Castle Xyntillan Encounters without Encounter Procedure Rolls (d100)

The rogues’ gallery

• Family members marked with a cross (+) are undead. Malévol family members cannot be destroyed or commanded by clerics, although they can be turned or kept at bay.
• Location keys next to names designate lair and location of family portrait / bust, respectively.

Citation

Castle Xyntillan by Gabor Lux

d100 Result

1

01 Gilbert Malévol the Fox (A1/L21): Snub nose, short stature; reduced to banditry, but maintains ties to lawyers and officials in Tours-en-Savoy.

Gilbert Malévol the Fox: Thief 3; AC 7 [12]; Atk sword 1d6 or 2*bow 1d6; Spec backstab, thievery; ML 9; AL C; gold pocketwatch 400 gp.

Hp 7

Bandits (3d8): HD 1; AC 6 [13]; Atk sword 1d6 or 2*bow 1d6; ML 9; AL N.

Hp 2 2 6 4 8

8 5 1 6 4

3 4 7 8 1

1 2 6 4 7

3 7 1 8

2

02 +Tristano Malévol the Love-Lost (A2/L21): Four-armed skeleton in colourful courtier's outfit; rotting plumed hat, unsettling cackle. 1:2 curtsies before comely women and leaves party alone, but 1:6 wants to carry off "his damsel true".

+Tristano Malévol the Love-Lost: HD 4; AC 4 [15]; Atk 4*claws 1d6; ML 8; AL C; bejewelled snuff box 1300 gp, dried rose, perfume bottle.

Hp 21

3

03 +Adélaide Malévol the Splendid (C1/F1): Pale young dame sheathed in dazzling array of silks and brocades, followed by the overpowering smell of hyacinth and a procession of black cats who are just as happy to purr and allow to be petted as to shred someone into bits. Absent-minded and erratic, 1:2 of mood swing during encounter. 1d6: 1 – flirty, 2 – demure, 3 – morose, 4 – hysterical, 5 – treacherous, 6 – elusive.

+Adélaide Malévol the Splendid: HD 4; AC 6 [13]; Atk hairpin 1 + poison; Spec can turn into whirlwind for 3d6 Hp/r (save for ½); ML 9; AL C; handkerchiefs, ivory cameo 2500 gp, bag of poison dust (3 doses), hand mirror, hyacinth perfume, potion of gaseous form.

Hp 20

Cat Swarm (3): HD 4; AC 6 [13]; Atk swarm 3d4; ML 6; AL C.

Hp 18 7 18

4

04 +Merton Malévol the Encyclopedian (--/H15). Bookish fellow who has forgotten he is quite dead. Spectral form is in endless pursuit of Nicholas Flamel's Philosophical Summary (found in H9 ); exchanges it for Wise Sayings and Aphorisms (+1 Wisdom, Clerics +1 LVL). If attacked, 1:6 each round he forgets all about it and drifts away or asks, "Wait, just what were we discussing?"

+Merton Malévol the Encyclopedian: HD 6; AC 2 [17]; Atk touch 1d8 + drain; Spec energy drain, incorporeal; ML 8; AL N.

Hp 21

5

05  A Silent Wail. Only a sobbing presence that tries to claw its way back into the real world, begging and threatening if needed. Muttered pleading and curses include snippets such as ( 1d6 )

  1. "I did not kill any of them… technically."

  2. "Those whores buried themselves, I swear!"

  3. "Lies! All lies! Just because they are dead doesn't mean you can prove I did it!"

  4. "I shall be vindicated! You can't prove anything!"

  5. "How dare you accuse me? You are no better than I am!"

  6. "I shall teach them… I shall teach them… Lies… Lies… It is all lies!"

6

06 Claude Malévol, Family Black Sheep (N3/L3). Identical twin of Olivier Malévol the Oleaginous (15). Complacent and wistful, Claude is a dreamy lad who has no taste for the exploits of his relatives. He is often found in Tours-en-Savoy, drowning himself in drink; but he is just as often drawn to his ancestral home by the morbid fascination that consumes him. Although a do-gooder, Claude is nevertheless a relative, and mostly humoured for his eccentric demeanour.

Claude Malévol, Family Black Sheep: Fighter 2; AC 2 (chainmail, shield +2) [17]; Atk axe +1 1d6+1; Spec distribute attacks among 2 HD of opponents; ML 4; AL L; signet ring (600 gp), pair of gloves, potion of healing.

Hp 9

7

07 Runcius Malévol, the Dark Man of the Woods (R21/J14). Hushed whispers speak of the cabal of dark druids who are guardians of the deep forests. These men inhabit the hidden realm of the Indoornesse, accessible through Xyntillan's deeper passages. The leader of the druids, Runcius Malévol, is intense and alert, as he is the keeper of the legendary Crown of the Lost (12,000 gp). If he is slain anywhere but the stone circle in the Indoornesse ( R21 ), he will merely disappear with all belongings, to return once more on subsequent expeditions (whosoever dons the crown shall awaken in Tours-en-Savoy, but a save must be made to avoid insanity and conversion to pagan druidism). Runcius Malévol is followed by a coterie of cloaked woodsmen.

Runcius Malévol, the Dark Man of the Woods: Druid 6; AC 7 [12]; Atk poisoned dagger 1d4 + poison (save or die); ML 11; AL C; Crown of the Lost.

Spells: 3/2/2; 1: predict weather, detect snares & pits, faerie fire; 2: heat metal, warp wood; 3: cause disease, plant growth

Hp 18

Anti-druids (6): Druid 1; AC 7 [12]; Atk sword 1d6; ML 11; AL C.

Hp 3 4 7 5 5 4

Cultists (8): HD 1; AC 7 [12]; Atk 2*bow 1d6 or sword 1d6; ML 11; AL C.

Hp 5 4 5 2 4 6 1 6

8

08 Gregor S. Malévol, Sentient Bug (--/L10). One day, Gregor Malévol woke to find himself transformed into a horrid insect. Much impressed by his powerful mandibles, hard carapace and six scuttling legs, Gregor has found this state of affairs rather fine. He walks upright with a shambling gait, pressing his great, wheezing bulk through smaller gaps, and peering through doors to spy on others. Gregor is content to follow a company just to observe their grotesque struggles, satisfying his perverse kicks.

Gregor S. Malévol: HD 6+3; AC 3 [16]; Atk mandibles 2d6+2; ML 8; AL N.

Hp 36

9

09 Girolamo Malévol the Dupe (C4/E3). Frustrated bureaucrat and crazed axe murderer (equal probability, 1:3 of violent mood swing), forever wandering Xyntillan to properly catalogue its architectural features. Can supply sealed writ of passage which has 1:6 of halting family members in their tracks if presented with sufficient conviction (1200 gp).

Girolamo Malévol the Dupe. Fighter 3; AC 9 [10]; Atk axe 1d8; Spec distribute attacks among 3 HD of opponents, hits again if he downs an opponent; ML 10; AL C; ink blotter.

Hp 15

10

10 +Beatrice Langlois-Malévol the Jilted. (C9/J14) Perpetually mourning her marriage to first cousin Bartholomew Goncourt-Malévol the Philanderer (50), her thoughts are on vengeance and little else. 1:6 of 1d6 undead ladies if encountered randomly. Blackened and shrivelled, she still wears her wedding clothes and a diadem of fresh flowers. Beatrice can be pacified by either promising to right her hurt – which involves bringing her Bartholomew's head – or declaring everlasting love, the latter which she wants to consummate at once.

+Beatrice Langlois-Malévol the Jilted: HD 3; AC 7 [12]; Atk 2*claws 1d6 + paralysis; Spec always wins initiative, rises 1d3 turns after being put down and pursues with new-found determination; ML 7; AL C; pearl necklace 1250 gp, amber brooch 1100 gp (contains fossil lizard, ESP once per day).

Hp 13

Undead Ladies (1d6): HD 1; AC 7 [12]; Atk claws 1d6; ML 6; AL C; fans, lacy things, wigs, 1d6*5 gp each.

Hp 1 4 1 6 2

6

11

11 +Aristide Malévol the Patrician (H28, K19 or L16/C10 and E3). Wearing striking star-embroidered blue robes with red slippers and a pointy wizard's hat, Aristide's appearance is in contrast with his skeletal countenance and cold air of supernatural menace. The liche of Xyntillan is the nominal head of the family, but cosmic ennui has resulted in his withdrawal from daily affairs and a retreat into strange otherworlds.

Unless hostile, 1:3 demands company's departure, 1:3 casts geas on company, 1:3 does not even acknowledge their presence. If hostile, he is still 1:3 too bored to even properly destroy company – unless they manage to annoy him, in which case he will use every resource available to teach them a lesson that will live in infamy. Aristide's soul is preserved in The False Grayl ( P7 ), and unless destroyed, he will rise again.

+Aristide Malévol the Patrician, Liche: HD 12; AC -4 [23]; Atk hand 1d10 + paralysis (no save); Special appearance causes no-save paralytic fear in 4 HD or below, paralytic touch, spells, immune to mind-affecting; ML 10; AL C; cloak +2, ring +2.

Spells: 4/4/4/4/4/1; 1: charm person, detect magic, magic missile, read magic; 2: ESP, locate object, phantasmal force, wizard lock; 3: clairvoyance, dispel magic, fireball, lightning bolt; 4: confusion, ice storm, polymorph other*2; 5: animate dead, cloudkill, contact other plane, teleport; 6: geas.

Hp 58

12

12 +Maximillian Malévol the Malign (--/H15 and C10). His shadow drags heavy chains, slowing his movement.

+Maximillian Malévol the Malign: HD 2+2; AC 7 [12]; Atk touch 1d6 Str; Spec strength drain, slow; ML 6; AL C.

Hp 7

13

13 Médard Malévol the Mighty (I2/C14). Stern, bearded crusader, his ghostly form admonishing party if they don't depart at once for a holy quest. 1:3 attacks those who look like infidels. He knows of the resting place of The Grayl of Good and Bad Destiny, but will not confide in anyone but someone who has already quested successfully. If someone has undertaken such a thing, he will place the Chanson of the Grayl at C14.

+Médard Malévol the Mighty: Fighter 6+3; AC 1 (ghostly plate +2) [18]; Atk gaze 1d10; Spec distribute attacks among 6 HD of opponents, incorporeal, touch can heal 2d6 Hp; ML 11; AL L.

Hp 34

14

14 Mandrake Malévol the Mixer (D2 or H9/L10). Hunchback with mischievous grin, a purveyor of alchemical mixtures and poisons. Offers to sell big flask of acid in hand for 300 gp – otherwise throws it in character's face, cackling maniacally as he runs away.

+Mandrake Malévol the Mixer: HD 4; AC 7 [12]; Atk poisoned dagger 1d4 + poison; ML 4; AL C; flask of acid (3d6 Hp), vial of poison, salamander amulet of detoxication (immunity to deadly poisons – works three times before absorbing too much of the stuff; also, can't get drunk).

Hp 11

15

15 Olivier Malévol the Oleaginous (N3/D6). Identical twin of Claude Malévol (6). Handsome young man with apologetic half-smile, clad in a cherry livery and wearing a powdered wig. Although a bit awkward and absent-minded, he is all friendly and complaisant (especially to pretty ladies) until he melts into a grey ooze, seeking to engulf his victims (but especially pretty ladies), 1:3 probability.

Olivier Malévol the Oleaginous: HD 3+3; AC 7 [12]; Atk strike 2d6; Spec dissolve metal, immune to fire and cold; ML 6; AL C.

Hp 11

16

16 +Hubert Malévol the Huntsman (D9 or K1/L10). Facial features rotted into a black putrescence, leathery skin, green clothes and feathered cap. 1:2 surrounded by loyal dog pack , but 1:2 he will simply blow his horn, teleporting to D9 or K1. His heart has been cut out (marked with heart-shaped patch on vest) and replaced with a lump of stone.

+Hubert Malévol the Huntsman: Fighter 6; AC 5 [14]; Atk 2*bow +1 1d6+1 or claws 1d6 and rot; Spec distribute attacks among 6 HD of opponents; rot kills in 1d12 days unless saved against; ML 10; AL C; bottle of schnapps, pocket knife, teleportation horn.

Hp 49

The Fantastic Dog Pack (12): HD 1; AC 7; Atk bite 1d6; Spec jump & pin opponents; ML 8; AL N.

Hp 5 2 5 8 2

5 1 4 3 2

3 5

17

17 Hortensia Malévol the Lovely (M13/H15). Nice if a bit old-fashioned clothes, innocent smile, bouquet of flowers. She is good-intentioned, if a bit naïve and lost. No family member or monster within Xyntillan will consciously harm her, and should harm befall her indirectly, they will recoil from what they have wrought (save or die from heartbreak).

Hortensia Malévol the Lovely: HD 1; AC 9 [10]; ML 4; AL N; ruby rose locket (5000 gp).

Hp 6

18

18 +James, family butler (James Honoré Malévol, E2/J14). This ghostly gentleman is one of the last in our uncouth days to know their place and manners. He is knowledgeable but discreet, gladly telling anyone the direction to go for a pleasant nap, find some refreshments, or marvel at Xyntillan's many charming little corners – although nothing that would compromise, or cast bad light on his masters. Like all servants from the good old days, he is expert at rationalising the unrationalisable („You said dusty? …Certainly, I am afraid the maids must have forgotten that particular corridor. It will be corrected immediately."), dodging allegations („By my word, that must be a ghastly mistake! I absolutely have to deny the gossip that Count Giscard is a vampire. No such thing, Sir, no such thing."), and frustrating any inquisitive questioner.

+James Honoré Malévol, family butler: HD 5; AC 2 [17]; Atk touch 3d4 + paralysis; Spec paralysing touch, keening wail causes fear, incorporeal, revives the next day if slain; ML 7; AL N.

Hp 22

19

19 Reynard Malévol the Relapse (--/H15). Grossly overweight monk, 1:2 of 2d8 acolytes. Jovial, but lecherous and foul-mouthed. 1:3 tries to sell company a letter of indulgence (1d3400 gp) or 1:3 dirty pamphlets (1d350 gp).

Reynard Malévol the Relapse: Cleric 3; AC 9 [10]; Atk mace 1d6; ML 5; AL C; gold ring 80 gp, cross, wine flask.

Spells: 2; 1: cure light wounds, detect magic.

Hp 10

Acolytes (2d8): Cleric 1; AC 9 [10]; Atk mace 1d6; ML 6; AL C.

Hp 5 7 7 4 5 2 3 4 7 7

6 5 6 7 7

5

20

20 +Sébastian Malévol the Seaborne (--/J14). Bloated, decaying body smells of foul water and seaweed.

+Sébastian Malévol the Seaborne: HD 2; AC 8 [11]; Atk strike 1d8; ML 12; AL N.

Hp 6

21

21 +Eustace Malévol the Lacerated (--/H15). Ashen complexion; ghost bleeds from a hundred wounds. Regales guests with tales of his vicissitudes, 2:3 pursues relentlessly, and attacks if rebuked.

+Eustace Malévol the Lacerated: HD 4; AC 2 [17]; Atk ­touch opens wound 1d4/round; Spec wounds bleed until treated, reforms 1d3 turns after slain; ML 9; AL N.

Hp 17

22

22 +Giselle Malévol the Woeful (--/F1). Emaciated, feral expression of hunger despite noble clothes. Vampiric ghost is almost impossible to drive away once attached to company – returning to haunt them again and again.

+Giselle Malévol the Woeful: HD 5; AC 3 [16]; Atk bite 1d6 or touch ages 3d6 years; Spec bloodsucking 1d6/round, horrid appearance (save or -2 to rolls); ML 11; AL C.

Hp 26

23

23 +Jean-Luc Malévol the Dastardly (H18/L3). Scourge of the seven seas, his shade wears pirate regalia along with a wig, and may be recognized by his glowing coal-red eyes. His treasure lies buried in a cavern deep beneath Xyntillan ( O4 and O7 ).

+Jean-Luc Malévol the Dastardly: HD 4; AC 3 [16]; Atk touch 1d6 + LVL; Spec level drain, incorporeal; ML 9; AL C.

Hp 21

24

24 Léopold Malévol the Factor (--/L21). Cunning expression, fine clothes with fur trimmings, pets black cat. 2:3 demands protection money "or else" (at least 500 gp – otherwise summons two random encounters).

Léopold Malévol the Factor: Fighter 3; AC 7 (furs) [12]; Atk dagger 1d4 + poison or sword 1d6; Spec distribute attacks among 3 HD of opponents; ML 8; AL N; sack of gold (700 gp), signet ring 1000 gp, pocket watch 6000 gp.

Hp 9

25

25 Patrice Desjardin-Malévol (--/L3). Haughty, grizzled veteran grasping a battleaxe in one hand and a sack of stolen gold in the other. Paranoid, 1:2 attacks from surprise with 2d8 berserkers.

Patrice Desjardin-Malévol: Fighter 3; AC 4 (chain, shield) [15]; Atk battleaxe 1d8+1; Spec distribute attacks among 3 HD of opponents; ML 7; AL C; 110 gp stuffed into pockets, sack of 1d3*200 gp, chewing tobacco.

Hp 16

Berserkers (2d8): HD 1+1; AC 7; Atk axes 1d8; Spec +2 vs. normal men; ML 12; AL C.

Hp 9 4 9 2 4

8 4 5 6 4

2 8 7 7 3

2

26

26 Vincent Godefroy-Malévol (--/F1). Cunning lawyer in cherry dressing gown and wig, impeccably elegant and diplomatic. 1:3 of 2d6 bravos. Counters threats with "you are going to need a good lawyer, soon", doesn't reveal confidential information in any case. Has several contacts in Tours-en-Savoy and beyond, where he is a renowned critic and belletrist.

Vincent Godefroy-Malévol: Thief 6; AC 8 [11]; Atk cane sword 1d6 + poison; Spec backstab, thievery; ML 9; AL N; cane sword in walking stick, snuff box with secret compartment (3poison), 1d3 books, pocket watch 500 gp, 1d6200 gp, letter of marque.

Hp 25

Bravos (2d6): HD 1; AC 7 [12]; Atk sword 1d6 or dagger 1d4; ML 6; AL N.

Hp 1 6 5 6 5

2 4 3 6 5

8 7

27

27 +Claudette Malévol the Innocent (--/E15). Ghost of fair-haired white lady carries her severed head dripping with blood. Will not attack Neutrals. Remembers a secret close to pit under torture chamber. She is searching for a lost ring, now residing in Q6. If returned, she grants the returning character a wish before going on to her reward.

+Claudette Malévol the Innocent: HD 4; AC 3 [16]; Atk touch unconsciousness; Spec incorporeal, paralysing gaze 3/day; ML 10; AL N.

Hp 14

28

28 +Guy Malévol the Jocular (--/M10). Gaunt form comes a-cackling, increasing to hysterical howling as he gets close. Wears jester's outfit and domino masque, mouth crawling with maggots.

+Guy Malévol the Jocular: HD 2; AC 6 [13]; Atk 2*claws 1d3 and bite 1d4; Spec paralysis; ML 5; AL C; wand of polymorph.

Hp 9

29

29 Samuel (E11/--). Hunchbacked assistant to Count Giscard and Countess Maltricia. Old-fashioned, dusty old clothes, oversized wooden shoes, hairy arms and bulging, clever eyes. 1:6 on errand, and 1:6 he is carrying something important as he scurries through Xyntillan. He is a known face in Tours-en-Savoy, but considered a man involved in grotesque passions and deviltry. 1:2 of falling for a pretty lass, but only in a platonic, old-fashioned, very creepy way.

Samuel: Thief 4; AC 7; Atk dagger 1d4 + poison; Spec backstab, thievery; ML 6; AL C; poison ring, keys (2:3 to fit any locked door in Castle, also has golden key to L24 ), flask of wine, dead rat, service bell, apple core, book of love poems.

Hp 13

30

30 +Count Giscard deVourey-Malévol (E15/L25). Pale complexion, soft-spoken, immaculately dressed, never drinks... wine. Doesn't lower himself to fight mere commoners if he can help it, summoning a wolf pack to do his bidding and watching in gaseous form. As a French vampire, Count Giscard is quite fond of garlic, and is drawn to instead of being repulsed by mirrors.

+Count Giscard deVourey-Malévol: HD 7; AC 2 [17]; Atk touch 1d10 + LVL; Spec regenerate 3/r, gaseous form, summon 3d6 wolves, hypnotism at -2 save, blood drain, climb walls, 1d6 Hp/round in sunlight; ML 11; AL C; billowing black cloak, golden brooch with heart-shaped ruby (6000 gp), diamond ring with tiny scampering spiders trapped within (4500 gp).

Hp 31

Wolves (3d6): HD 2+2; AC 7 [12]; Atk bite 1d6; ML 8; AL N.

Hp 13 14 11 9 4

9 12 9 12 7

13 6 14 7 14

7 8 11

31

31 +Countess Maltricia Malévol (E17/E15). Faded pink silks, white lace, sensuous beauty and perverted smile. 1:3 accompanied by some hapless gallant she has charmed for her pleasures; 1:3 surrounded by 1d10  undead lords adoring her charms. As a French vampire, the Countess considers garlic an essential part of life's small pleasures, and is drawn to instead of being repulsed to mirrors.

+Countess Maltricia Malévol: HD 7; AC 2 [17]; Atk touch 1d10 + LVL; Spec regenerate 3/r, gaseous form, summon 1d3 vampire bat swarms, hypnotism at -2 save, blood drain, climb walls, 1d6 Hp/round in sunlight; ML 10; AL C; red velvet gown, emerald-studded bracelet (4500 gp), Malévol signet ring (600 gp), poisoned stiletto.

Spells: 4/2/2; 1: charm person*2, magic missile, shield; 2: invisibility, mirror image; 3: fireball, lightning bolt

Hp 28

+Undead Lords (1d10): HD 1; AC 7 [12]; Atk sword 1d6; ML 8; AL C; elegant but rotting clothing, 1d6 gp each.

Hp 7 2 6 1 5

4 1 2 2 5

Vampire Bat Swarms (1d3): HD 4; AC 6 [13]; Atk bite 2d4; ML 5; AL C.

Hp 22 8 13 23

32

32 +Marcel Malévol the Malnourished (F1/E3). Plaster and lime dust coat the rotting bones of this wheezing monstrosity, dragging his fat bulk to rend and consume the living.

+Marcel Malévol the Malnourished: HD 2; AC 7 [12]; Atk 2*claws 1d6 and bite 1d6; Spec turned as spectre; ML 12; AL C.

Hp 115

33

33 +Gillz Malévol the Gothic (F4/E14). Corpse in dark purple clothes and black leggings, stalking through Xyntillan to sate her hunger for brains. 1:3 she is accompanied by 1d6 masked murderers following discreetly.

+Gillz Malévol the Gothic: Thief 5; AC 5 [14]; Atk blade 1d6 or 2*throwing daggers 1d4 + poison; Spec backstab, +2 vs. traps and devices, thievery; ML 9; AL N; splintered jasper heart (850 gp).

Hp 17

+Masked Murderers (1d6): HD 2; AC 7 [12]; Atk sword 1d6; Spec surprise 2:6, backstab; ML 9; AL C.

Hp 6 4 7 10 14

2

34

34 +Hugo Malévol the Reaper (F10/F10) His ghost is a deep crimson, almost invisible as he glides through the darkness, but audible through the rattling of chains. 1:3 pronounces terrible omen, 1:3 demands tribute of blood sacrifice for passage; 1:3 stalks company until he can attack from ambush.

Hugo Malévol the Reaper: HD 6; AC 2 [17]; Atk touch 3d4; Spec inflicted wounds continue to bleed at 1d4/round until healed, 50% to reflect spells; ML 11; AL C.

Hp 20

35

35 +Priscilla Malévol the Undulating (--/F11). Shadow of noble lady in her early forties, sable hair streaming down her elegant neck, a pleasant, warm smile sitting on her lips.

+Priscilla Malévol the Undulating: HD 2+2; AC 7 [12]; Atk touch 1d6 Str; Spec strength drain, slow; ML 6; AL C.

Hp 8

36

36 +Philoméne Malévol the Quick, Headless Vampire (F15/E3). Clad in unpleasant mouldy clothes, Philoméne's appearance is made worse by the cheap perfumes she sprinkles herself with. Being headless, she is blind as a bat, and may easily be distracted or avoided. Obviously, she cannot drain, dominate or summon helpers, making her extremely frustrated – alas, the sole way to express this discomfort is the gurgling noises she emits. On the other hand, she can move with blinding speed if necessary, and is a frightful combatant.

+Philoméne Malévol the Quick: HD 6; AC 2 [17]; Atk 4*claws 1d8; Spec lightning quick, regenerate 3/round, gaseous form, 1d6 Hp/round in sunlight; ML 8; AL C; silver locket with a single aquamarine gem (2900 gp), fan, ivory comb.

Hp 32

37

37 Mortagu Malévol the Axe (G3 or R1/E3). Beefy arms, hairy chest, executioner's hood and leather loincloth. A master musician on the rack, thumbscrew and iron maiden. Occasionally found in Tours-en-Savoy, where he is heads over heels in love with a gooseherd.

Mortagu Malévol the Axe: Fighter 2; AC 9 [10]; Atk battleaxe 1d8; Spec distribute attacks among 2 HD of opponents; ML 8; AL C; snakeskin pouch.

Hp 11

38

38 Rodento Ratsputin, Lord of all Rodentkind (H5/F1). Human-sized rat clothed in fine silks, boots and plumed hat, 1:2 with 1d10 bandits. He is highly intelligent and somewhat ominous, threatening unruly characters with the wrath of his many minions unless they show him deference. Ratsputin is mostly bluffing, but his pouchful of dust of disappearance grants him a good escape route. If hard pressed, he can offer the party a (fake) gem ring for his life.

Rodento Ratsputin, Lord of all Rodentkind: Fighter 4; AC 7 [12]; Atk rapier 1d6 + poison or dagger 1d4 + poison; Spec distribute attacks among 4 HD of opponents; ML 7; AL C; dust of disappearance (13 doses), fake gem ring (apparent value 2000 gp), plumed hat, pink cape, poison.

Hp 26

Bandits (1d10): HD 1; AC 6 [13]; Atk sword 1d6 or 2*bow 1d6; ML 9; AL N.

Hp 2 2 4 6 7

2 6 7 2 6

39

39 +Lydia Malévol the Luckless (H6/E15). Shambling through the corridors in her lavender dress and perpetually surrounded by moths, she drags a sack full of bones. 1:2 followed by 1d6 headless manservants at respectful distance.

+Lydia Malévol the Luckless: HD 2; AC 6 [13]; Atk 2*claws 1d4 and bite 1d4; Spec paralysis; ML 6; C; serpentile bracelet, lorgnette, faded purse with 3d10 gp and old love letter addressed to self.

Hp 14

Headless Manservants (1d6): HD 2; AC 7 [12]; Atk hit 1d8 + strangle; Spec strangle 1d8/round; ML 10; AL N.

Hp 6 14 9 9 6

7

40

40 +Odile Malévol the Odious (H7/J14). Shrivelled visage, empty eye sockets crawling with spiders, and wild, unkempt hair, surrounded by moths. Vicious harridan even in death, berating the low-born scoundrels who would ever scandalise her by setting foot in her ancestral home – and dragging in the dirt to boot!

+Odile Malévol the Odious: HD 3; AC 5 [14]; Atk claws 2d4 + drain; Spec energy drain; ML 9; AL C; broken parasol, dried rouge, purse full of lint and dust.

Hp 15

41

41 Jerôme Malévol the Meticulous (--/H15). Distant relative, ragged drifter carries sack full of discarded, soiled clothing and tremendous rusty hacksaw. Toothy grin, cheeks reddened with makeup, 1:3 of 1d6 hacked-off hands.

Jerôme Malévol the Meticulous: Thief 4; AC 9 [10]; Atk hacksaw 1d6; Spec backstab, +2 vs. traps and devices, thievery; ML 5; AL C; bottle of cognac, silver mirror (50 gp), golden comb (180 gp), inaccurate musical pocket watch (350 gp), rouge.

Hp 12

42

42 + Guillemette Malévol the Enchanted (H14/E3). Barefoot and wearing only a flower wreath and a white nightcloth, her ghost drifts through Xyntillan, listening to the tune of music only she can hear. No reaction if encountered or attacked, but 5:6 of 1d6 glitterclouds trailing behind and attacking anyone who would harm her.

+Guillemette Malévol the Enchanted: HD 3; AC 2 [17]; Atk –; Spec incorporeal, +1 or better to hit, immune to mind-affecting and caster must save or go insane; ML 12; AL N.

Hp 11

Glitterclouds (1d6): HD 3; AC 8 [11]; Atk osmosis drain 1d4/round; Spec drained blood heals monster, hypnosis 1/day; ML 10; AL N.

Hp 14 14 6 14 9

18

43

43 +Uncle Montfort Malévol the Bygone (I1/J14). Kelps and algae cling to the green, water-soaked corpse of this rotting old sack of evil, stalking through Xyntillan in oversized wooden shoes and an outmoded tailcoat. 1:3 offers first character a handful of candy (save vs. severe hallucinations, "see" secret things not normally found in room key as potion of delusion), 1:3 offers live fish kept in his pocket in exchange for valuable, 1:3 attempts to grope most handsome character. Those who don't humour Uncle Montfort for his senile cackling and unpleasant eccentricities will quickly find him a resentful, vicious old coot.

+Uncle Montfort Malévol the Bygone: HD 6+3; AC 4 [15]; Atk 2claws 1d6 and bite 1d10; Spec regenerates 3 Hp/r unless destroyed by fire or acid; ML 10; AL C; hallucinogenic candy, live fish with a golden key in its belly (fits L24 ), pearl cuffs 2650 gp, sapphire locket 4500 gp, bag of severed rotten-black fingers.

Hp 41

44

44 Jaumon Malévol the Dreamwright (I8/L10). Roguish grin, wears a plumed hat, baggy pants, and the finest silken hose. 1:3 offers to lead company to place of interest; 1:3 asks for small loan of 400 gp in exchange for rumour, 1:3 offers to split the profits of hazardous but lucrative venture.

Jaumon Malévol the Dreamwright: Fighter 2; AC 9 [10]; Atk rapier 1d6; Spec distribute attacks among 2 HD of opponents, charm person 2/day, sleep 1/day; ML 6; AL C; vial of rose water, handkerchief, deck of cards pierced with dagger, sack of 600 gp.

Hp 16

45

45 +Roberto Malévol the Arbiter (I9/E9). Bearded ghost in judge's black robes, wears golden pegasus brooch around the neck. 2:3 waves company out of the way, 1:3 stops to see if they are involved in some wrongdoing.

+Roberto Malévol the Arbiter: HD 6; AC 2 [17]; Atk touch 1d8 + paralysis; Spec teleport character to jail cell at G2 (save applies), paralysis, incorporeal, +1 or better to hit; ML 12; AL L; pegasus brooch (see I9 ).

Hp 20

46

46 Serpentina Malévol the Sweet, Succubus (I11/E9) Coy coquette with tight bodice and lacquered boots, bat wings and small devil's horns. 1:2 that Meandering Malévol (47) is also present. Between innocent and suggestive, 1:2 invites most handsome character to her den on top of the Lake Tower ( I11 ). Secretly disgusted with all things ugly and dead, including most relatives.

Serpentina Malévol the Sweet: HD 6; AC 2 [17]; Atk 2*dagger 1d4 + poison; Spec MR 70%, charm person, ESP, clairaudience and suggestion at will, draining kiss, summon 47 or up to 3 non-family member encounters (60+1d40); ML 9; AL C; luckstone (grants +1 to saves and attacks, heart-shaped and rosy).

Hp 26

47

47 Meandering Malévol (I11/M9). Giant boa constrictor with intelligent eyes. Constantly depressed, he only attacks in retaliation, or if Serpentina Malévol the Sweet (46) might be hurt (+6 ML). He has swallowed 10 gemstones (400 gp each), which bother him terribly. He knows many secret places, and will tell of one to a company listening to his woes.

Meandering Malévol: HD 4+4; AC 5 [14]; Atk bite 1d8 + poison; Spec can swallow smaller characters on successful hit, 1d10 Hp/round from acids; ML 5; AL N.

Hp 22

48

48 +Merlerik Malévol the Founder (K2/E9). Wraith of a long-gone retainer from the times of the Carolings... hushed whispers follow his path, and his voice is a distant, hollow baying. If slain, he leaves behind a black shadow burned into the nearby walls.

+Merlerik Malévol the Founder: HD 4; AC 3 [16]; Atk touch 1d6 + LVL; Spec energy drain, incorporeal, 1 Hp damage per arrow; ML 12; AL C.

Hp 20

49

49 +Sybille Malévol the Widowmaker (K18/E9). Faint grey ghost of an aged crone, billowing like the vapours of the brews she is concocting. 1:6 offers sale of poisonous elixir 600 gp, 1:6 places curse on highest Cha character, 1:6 polymorphs random character into frog, 1:6 asks 250 gp for palm reading.

+Sybille Malévol the Widowmaker: HD 3; AC 2 [17]; Atk –; Spec turn into choking cloud, save or 2d4/r, magic missile 3/day, polymorph 1/day, incorporeal, +1 to hit; ML 8; AL C.

Hp 14

50

50 +Bartholomew Goncourt-Malévol the Philanderer (L4/H3). Mumbling skeleton in dishevelled courtly outfit, palette, brush and bucket of paint, 1:3 followed by 1d12 undead ladies fawning over his artistry. 4:6 absorbed in his art, 1:6 strikes up conversation on aesthetics, 1:6 wants to dissect character as a study. Can disappear into any painting and reappear from any other. Constantly on the run from Beatrice Langlois-Malévol the Jilted (10).

+Bartholomew Goncourt-Malévol the Philanderer: HD 5; AC 7 [12]; Atk 2*claws 1d6; Spec bucket of paint is green slime , step through paintings; ML 7; AL C; pigments, silk handkerchief, locket with portrait of Beatrice.

Hp 21

+Undead Ladies (1d12): HD 1; AC 7 [12]; Atk claws 1d6; ML 6; AL C; fans, lacy things, wigs, 1d6 gp each.

Hp 5 5 1 5 3

7 4 7 2 8

6 4

51

51 Jean-Jacques Malévol the Belletrist (L22/H3). Powdered wig and plum silken vest, crafty eyes with a hint of insanity. Absent-mindedly contemplates his philosophy of oppression and progress in lengthy lectures to anyone, preferably a captive audience, but will settle for a portrait or lively-looking drape. Jean-Jacques believes in his natural right to others' possessions, and if caught, blames the characters, society, and his unhappy childhood (in that order) – offering a copy of his book for freedom.

Jean-Jacques Malévol the Belletrist: Thief 4; AC 7 [12]; Atk cane sword 1d6 + poison; Spec backstab, +2 vs. traps and devices, thievery, hold person 3/day; ML 3; AL C; two copies of his book, My Beloved, My Treasure: A Self-Portrait.

Hp 18

52

52 +Kent (--/F1). Wild-eyed ghoul offering a free supply of opinion on company's intellectual and artistic failings. Can never be fully defeated; will return from the grave to argue again in another guise. Appears as 1:6 monk, 1:6 actor, 1:6 jester , 1:6 scholar, 1:6 drunk, 1:6 philosopher.

+Kent: HD 6; AC 6 [13]; 2claws 1d6; Spec paralysis, _confusion_ 1/day; ML 6; AL C; has access to several disguises and outfits, 1:2 of coin pouch 2d650 gp (always false).

Hp 21

53

53 Ambrosius Baptiste Malévol (M1/H3). Rotund monk in voluminous cassock. Constantly inebriated, pays no heed to family members' evil, or waves it away as childish pranks and minor vices. Has not been sober ever since he returned to his family nest, where he runs the cellars. Knows of a holy cloak found in one of the chapels, but doesn't know which.

Ambrosius Baptiste Malévol: Cleric 5; AC 3 [16] (chain +2); Atk mace 1d6; Spec turn undead, +2 vs. paralysis and poison; ML 9; AL L; chain +2, bottle of Malévol Brut champagne (potion of heroism), rosary.

Spells: 2/1; 1: cure light wounds, purify food and drink; 2: bless.

Hp 21

54

54 +Charles Malévol the Calamitous (M3/L10). Spectre haunting the halls of Xyntillan. A skilled demagogue fond of fiery exclamations, he is followed by a lynch mob of 3d6 headless manservants. Not fond of risking his hide, Charles hangs back while his minions do the killing... and if pressed, retreats to rouse a new rabble.

+Charles Malévol the Calamitous: HD 7; AC 2 [17]; Atk touch 1d8 + LVL; Spec energy drain, +1 or better to hit, incorporeal; ML 4; AL C.

Hp 38

+Headless Manservants (3d6): HD 2; AC 7 [12]; Atk hit 1d8 + strangle; Spec strangle 1d8/round; ML 10; AL N.

Hp 6 7 8 11 9

6 4 7 1 6

7 10 9 13 8

10 10 4

55

55 +Frédéric Malévol the Melodramatic (M10/L10). Grandiose ghost with flowing beard, frilly silks and fiery tempers. Likes to play roles by possessing party members and declaiming in High Thespian, grandstanding in critical situations, and – if driven away – hurling random objects via telekinesis. A romantic soul who curtsies before women.

+Frédéric Malévol the Melodramatic: HD 6; AC 2 [17]; Atk thrown objects variable; Spec possession 1/turn, telekinesis, incorporeal, +1 or better to hit; ML 9; AL C.

Hp 27

56

56 +Morella Malévol the Mournful (Q11/H4). Pale lady surrounded by faint mist and hushed whispers; 1d12 shadows of the lovers she has had executed.

+Morella Malévol the Mournful: HD 7; AC 2 [17]; Atk touch 1d8 + LVL; Spec charm 3/day, energy drain, +1 or better to hit; ML 10; AL N.

Hp 35

+Shadows (1d12): HD 2+2; AC 7 [12]; Atk touch 1d6 Str; Spec strength drain; ML 6; AL C.

Hp 8 11 5 12 9

8 11 15 13 7

12 14

57

57 +Mummified Malévol the Majestic (--/H3). Bandaged ghoul, originally Mortified Malévol the Middling, pretending to be royal mummy, demands ransom for passage "or suffer the curse of the unyielding sands". Uses wand of fear (14 charges) freely.

+Mummified Malévol the Majestic: HD 2; AC 7 [12]; Atk 2*claws 1d4 and bite 1d4; Spec paralysis; ML 6; AL C; wand of fear, fake jewels appearing to be worth 6000 gp.

Hp 14

58

58 + Agenor Malévol the Antique (O11/L3). A rickety old bag of bones, this elderly and senile vampire could not harm a newborn lamb. Clad in his outmoded clothes, he shambles absentmindedly through Xyntillan's passages. 1:3 some flicker of remembrance makes him recall nearby feature, 1:3 lost and confused far from his resting place. If attacked, 2:3 to remember a thing or two, 1:3 to just assume gaseous form and drift away. As a French vampire, Agenor is quite fond of garlic, and is drawn to instead of being repulsed by mirrors.

+Agenor Malévol the Antique: HD 7; AC 2 [17]; Atk touch 1d10 + drain; Spec 1:3 to lose turn, regenerate 3/r, gaseous form, +1 or better to hit, 1d6 Hp/round in sunlight; ML 8; AL C; dusty black cloak, scarf, dried bat.

Hp 33

59

59 The Bearer of Sins (--/L21). Theunmortal crypt keeper of the deep dungeons, a mass of putrescent rags hiding a gruesome visage and limbs pocked with oozing black pustules, warts and open sores. The Bearer of Sins sobs and cries when he sees someone approach, lamenting his fate and warning the company not to touch him. He is harmless… unless one of the PCs approaches him, in which case 2:3 he springs to the attack, trying to strike with his diseased touch. In the dungeons, his shriek brings 1d3 generic encounters (60+1d40). The Bearer of Sins cannot be slain, for in his bosom lurks the memory of nameless deeds that shall never be forgiven. If he is struck down, he rises again in one turn.

The Bearer of Sins: HD 6; AC 3 [16]; Atk claws 1d8 + plague; Spec plague is contagious and fatal within 1d3 weeks, unmortal; ML 7; AL C; chains around the neck, angelic icon 1600 gp.

Hp 48

60

60 The Beast (L24/L24). His regal finery stands in contrast with a masque-like furred visage, sharp incisors and feline eyes. Appears as a massive, lumbering shape stalking through the Castle, sheathed in a halo of hellfire. Some noble spirit yet lurks within the cold heart, but a ragtag band of looters is unlikely to awaken it. 1:3 of outright ignoring company, and 1:3 of commanding them to leave him to his loneliness.

The Beast: HD 10 MAX; AC -4 [23]; Atk 2_claws 1d12; Spec 2 HD or below cannot raise weapons against him, others must make morale check or save vs. petrifaction to attack him, prismatic touch 1/3 rounds: 1 – 12 Hp, 2 – 24 Hp, 3 – 48 Hp, 4 – save vs. poison or die, 5 – save vs. petrifaction or stone, 6 – save vs. death or life trap, 7 – save vs. magic or go gibbering mad, 8 – two effects, 50% to resist spells; ML 12; AL C; regal clothes 7000 gp, heart-shaped locket, gold key to quarters ( L24 ), single perfect rose.

Hp 80

61-63

61,62,63  Creeping Vines: These leafy vines can appear immobile, or stalk through the corridors of Xyntillan. They can climb walls with frightening ease. They are not intelligent.

Creeping Vines (1d6): HD 3; AC 5 [14]; Atk vine 1d6 + grab; Spec strangulation 2d6/round, surprise 2:6; ML 8; AL N.

64-66

64,65,66 Glitterclouds: Faint, almost transparent clouds arranged around a pulsating nucleus. Glitterclouds drift aimlessly through the air until they detect living beings, at which point they close in to drain blood through their pores (as ranged attack, 20' range). Their hypnotic palpitations put victims at ease while they suck them dry.

Glitterclouds (1d6): HD 3; AC 8 [11]; Atk osmosis drain 1d4/round; Spec drained blood heals monster, hypnosis 1/day; ML 10; AL N.

67-68

67,68  Goatrices: An unholy combination of goat and rooster, they prefer to lie in wait to ambush and petrify from surprise.

Goatrices (1d2): HD3; AC 6 [13]; Atk headbutt 1d6 + petrifaction; Spec hop attack, petrifaction; ML 7; AL C.

69-71

69,70,71  Hand Swarms: A mass of severed, decaying hands skittering on the ground. They go for the throat, or pull opponents down on the ground.

Hand Swarms (1d2): HD 4; AC 6 [13]; Atk swarm 2d4; Spec choke 3d4/round; ML 6; C.

72-76

72,73,74,75,76 Headless Manservants: Shambling, headless corpses dressed in old liveries. They are easily fooled by displays of wealth and authority.

Headless Manservants (1d12): HD 2; AC 7 [12]; Atk hit 1d8 + strangle; Spec strangle 1d8/round; ML 10; AL N.

77-80

77,78,79,80 Masked Murderers: Distant cousins of the sinister brotherhood of the ninjae, these black-clad fellows are utterly silent except for a slight creaking of the joints. Fond of the ambush, they deal double damage on a surprise hit.

Masked Murderers (1d6): HD 2; AC 7 [12]; Atk sword 1d6 or garrotte 1d6; Spec surprise 2:6, backstab; ML 9; AL C.

81-83

81,82,83 Razzle-Dazzles: Clusters of flickering light, attacking if they detect movement (they can be avoided by standing deathly still). Glitterclouds attack with arcs of electricity; 1:3 every round to dazzle a single opponent: save or melee attack is diverted to random target.

Razzle-Dazzles (1d6): HD 3; AC 4 [15]; Atk arc 1d6; Spec dazzle 1/3 round; ML 7; AL N.

84-87

84,85,86,87 Rigormortis: Desiccated, wheezing skeletons. Slow to attack (act last in a round), they can easily tear someone limb from limb.

Rigormortis (1d12): HD 2; AC 6 [13]; Atk 2*claws 1d6; Spec slow; ML 8; AL C.

88-89

88,89 Stygous: A hideous nightmare of a man-sized corpse bird with a long beak, dead black eyes and oily, unkempt feathers. They stand deadly still until they launch themselves. On maximum damage, they pluck out the living, beating heart.

Stygous (1d3): HD 4; AC 6 [13]; Atk beak 1d10; Spec surprise, plucks out heart on max damage; ML 9; AL C.

90-95

90,91,92,93,94,95 Undead Ladies: All dusty and moth-eaten with a faint smell of lavender and the grave, these ladies of bygone times still haunt Xyntillan in large packs. They can be won with good manners, but a slip of the tongue will bring the whole pack on you.

Undead Ladies (2d12): HD 1; AC 7 [12]; Atk claws 1d6; ML 6; AL C; fans, lacy things, wigs, 1d6 gp each.

96-100

96,97,98,99,00 Undead Lords: These evil old fops are more lazy and calculating, but also more shrewd to detect flattery and foul play.

Undead Lords (2d12): HD 1; AC 7 [12]; Atk sword 1d6; ML 8; AL C; elegant but rotting clothing, 1d6 gp each.