On Western Venatia – Part Eight

A few more glimpses into the wilds of Western Venatia.

On a side note, the Mystery Men! voting is underway. A few of the races are looking to be slaughters, while a couple are neck and neck. I can’t wait to see which heroes make the final cut for illustration.

1246. On moonless nights (beginning or end of a Nodian month), this hex becomes inundated with hundreds of jellyfish, from tiny creatures barely the size of a gold piece to monstrously large entities. They float near the surface, swaying in time to an unheard tune and converging on anything foolish enough to wander into the midst of their reverie. Assume encounters here with 2d10 monstrous jellyfish.

| Monstrous Jellyfish: HD 2d6; AC 8 [11]; Atk 1 sting (2d6); Move 3; Save 16; CL/XP 3/60; Special: Paralysis.

1314. Amid the rugged splendor of the moors there are the charred remains of an ancient abbey. Little remains but the burnt out shell of the cloister and the weed-ridden medicinal gardens, which are home to several violet fungi who let out their terrifying screams whenever they detect creatures moving toward the abbey. The abbey’s courtyard has a well grown slimy with the passage of years. At the bottom of the well sleep the so-called “Beast of Bracken Abbey”, a troll-like creature covered in bubbling pustules of slime. The beast has large, yellow eyes and iron-hard talons, and can expel a killer slime from its mouth every 1d4 rounds. The color of killer slime* is rolled randomly:

1-2 Purple
3-4 Red
5-6 Yellow

Treasure: Covered in non-toxic encrustations of slime you find 2,300 sp, 980 gp and two soapstone busts worth 100 gp each, one bust depicts Apollo Helios, the other Diana. When both busts are displayed in the same room at an equal height they create a Bless effect through the entire room.

| Beast of Bracken Abbey: HD 10; AC 2 [17]; Atk 2 claws (1d4) and bite (1d6); Move 12; Save 5; CL/XP 11/1700; Special: Belch slime.

1333. Lonely Castle Carnifex stands brooding by the river, its black willows sipping at the lazy waters and its grey spires, showing no light or warmth, staring out over the endless woodlands. The castle is the home of a band of huntsprites, the executioners of the fairy court. The sprites look like slim humanoids with black butterfly wings and wearing simple white shifts. They arm themselves with longbows and short swords that give out a shrill ring when drawn from their scabbards. The sprites do not brook intrusion into their sanctum, and truthfully the place is so bleak and unwelcoming that few would want to spend more than a few minutes exploring its empty hall and the corridors and chambers that surround it. Each sprite’s sword is +1 in the hands of an elf, dwarf or gnome, but -1 in the hands of folk without fey blood in their veins.

| Huntsprite (3): HD 8 (39, 35, 26 hp); AC 1 [18]; Atk 2 +1 sword (1d6+1) or 2 +3 longbow (1d8+3); Move 15 (Fly 30); Save 8; CL/XP 13/2300; Special: Perfect shot, spells, magic resistance 45%.

1410. Blackmere Lake is known for its sudden, violent storms. One hundred years ago the wedding barge of the daughter of Argrave, Lord Mayor of Blackpoort, went down in such a storm with its passengers, crew and treasures. The barge still rests at the bottom of the lake, haunted by a wedding party that dances, sings and feasts on the living for all eternity.

The party guests and crew are now a collection of thirty wraiths. The guests and their servants appear as ghostly men and women dressed in medieval finery (long shoes tipped with bells, long turbans, doublets, etc.). When living creatures are spotted, the guests call out to them to join the party. Servants seat them before a ghostly feast and pour luminescent wine in golden goblets. It is then, when they are surrounded, that the wraiths turn on their guests and devour their life force. Unlike most wraiths, their depredations do not create spawn.

Should one manage to destroy or disable all of the wraiths, they will find that the barge holds a great treasure of wedding presents.

Treasure: 1,390 sp, 6,450 gp, a bronze statue of a satyr worth 20 gp, a silver statuette of Juno worth 125 gp, an amber brooch worth 100 gp, a brass waist chain worth 300 gp, a piece of polished coral worth 145 gp, a pearl worth 400 gp, an olivine worth 900 gp, a sapphire worth 4,000 gp and a silver decanter of endless water and a potion of extra healing.

* The killer slime is a monster that will appear in November in PARS FORTUNA. Of course, it will also appear in the free download of NOD #6 in December.