When you’re a PC, fighting swarms is bad enough. But plague swarms…that’s when things get really nasty. Because plague swarms are manifestations of a
deity’s wrath, sent in retribution for some slight. That means they're more powerful (even the
humble rat plague swarm clocks in at CR 11) and mythic (8 ranks!) to boot. They
multiply with alarming speed and reform until their destruction condition is
met. Sometimes they have beneficial
strategic or defensive attributes (individuals in a rat plague swarm share a
hivemind; bat plague swarms are divinely protected). Worst of all, they all have a unique nasty
attack. Rat plague swarms are diseased,
spreading lycanthropy. Bat plague swarms
cause bleed and negative level damage—which can birth vampires(!) that serve
the swarm (not the other way around).
And locust plague swarms? They
just eat everything—including magic items—with what are effectively adamantine jaws.
So say your prayers and start researching destruction conditions…because
once called, these magical beasts don't stop until an entire city is destroyed.
A ratfolk sage
immolates himself in the central square of Newport, promising vengeance
even as the flames take his body. The
vengeance, when it arrives, is swift and deadly: a rat plague swarm. Adventures must not only defeat the foul
skittering hivemind, but then solve the mystery of what Power sent it—for no
one in Newport, including the small ratfolk community, understands what sin was
committed against the sage or his faith.
Adventurers need to
recover the body of Preston Melark, an oracle whose visions may hold the
key to the defeat of the Minotaur Lord.
But Melark fell in the defense of Tamar, the Living City, whose very
stones (courtesy of a divine blessing and a strong conduit to the Positive
Energy Plane) heal the wounded and birth new defenders into being. Now a vampire puppet of the plague bat swarm,
Preston Melark’s undead corpse is caught in an unending cycle of death, coming
every night to feed at the throats of the fresh soldiers born to the Living
City that dawn.
It’s said that the Lur of Laram could knock down a city
wall or rouse the Sleeping Celestials.
And it may be just the thing to stop Daemon Tide. But some other player is at work, for when
adventurers reach the city of Parsin, a locust plague swarm and its brood are
already devouring everything in its path—including the ancient horn.
—Bestiary 5
192–193
Working on getting this regular update thing happening
again. Please continue to bear with me.
I’m not finding stats for Bestiary 5’s plague swarms online yet, though Pathfinder Adventure Path #79: The Half-Dead City had several
nonmythic swarms, including the plague locust swarm.
Wayfinder #14 went live on Monday, with fiction by yours
truly—the first fantasy story I’ve ever published, and my first published work
in ages. It’s a dash of ghost story and
a pinch of noir. (The brutal word count restrictions inspired the
staccato tone.) I hope you enjoy it!
Thanks to Tim and
Paris for the acceptance email, the other contributors for submitting, the
slushers and patient editors (especially Charlie and Matthew, who went through
my piece line by line) for all their hard work, and Stephen Wood for the great
illustration. Download it for free here.
Tuesday’s show turned out really nice. I wasn’t expecting anything special, aside
from things being a bit more gravelly/fuzzy than usual, but I relistened to it
and was just like, “Yeah. Nice.” Maybe
you’ll dig it too. Stream or download it
till Monday, 12/7, at midnight.
I love this blog. Really helps with my own adventures.
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