The Wyccas


NEW MONSTERS:

Wycca			Wyccawidu				Wyccaweax

Climate/Terrain:	Mountainous, Forests			Mountains
Frequency:		Very rare				Very rare
Organization:		Tribe					Tribe
Activity Cycle:		Day					Night
Diet:			Special					Special
Intelligence:		Average (8-10)				High (13-14)	
Treasure:		R, G					W, G
Alignment:		Lawful Evil				Chaotic Evil
No. Appearing:		1-4 (3-30)				1-6 (3-30)
Armor Class:		6					5
Movement:		6					6, Br 4
Hit Dice:		5+3					8+3
Thac0:			15					10
No. Of Attacks		1					1
Damage/Attack:		1-8					1-12
Special Attacks:	See below				See below
Special Defenses:	See below				See below
Magic Resistance:	50%					70%
Size:			M (5' tall)				L (7' tall)
Morale:			Unsteady (7)				Average (8)
XP Value:		1,400					4,000

"The artist Vandroit paints only of nature scenes, in which various plants stick people with spikes. A long time ago, a town was wiped out, but a lone girl was spared because she had a painting in her room of a 'venus flytrap', a spiky plant about to consume a fly. It is said that the creatures spared her because they thought she respected them. So people in the surrounding cities buy Vandroit."

Wyccawidus (green) always form plants or plant products such as rope or cloth. They can't be hit by edged weapons unless they don't see the blow coming. Normal swords do 1 hp and magical edged weapons do 1 hp plus the bonus. Blunt weapons do 1 hp plus the strength bonus and the magical bonus. The Wyccawidus and Wyccaweaxa tend to work together. One of their notorious traps is to keep a village empty, but to keep a single female inhabitant present. She will not speak, as she has been drugged by the Wyccas. While the investigator is in the city, they will ambush him when he is most vulnerable. They are carnivorous. Due to their magical natures, they need small amounts of human blood to survive. They cannot reproduce with this. They need the blood of a rare bird called a Capusk. They store this in vials and require it to multiply. Wyccawidus are similar to Wyccaweax except that they are afraid of fire. Fire does normal damage to them, but it tends to make them flee, and they try to extinguish it.

Wyccaweax fear acid and seek to dilute it. Although less likely to flee, if they smell acid they will tend to avoid it. One particular muscle-bound fighter named Aramel of Megidda killed a Wyccawidu once by clubbing it. It was in the form of a beam, which he thought looked odd. The subsequent retaliation of the creatures wiped out the city. He fled with his family, and they still hunt him. Wyccawidus operate during the day, and Wyccaweax at night. Their language is rarely hear but sounds like rustling leaves. The female is like a beacon to them and if she is taken, they will find her with force. They adore gold. They suspend victims over spikes in a net and have the female feed them. The spikes are covered with Needleberry bush poison and are meant to discourage escape. They place a bowl under the victims to collect blood from.

HANDOUTS:

This letter is from Aleric's cousin to persuade him to go to Dara to help.

Dearest Cousin,
I am sending word to you over this great distance because, although you had planned to visit us, your presence is needed more than ever now. Our friends across the sea in Kernassa have been forced to move in with us and have left their belongings. The tragedy occurring there is unspeakable; nature itself has turned on us. Please come with us to help the others move and to ensure their safety. Many people of Panapolis have fallen ill so we fear that we may have to move from here as well. If there is any way you can help us, especially with the cost, it would be appreciated. We feel badly..you have done so much for us in the past, helping to build the cabin and such. But when you see how desperate the situation is, you will understand. Travel safely, my friend.
-Signed, Eleasin

This is engraved at a cross-roads near Megidda:

Here lyeth enclosed ye body of Medin Roanis Esq: The sonne of Eldin Roanis late of Gigas Esq: deceased. Hee married Phirell one of ye davghter of Janik Gorna of Gorna in ye covnty of Balih Esq. by whom he had issve Sr Eldin Roanis knight his sonne and heire late highe sheriffe of ye covntie of Balih and noe more, he was in all his life time a trve lover of virtve, in word and deed, plaine, vpright, faithfvll, and constant, and most jvst in performance the same and evermore in all his actions repvted grave, honest and very discreet, he deceased ye XXIth day of Marche in ye yeare of ovr King: 754 and of his age 30 or thereabovts.

This breif poem is found engraved on the tombstone of the former king of Motikka.

Many a crown shines spotless
now that yet was deeply sullied
in the winning.

PLOT OUTLINE:

Aleric is summoned to Kernassa because the wild animals of the forests have claimed many lives. They have become vicious and in some cases have forced whole villages out. The people cry out for help because:
-they have lost valuable farming and grazing land
-lost loved ones, reduced trade, fear of traveling

PLOT HISTORY:

A militia from Vladshaw were sent in to help the people of Balih. They never returned. It is assumed that the ten men were lost. Later, Lord Samrick (Vladshaw) sent another 12 armed men on horseback with 15 armed men from Lamonia, and they too were lost. Some farmers found two of the bodies, and they wore Vladshaw armour. The bodies were pierced as if by huge spears. Samrick's investigators secretly found out. Samrick suspected foul play and sent a letter to King Graywin of Dara that any further manipulations by Daran soldiers would be taken as hostile.

CHARACTERS:

Serena lives just north of Totus and is a diviner. She doesn't look like one and will not admit it. She knows Aleric will meet her friend Bren and this will result in Bren's death if Aleric takes his advice. So Serena tries to "change fate" by using symbolism to convey a message to Aleric. She cannot bluntly tell Aleric of the future because this will betray the forces which revealed the information to her and result in her swift death. As a result, Serena will suggest that Aleric stay out of it. If asked what can be done, she will suggest that it's too dangerous, too many men have been lost, and it's too complex.

Needleberry bushes are poison and can be fatal if touched. Almost everyone in Kernassa knows this. Also, they are quite common. The berries can be used as a sleeping drug if the spiky berry is taken off. Useful for characters who can use poison. The juice is red and can be used to fool the Wyccas to think it's blood.

"The Guild Of Ten" is marked on a building inside Echeia. The characters can hire these master thieves to procure magical weapons to fight the Wyccas. Note that in a head-on onslaught, the Wyccas will undoubtedly out-number the characters.

Harold Lauder is a character who the players may meet in a town. He has a beard and a twisted old walking stick. He likes to drink and will only befriend the characters if they get him drunk, or offer him gems. He is a collector/appraiser of fine gems. If he shows the characters his collection, one of them radiates magic and is actually a gem of true seeing. It could be used to spot hiding Wyccas.

Angus of the Bruff is a tough, burly character covered with hair. He lives in Echeia and can be easily rallied to join the party fighting. He is good with a dagger, club, or mace. He wears leather. Drinks beer by the flagon - and is impressed by others who can do this. He is also a sailor by trade, but doesn't own a ship. He's not too bright but he knows how to set up traps quickly in a forest and knows about things like 'Needleberry bushes' and how to catch Capusks (birds).

ANGUS AC: 8 HD: 6 HP: 36 DAM: 1d2+2 (or by weapon)

The Gypsy at Chiverton Cross has a lot of information about the above, especially about Wyccas because he listens to travelers. But the characters may wonder how he has survived while others fled. The secret is that he uses fire and acid to scare them away.

The Bandits of Balih use the road to Gigas from Totus. Typically they will be seen in the distance, and then only one will be seen walking toward the characters. The other bandits circle around and use handkerchiefs soaked in a sleeping poison which they hold over the victim's mouths. They then take any gold or gems, and will hide weapons by the sides of the road (buried).

Tamar is Eleasin's son, the cousin of Aleric.

Medin Roanis is a virtuous man. This is important because if ressurected, the Wyccas can't touch him. He will have to be convinced of this, though. Also, his blood is poison to them.

Braskus is the priest in Gigas to whom Aleric brought the girl.

Capusk feathers are perfect for fletching arrows. Capusk blood allows Wyccas to reproduce.

Bradik is the best bowyer in Totus.

Darin is the guard in Gigas who offered Alaric 200gp to survive against the Wyccas.

SYMBOLISM:

Serena's Axes:
-rusty old axe = Bren Greytooth, a poor beggar. The head of the axe falls off when Aleric tries to use it. This symbolizes the beheading of Bren when Aleric tries to "use" him to gain access to see Lord Kanis (Vladshaw).
-silver axe = Lord Samrick
-golden axe = Lord Muneesh-Bah (Motikka). This axe cuts the wood neatly in two, symbolizing that using Muneesh-Bah will work for Aleric against the Wyccas. The axe also nicks the silver axe, signifying the fall of Lord Samrick due to either the retaliation of the Wyccas, or the swift justice brought by Aleric as he realizes Samrick's deal with the Wyccas.

'Kerleea' means "land of wolf hunting". This is a hint that there are wolves in the area and that it is dangerous to travel here. In fact, there are werewolves and people seen here will be hunted by dogs (the locals assume the characters are werewolves in human form and chase them).

TAVERNS AND PUBS:

The Lugger (in Panapolis)
The Seiner's Arms (in Totus)
The Lantern (in Gigas)

Alternative Pub Names:

Friary Meux
The King's Arms
Plume of Feathers
Royal Standard
Rising Sun
Clock & Key
Corkscrew
Galleon
Shirehorse
Round House

The Guild of Ten member Jerruc does look similar to Aleric. He wears brown and is known for his excellent disquises. Aleric may be mistaken for Jerruc. Jerruc will be seen fleeing the town guard just outside of the city. He will head straight for the briar forest.

SOLUTIONS:

There are many ways that the adventure can be completed. Basically all the Wyccas must be killed. There are lots of ways to do this.

1. Fighting the Wyccas directly. There are thirty of them and doing this is foolish. There are several points of knowledge which may help this cause. Knowing their weakness to fire/acid, and blunt weapons may allow the characters this direct route of confrontation. However, this does not solve the problem that Lord Samrick introduced them and may do it again.

2. Killing off Lord Samrick. As a safety measure, he has had his wizard Rahm create the Wyccas so they need a specific kind of blood, namely that of the Capusk bird. Normally they only need this to reproduce but these Wyccas need it daily to survive. Hence the small vial of blood that Aleric found in Megidda. Killing Samrick would stop the flow of blood to the Wyccas and they would eventually die (within one day of the flow stopping).

3. Destroying Rahm's Capusk bird sanctuary. This would prevent the blood from being taken and since Capusks are relatively rare birds, it would ensure the death of the Wyccas.

4. Fighting the Wyccas indirectly. Lord Muneesh-Bah certainly has the resources to combat the Wyccas. His royal treasury has many weapons, including magical blunt weapons, which could be used to arm a small band. The problem is that Muneesh-Bah will have to be impressed sufficiently to cooperate. This can be done by giving him a yew long-bow such as the 2200 gp black one made by bowyer Bradik in Totus. Alternatively the characters can hire the Guild of Ten to steal the weapons. He will likely try to get the characters to assassinate Lord Kanis in exchange for the use of his weapons. Otherwise he can be bribed with two-thousand gold pieces (and no less).

5. Trapping the Wyccas. The Capusk blood can be used as a beacon to attract the Wyccas into a trap, which can later be incinerated or acid covered. Wyccas are hard to keep imprisoned because they can polymorph. Since they can't come within 20 feet of a virtuous man, paladins and Medin Roanis can be used to keep them trapped in, say, a cave.

NEEDS:

1. The need for fire/acid. If the characters successfully hunt a Behir for the wizard Virnixen he will create acid vials or give them a fireball scroll in exchange for the Behir's horns, heart and talons. Virnixen wants to have several magic scrolls, neutralize poison, protection from poison, and lightning bolt. He will hire a cleric for the first two.

2. The need for gold pieces. If they hunt the Behir, the reward is 2000 gold pieces for the parts listed above. Virnixen will pay this price after the goods are delivered. He will try to pawn off a gem worth much less (1500 gp) but if this doesn't work, he'll pay up in gold.

3. The need for ressurection or raise dead. If any of the characters are killed, or if they decide to use Medin Roanis to protect them from the Wyccas or to attract them, they can do this in Gigas. The cost for raise dead is 5000 gp and ressurection is 10000 gp. To get either of these services, the characters will have to convince the priests that they believe the same faith. Other spells have prices on page 113 of the DMG.

4. The need for Capusk bird blood. In this case, they will either have to raid Rahm's tower to get at his bird sanctuary. Othertwise, they will have to hunt one (they are rare indeed) or have one summoned (at an exceptional cost). If the wizard can be convinced that it's for a good cause, then the cost is only 1500 gp. Note that Virnixen is very pro-"animal rights" and Rahm is very biased toward killing all who interfere. A wizard named Muur in Brenreich will do the summoning.

SITUATIONS:

1. Penetrating Rahm's Tower:

2. The Werevolves of Kerleea: The characters may be mistaken for werewolves in the northern country (especially if their clothes are ripped by the briars).

3. The Escape from Muneesh-Bah's Dungeon: The characters will be hunted by his royal dogs.

4. Encounter with the Behir and the Argos: If the characters seek the Behir, they may find a cave north of Echeia. There are two creatures here. There are bones all over the place in the cave entrance. The room smells like a bouquet of flowers. In the centre of the area is a floating round disc. The disc is grey brown, and may be mistaken for a floating rock of dirt or stone. It is sleeping, and if awakened, will float up toward the ceiling and slip through a small hole into the next room. If trapped or attacked, it will fight here.

ARGOS AC: 0 HD: 10 HP: 50 THAC0: 11 #ATT: 3 per victim DAM: 1d4 MR: 25% SIZE: G


Panther - jiriss@yahoo.com
Last Update: February 12, 1998