Showing posts with label insect. Show all posts
Showing posts with label insect. Show all posts

Friday, 25 August 2023

Hex Crawl 23 #212: Lake of the Vampires

Here's a hex I inadvertently missed out of the sequence, so I have had to renumber things. We detour northeast from the Execution Spikes to visit this place, which lies nine hexes northwest of Alakran. Then, back northwest to #223.

 

To sweeten the fame of the farmers of the Rows of Muttra, they built a canal to feed a formerly dry lake bed with the runoff from their water source. Travellers along the Road of Flowers could take a short detour to replenish their water on a hot day, ten miles into their journey.

But the small lake, originally known as Pulka'al, now has an evil reputation. "Beware the Lake of the Vampires!" travellers warn. Some believe it literally, but others know the real reason. Swarms of vicious mosquitoes of prodigious size hover over the water, pursuing up to 300 feet, and their attack spells death to all but the most hardy. Even if one swarm is dispatched, there are dozens more, and clusters of eggs in and under the water to give rise to the next generation. From any point on the shore one or two unburied victims can be seen, each with d20 x d20 worth of coins and goods, although to give these people a decent burial rather than simply robbing them is a good act worth 100 xp each.

Sunday, 22 January 2023

Hex Crawl 23 #22: Hideous Vermin

One hex north and two northeast of Alakran.

 

Another string of totems (hex #3) marks the northeast border of Leetakh's realm. Between the totems and a greener region to the east are the swarming grounds of the Hideous Vermin.

What are they? The Band of Bronze never met them. They have to be some kind of manifestation of the wrath of Pazuzu. A cloud of flying insects in every hue and shape, no two alike, surely a swarm brushed by the wings of Chaos. 

Play them according to your favorite hostile insect swarm rules, with the additional wrinkle that when any kind of energy is aimed in an attempt to damage them -- except holy radiance -- they incorporate it and become blazing, crackling, frosty, or what have you, dealing double damage of that type for 10 minutes. With such terrible power it is well that they do not stray far from whatever sin or curse binds them to their ground.