoppered and wax sealed, that is graven
know as much; the DM can use a randomly-sourced
with an image of two praying hands placed together
“dungeon” map—or create fun by having a map that
(a local symbol for “healing”). It restores 3d8+3 lost
“draws itself ” as the adventure progresses, yet still has
hp if drunk all at once, or can be imbibed in three
nothing to do with this adventure).
1d8-hp-restoring doses (interior of vial is marked
with “level rings”).
• Belt Flask: 1-quart capacity, of stainless steel, with
a cork stopper; has a belt hook and a flattened back
Once all of the characters have taken an item and
ring for threading a belt through, plus a tiny “push
seated themselves at the table, the booming voice will
dagger” built into its thick bottom; is initially filled
say: “We shall begin at the source.” and the table will
with clean, drinkable water.
glow blindingly, the room will melt away, and . . . .
5
This first trail leads to an obvious pit trap that’s been
sprung by a large dead two-headed dire bear; its
mangled corpse lies at the bottom of a 10-foot-wide,
50-foot-deep hole, impaled on wooden spikes and
infested with crawling giant maggots (yellow-
ish-white bloated segmented worms the size of
small dogs). Six STIRGES fly up from under-
neath the corpse to attack any PC who tries
to get down into the pit or go around it and on
along the trail, which winds for miles through
the forest becoming fainter and fainter until
the trail disappears altogether into a thicket of
thornvine.
Stirges: 9, 8, 7, 7, 6, 6 hp. AC 8, attacks as 4
HD creature for 1-3 proboscis “sting,” there-
after drains 1d4 hp-worth of blood per
round until sated at 12 hp (satiation or
killing only way to detach).
V. Brokentower
To Me.”
Owlbears: 42, 38, 36, and (baby) 19 hp. AC 5, 1d6
claws x 2 and 2d6 bite (beak), plus hug: on a claw hit This is Brokentower, a former knight’s keep. It looks
of 18 or better, drags one victim against itself, hugs long abandoned, with trees breaching the walls and
for 2d8 crushing damage per round until owlbear its surroundings heavily overgrown. A recent fire
killed to end hug. has cleared (and charred) the area immediately sur-
rounding its entrance, leaving an empty archway
Three game trails (narrow paths) run out of the large enough for three horses to ride through side by
hollow into the deep, damp, mossy, thornvine-tan- side, opening into a scorched cobbled courtyard and
gled forest. All are equally (lightly) used. an intact inner double door of similar size. What look
9
let sitting on a pedestal. (And a small closed wooden The chest is, of course, a trap. If left alone, nothing
door behind it, in the back wall.) The door is a fake, happens. If opened, it proves to be not only empty,
and the goblet—looks like a tall brandy snifter; very but firmly bolted to the floor (four bolts sunk into the
large bowl—is real (and worth 250 gp), but is a rather stone)—but the act of opening it opens a drop-hatch
obvious trap. The moment its weight is removed from directly above it, in the ceiling 60 feet above, and
the pedestal, the pedestal rises an inch or so, releas- down out of that swoops four flying black wraith-
ing a catch—and the ceiling falls. That ceiling is a GE- like things resembling blank-faced heads attached to
LATINOUS CUBE. (It will land on anyone inside the shoulders of smoke that tail off into teardrop-shaped
room unless they are right against the far wall with bodies, that dart around the room, highly maneuver-
the false door.) able and seemingly very curious about the PCs. They
will race up right in front of a PC, repeatedly, and
Gelatinous Cube: 20 hp. Touched creatures save ver- hang there in the air in front of the PCs’ face, just
sus paralyzation or be immobilized for 5d4 rounds; watching. If not touched, nothing else will happen,
cube dissolves surrounded creatures 2d4-hp-worth/ and they’ll swoop away again, only to return in an-
round (cube immune to electricity, hold and sleep other charge, up to that PC or another one. They’ll
and polymorph magics, fear effects, paralyzation; continue this until the PCs all depart the Back Hall,
if it fails save against cold, it dissolves for only 1d4 whereupon they’ll fly back up to the small storage
hp/per round and is slowed to half movement rate). niche they came from, and its hatch will swing up
Suspended inside this cube are a standard all-metal closed again—and if not too damaged, the chest will
mace, a normal dagger, 16 copper pieces, and 1 sil- close again, too.
ver piece.
10
swooping “faceless rushing smokemen” is contacted, torn-off half-sheet, the other half of which is miss-
a mouth will open in its featureless head and gout out ing) sheets of blank parchment and a wire stand that
3 blue-white bolts. These are magic missiles dealing holds a bottle of black squid ink and three quill pens.
1d4+1 hp damage each, that will fly at the source of Across the room from the bed, nigh the right-hand
the contact, dodging and turning if need be, to attack wall, stands a stout wooden pole with long, up-angled
just as magic missiles from the spell of the same name projecting arms. This clothes rack is almost hidden
do. under three tunics, two pairs of breeches, and two
The stair up out of the Back Hall ascends 60 feet to ankle-length robes, all hanging on it. Among its four
a closed plain wooden door that lacks any lock, and protruding wooden foot-braces sit two pairs of well-
has a ring-handle (that must be twisted to unlatch it; worn slippers, a muddy pair of wooden clog shoes,
the door opens inwards, into Tlaggar’s Room). The and a muddy pair of knee-high farmers’ (coarsely
stair down from the Back Hall descends 80 feet to the made of overlapping sewn-together oiled hide) boots.
Well Cellar. The door in the back wall lacks a lock; it opens by
twisting a pull-handle (like the entry door of Tlag-
F. T laggar’s Room gar’s room) to release a catch in the frame, and
opening away from the PCs, into the unknown
(immediately see What Tlaggar Does on following space beyond—which in this case is a 10-foot-wide,
page) 10-foot-high stone passage running straight away for
thirty feet to a dark fabric curtain.
This 40-foot-square room is lit by a soft, continu- The first ten feet of this passage looks solid, but
al yellow-orange faerie fire-like radiance emanating even a confident and casual PC should notice that
from the ceiling. The walls of the room are covered there are three seams running all the way across the
with whitewashed render (stucco) painted with ran- floor of the passage: one at the end of the ten feet,
dom roses and stylized, curving wooden trunks, one ten feet farther on, and a thinner seam midway
boughs, and branches of trees. In the center of the between them. This is an obvious pit trap; any weight
back wall of the room is a closed stout wooden door put on this second 10-foot section of the floor will
of dark oak boards with cross-strapping. cause the floor to fold down as two stone slab doors,
Along the left-hand wall (from the characters’ point dropping anyone on them into a 20-foot-deep, stone-
of view as they stand in the doorway at the top of the lined, empty (of all but old bloodstains) pit trap (1d4
stair) stands a simple wooden bed covered with over- falling damage) and staying open.
lapping quilts and a pillow. The next ten feet of passage look solid, but are in
(If examined, the bed will be found to be covered fact another pit trap, the entire ten foot floor slab
with three worn quilts and a sheet, over a straw tick- hinged at the far end to drop at the touch of any
ing mattress and a pillow stuffed with old rags and weight. The moment that floor-flap is down, spilling
clothes; inside the pillow is hidden a closed book: a anyone on it into another 20-foot-deep, stone-lined,
spellbook containing the spells Comprehend Lan- empty pit trap (for 1d4 falling damage), the ceiling
guages, Dancing Lights, Detect Magic, Identify, Light, above this second pit trap will fall open as another
Magic Missile, Read Magic, Shield, Unseen Servant, ten-foot-square slab, to let down a large stone block
Write, Continual Light, Invisibility, Web, and 6 blank on an ancient, rusty, and massive chain. It plummets
pages.) Under the bed is a stout metal chamberpot down onto anyone in this pit trap, smashing for 2d6
(squat widemouth jug with sturdy handle); it’s empty. crushing damage, then ratchets back up into the ceil-
Behind the chamberpot lies an open-ended scroll ing, hidden clockwork pulling its ceiling door closed
tube (made of a length of polished bone from a cow’s again.
leg) with rolled-up scraps of parchment inside. If ex- These traps all look—and are—far too old to be
amined, these prove to be three drawings of beautiful Malexineuss’s doing. All he’s done is replace the cur-
and provocatively posed and smiling unclad human tain at the end of this passage with a fresh one, two
females (Tlaggar’s private entertainment cache). overlapping and gorgeous fabric hangings that re-
In the center of the room is a woven cloth rug, on semble the entrance to a luxurious bedchamber.
which stands a rather rickety wooden chair and a 2’ Unfortunately for persistent adventurers, this cur-
x 5’ trestle table—upon which rests several (3, plus a tain is yet another trap: it hangs five feet in front of a
11
stone wall pierced with an array of twelve holes, con- The ceiling slabs of this inner chamber can also be
cealing that wall. Tugging on or disturbing the cur- removed, to reveal a small hidden room above. It is
tain in any way causes 12 ballista bolts (giant all-met- empty of all but the scattered bones of a human skele-
al crossbow bolts that strike for 3d4+1 damage each) ton (that will whirl up as if to become a standing skel-
to be shot out of the holes and down the passage eton if anyone enters or looks up into the space, but
straight across Tlaggar’s room—and through any- then collapse with a sigh again; not undead, just the
one standing in the way. (Tlaggar knows about these bones of some long-dead unfortunate that are under
deadly things, and will endeavor not to be so situated. a feeble experimental enchantment of Malexineuss’s).
He also knows that the lowest bolt fires three feet off However, solid stone surrounds both this room and
the floor, and so will hurl himself flat to the floor if the ballista armory below; there’s no way up or on-
he can, if standing in danger.) After the bolts fire, the ward from this point.
mechanism will noisily reset itself, ready to fire a sec-
ond dozen-bolt volley if the curtains or the wires they What Tlaggar Does
hang on are disturbed, but that’s all the ammunition
they have. This wall can be unlocked with two dif- Tlaggar has heard the PCs coming up the stair, and
ferent keys Malexineuss wears around his neck, and has just made himself invisible when they arrive.
swung open as a door to reach a small room beyond He’ll try to slip out past them and down the stair,
where the metal ballistae stand, but the walls of this so as to be able to attack them with magic missiles
innermost chamber are solid. when the survivors of the traps try to leave again.
The flagstones of its floor can be lifted to reveal If detected, he will try to fight his way onto the stair
a shallow storage niche containing only mildewed and web the doorway closed to give himself time to
blankets wrapped around an unlabeled stainless steel flee into the forest and get away. He will use his web
vial (cork stoppered and wax sealed; a Potion of Heal- spell and magic missiles in the fighting, if need
ing that restores 2d4+2 lost hp if imbibed). be.
If captured or overcome but
not killed, he will beg for his
life and eagerly tell the PCs all
he knows about Malexineuss’s
defenses and vile water-poisoning
(he doesn’t know the precise proportions
of the ingredients, but knows everything else,
having been ordered to gather the ingredients
and help Malexineuss prepare them).
Tlaggar will urgently tell the PCs about the traps
beyond the door at the back of his room, not want-
ing to be killed if they walk into those traps and get
enraged with him for not warning them.
Tlaggar Helvard: AC 7 (cloth robes, Dex 17 AC
bonus) and 14 hp, CN human male Magic-User 4th
level, Spells: 3,2: memorized Magic Missile x3; Web
(other slot was Invisibility, just used).
Tlaggar wears ankle-length robes; a plain cop-
per triangular (“chevron” shaped) talisman around
his neck (that keeps Malexineuss’s monsters from
attacking him); a belt festooned with small material
component pouches and a dagger in a sheath that’s
sleep poisoned (Tlaggar and Malexineuss are im-
mune to this poison, which is of Malexineuss’s mak-
ing, but the first two slashes and stabs of this dagger
12
will force a save against poison on the target, or in- be seen.
stant collapse into a 1d4+2 hour sleep will result); a A thulmair explodes when slain, bursting into a
baldric with an empty “backpack” satchel (used for deadly 20’-radius sphere of stony shards (creatures
fetching things like firewood for Malexineuss); un- within 10’ suffer 2d8+1 hp damage, no saving throw;
derwear (tied-waistband muslin shorts); and soft- those between 10’ to 20’ away take 2d6 damage, but
hide-soled slippers. are allowed a save vs. petrification or polymorph for
Tlaggar fears Malexineuss rather than respecting half damage).
him or being truly loyal to him, and is not a devious
or nasty person by nature, though he is secretive. He
knows about the monsters of Brokentower, but no
details of traps or the like, because he’s been ordered
to keep away and not spy on his master or areas he’s
been told to steer clear of, and out of fear has obeyed.
14
table beside it. Two pairs of muddy boots are under • Any item that is magical (or has magic cast on it, or
the table, and an unlit, half-full (oil and wick) met- contains magic) will begin to pulse with a continuous
al storm lantern sits on it, with two weather-cloaks flashing purple radiance.
draped over the table edge beside the lantern (they’re • Any one item of PC clothing or gear (one per char-
both unpleasantly damp). There’s no means of light- acter; determine randomly) will begin to melt away,
ing the lantern in the room. The room also contains a disintegrating entirely in 1d6+1 rounds.
clouded polished metal mirror hanging on a wooden
peg on the wall (rectangular, and about the size of a If adventurers ascend through the cloud, they will
smallish man’s armor breastplate). reach the Spell Chamber.
K. Spell Chamber
If the table and chair are both examined closely,
slots will be found on their undersides that have tiny
wooden pieces wedged into them. If pulled out, the
hiding place of a key will be revealed; each slot con- This hexagonal stone-walled room has 20-foot-
tains one key (to nothing in this adventure). long walls, with the stair entering in one corner and
There’s no downbound stair in this room, but at another ascending spiral stair directly cross the room
the back of the chamber a spiral stair ascends. in another corner (this stair has no magical cloud, but
At the ceiling, it vanishes into a magical glowing is surrounded by tiny tinkling bells hanging on fine
cloud: an opaque mass of roiling, flickering or- wires; it’s impossible to climb it without disturbing
ange-tinged-with-emerald green smoke, from which enough air to make the bells chime, warning anyone
ghostly whispering voices speak, repeatedly, saying in the room above—Malexineuss’s Bedchamber—of
things like: your approach).
“Worship the wizard.” The ceiling of this room is thirty feet up, all sorts
and: of faint, overlapping and mystical-looking symbols
“It is death to disobey Malexineuss The Terrible.” and runes have been chalked on the floor at various
and: times, and there are scorch marks and dye-stains ev-
“Turn back while you still can.” erywhere (walls, floor, and ceiling).
and: There’s a small three-legged wooden stool sitting
“This way lies death.” alone on the floor of this otherwise empty room.
and: When PCs enter, the stool will rise into the air and
“You are doomed . . . doomed.” hover there, menacingly. If any PC touches it, it’s just
and: a stool. If PCs ignore it, nothing will happen. How-
“Surrender and live; continue on and you shall die ever, if any PC casts a spell at it, hits it with any mis-
horribly.” sile or thrown item, or starts climbing the stair hung
The cloud won’t dissipate, no matter what the PCs about with bells, the stool will race at that PC, and
do. It is one of Malexineuss’s unique spells, intended when it reaches them, burst as a 10-diameter, 3d6
to make intruders retreat and encounter the mon- hp-damage fireball.
L. Malexineuss’s Bedchamber
sters and traps he’s furnished Brokentower with. It
has the following effects on all PCs (not Malexineuss
The spiral stair hung with the hundreds of tiny
or Tlaggar) who pass through it (if they successfully
save versus magic, rolling for each effect separately,
bells ascends 20 feet above the ceiling of the Spell
that effect will only last for one round; otherwise, all
Chamber, directly into this bedroom (no door at the
effects last until the character leaves Brokentower):
top of the stair) in the highest point of Brokentower.
• The PC’s body, clothing, weapons, and gear all glow The bedroom is 20 feet square, and has a canopied
with a soft amber faerie fire light. fourposter bed jutting out from one corner, air heavy
• Any PC who casts a spell (successful or otherwise, with perfume, a wardrobe full of outrageous lingerie
and every time) will levitate helplessly up to strike the in another corner (that Malexineuss himself likes to
ceiling (1 hp damage), then fall from ceiling to floor wear in the privacy of his own home), and a floating
as the levitation abruptly ends (1-2 hp damage, odd/ glowing globe light fixture that hovers at the ceiling
even roll). (with Malexineuss’s spellbook balanced on top of it)
15
and moves only in accordance with Malexineuss’s If the PCs are obviously stymied by his wall of force,
concentrated will. Malexineuss will take a round to concentrate his will
Along another wall is a dressing table strewn with and move the glowing globe from the center of the
feather boas and hand-mirrors, a small forest of glass room to the safety of his side of the wall of force (to
perfume bottles. A luxurious lounge-chair is drawn get his spellbook to safety). This should tip off the
up to this table. PCs to the presence of the gap at the top of the wall
A plainer, sturdier wooden table sits in another cor- that they can use to get at him.
ner, and on it are ewers and bowls of water, and heaps The moment his spellbook is safe, Malexineuss will
of roots and toadstools (see below). cast a wall of fire at the far end of the room (where
the stair the PCs used comes up) and then move it
M. What Malexineuss Does towards his wall of force, to “sweep over” the PCs.
Then he’ll push it back through them again in the
Malexineuss himself is lounging in bed eating next round, only to pull it back over them a round
chocolates from a glazed clay jar. He has a large, later (and so on, repeatedly).
narrow, “sharp” nose, beady eyes, a bushy black uni- His hold, charm monster, and web spells will there-
brow, a habit of constantly batting his eyelashes when after be used to immobilize individual PCs before
speaking, a tendency to tilt his head to look sidelong he drops his wall of force and either flees or uses his
at people, a habit of flouncing, and he usually speaks sleep poison on immobilized PCs, before fetching a
quickly, loudly, and with sneering contempt. Abed, dagger from Tlaggar to finish them off. Or so the bat-
he is barefoot and sockless, and wears daringly-cut tle will go if he can proceed as he pleases; the PCs will
diaphanous silk robes made for a bosomy woman almost certainly have other ideas.
(sans underwear).
Malexineuss has been forewarned by the bells and Malexineuss’s fourposter is a grand wooden bed
the stool-fireball in the room below, and the moment with curving, upswept ends and four stout turned
he sees any intrusion by the PCs or anything they posts that sport many decorative bulges and flaring
throw, he finishes casting a wall of force spell to wall ridges (that make them very easily climbed), and
his bed off from the rest of the room (leaving a foot- support a rigid wooden panel canopy (enshrouded in
wide gap at the top to direct his spells through; PCs belling-out silks on its underside, and a silk-encased
will have to get through that gap to reach him, if they thin mattress on its upper surface). The sides of the
can’t bring the spell down; it lasts 19 minutes (1 turn canopy have projecting railings that side-curtains for
plus 9 rounds). the bed slide along (two curtains on each side, sewn
Nevertheless, Malexineuss will still be horrified to around metal pull-rods down their side edges). All
see the PCs—not a few foolish strays, but formida- four posts flare into wide wooden rings to support
ble foes!—and will fight them from behind his wall, the canopy (which is sturdy enough to support five
not caring what happens to anything in his room. He or six brawling humans, and large enough to easily
is somewhat hampered by being alone, and not hav- support four sleeping humans at once) but also pierce
ing even a dagger easily to hand. His weapons are his through the canopy (holding it in place, so it can’t
spells and his long sharp fingernails (the nails on the slide and topple) and thrust up towards the ceiling,
smallest fingers of each hand are clipped to sleep-poi- which is four feet above the canopy. All four posts
soned points; struck PC’s must save against poison or project a foot above the canopy, ending in polished
collapse instantly into a 1d4+2 hour-long sleep). wooden pointed “spire” finials.
Once behind his wall of force, Malexineuss will hurl All of the finials lift off their posts to reveal carved-
magic missiles (each spell generates 5 of the blue- out cylindrical storage spaces inside the posts (the
white streaking bolts, each dealing 1d4+1 hp damage) finials have peg-shaped bottom ends that fit these
at the most formidable-looking or dangerous-acting spaces, but there’s storage space below each finial).
PCs until those spells are all gone. Each storage space has a homespun cloth bag in it
Then he will do one of two things: if the PCs are with a leather-thong drawstring top. The contents of
aggressively trying to reach him or casting spells, he’ll these bags are as follows:
lightning bolt them, climbing one of the posts of his • PCs’ left foot-end of bed (i.e. closest to PCs): the bag
fourposter and lying on the canopy to do so. contains Malexineuss’s “ready money” of 6 cp, 4 sp,
16
39 gp, and 7 pp. filled with small muslin bags of coins—lots of coins:
• PCs’ right foot-end of bed (i.e. closest to PCs): this 28 sacks of 50 gp each.
sack holds three spare “plain copper chevron” ward-
ing talismans that prevent the monsters of Broken- The Essential Malexineuss
tower from attacking the wearer (or even approach-
ing too closely; a PC wearing one can by careful Malexineuss is an exhibitionist and hedonist, who
movement force a monster to back away into a de- loves sensual pleasures of all kinds, from sexual to
sired area or even doorway, so yes, the beasts can be devouring rich chocolate to rolling around naked in
herded and shut away), plus a plain brass ring (a ring soft furs. He loves to act outrageous, to prance and
of water walking). speak loudly and pose, drawling and flirting and say-
• PC’s left head-end of bed: this bag contains three ing provocative things. He blows kisses, sneers, mim-
unlabeled, identical stainless steel vials (cork stop- ics people to their faces, and sings little ditties.
pered and wax sealed; each is a Potion of Healing He’s a bully who tries to push people into obeying
that restores 2d4+2 lost hp if imbibed) and a fourth him or giving in to him—but is also a coward and a
vial, otherwise identical, labeled “Antidote.” If drunk, lickspittle, who toadies to those he sees as stronger; if
it acts as a neutralize poison potion. the PCs defeat him, he will genuinely fawn and be ser-
• PC’s right head-end of bed: this sack is home to a vile towards them. At the same time, he
slender rectangular walnut-wood box, dark-stained will seek to reveal as little as possible
and polished soft, an unattached lid that lifts off the about the things that mat-
matter ter
bottom to reveal a foot-long, tapering stick of pol- most to him so
ished (ash) wood with a word engraved on its butt: he’ll surren-
“Hazaram.” This is a wand of lightning, and der his
“Hazaram” is its command word. It has only 5
charges left (1d10 hp “shock” when hitting as
melée weapon, uses 1 charge; 6d6 lightning
bolt but treat all 1 rolls as 2s, uses 2 charges).
17
spellbook but say not a willing word about his “spe- kentower). Lying within reach on the bed is his belt
cial” spells, yield up his “ready money” but not his big (festooned with small material component pouches),
cache hidden in the ceiling, and so on). and under the bed are his underwear (mauve silk
Greed and power are Malexineuss’s main motiva- shorts); and a pair of soft-hide-soled slippers.
tions; he must have more, and he must push people Malexineuss will cower before the PCs if they con-
around. After that, enjoying his “pleasures” is some- quer him, and beg to serve them as their slave forev-
thing of daily importance, and that can include any- ermore. With his dying breath, or after he is subdued,
thing from rolling around moaning on furs while he’ll boast about just how he created the Sickening.
he gorges himself on sweets or chocolate, to buying Malexineuss has been tainting the water sources
the company of multiple ladies and then lazily doing villagers draw their water from (ponds, streams, the
nothing but lie there while they caress him. maws of their pumps) with a mixture of toadstools
Malexineuss has a vicious side, and delights in kill- and forest roots he knows of (but no villager is fa-
ing people with his spells or better still his monsters, miliar with: the right proportions of boiled bogwort
but dislikes “soiling his hands” with direct combat, or root, powdered flower of five-leaf swampseal, and
for that matter hard work of any sort. the boiled essence of fairytail toadstool, blackbarb
To succeed in their mission, the PCs mustn’t slay toadstool, and thlickmurr toadstool {note: these are
Malexineuss until they’ve talked with him, but the all imaginary plants}). This tasteless, soluble mixture
DM has no obligation to remind them of that. causes their internal organs to all act up, the brain
most of all . . . and the symptoms will all die away
Malexineuss the Pretender: AC 6 (silk robes
if affected persons stop drinking tainted water, and
without footwear or underwear, Bracers of De-
are bathed in, and ingest, pure water again. A few in-
fense AC6) and 32 hp, CE human male Magic
dividuals will be slow to succumb or even naturally
User 9th level, Spells: 4,3,3,2,1: memorized Magic
immune. Malexineuss has been sneaking out at night
Missile x4; Detect Invisibility, Strength, Web; Hold
and adding his poison to village water sources; when
Person x2, Lightning Bolt (9d6); Charm Monster,
he stops doing so, the villagers will slowly begin to
Wall of Fire; sole 5th level spell was Wall of Force,
recover.
just cast.
Spellbook contents: Affect Normal Fires, Charm Endgame
Person, Comprehend Languages, Dancing Lights,
The PCs can either walk back through the forest to
Detect Magic, Identify, Jump, Light, Magic Missile,
Read Magic, Shield, Spider Climb, Unseen Ser-
reach Middlesmith, or return to the table and be tele-
vant, Write/Continual Light, Detect Invisibility,
ported back into The Gamehole, in the Free House
Invisibility, Knock, Levitate, Locate Object, Rope
Inn & Tavern.
Trick, Strength, Web/Clairaudience, Dispel Magic,
If the PCs can honestly tell the village elders waiting
Feign Death, Fireball, Hold Person, Lightning Bolt,
in the inn below that they have defeated Malexineuss
Monster Summoning I, Tongues, Water Breathing/
and learned how to end the Sickening, they will be set
Charm Monster, Monster Summoning II, Wall of
free, pardoned for all of their past crimes and allowed
Fire, Wall of Ice, Wizard Eye/Animate Dead, Cone
to keep the items they chose in The Gamehole and
of Cold, Feeblemind, Hold Monster, Monster Sum-
anything they gained during their adventure. It’s time
moning III, Stone Shape, Telekinesis, Teleport, Wall
for triumphal feasting and drinking!
of Force.
The elders will have in their company Thurand-
(Malexineuss’s experimental spells and “special”
lon Haumradorr, an outlander priest (of any good-
spells are well hidden out in the forest, in a box
aligned healing and justice deity the DM desires).
with a deadly poisonous spider in it, and he’ll die
Thurandlon will be using detect lie spells on the PCs
before revealing where they’re hidden.) when the elders question them as to what they saw
and did, but he will be quite willing to aid PCs with
Malexineuss wears his daringly-cut diaphanous silk
cure serious wounds or even raise dead, for free (Mid-
robes; and has a plain copper triangular (“chevron”
dlesmith’s coffers will pay). If the PCs try to deceive
shaped) talisman around his neck (that magically
the elders, they will be sternly denounced, overcome
wards off all of the monsters he’s installed in Bro-
with spells, and returned to jail.
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