“I don’t think that this is a good idea,” Valance said nervously. “After all, we just returned from the Eleven Hells and I think I need new robes, these were singed terribly at the Bridge of Malcontentia.”
Chalk was eager to catch up to Stork and Vistis the Blue Mage and wouldn’t hear it.
“I think it is time to leave those two as food for the scavengers,” the wizard replied.
“I believe I see them down there, lounging on a big rock,” Koram said, squinting down into the sandy valley below.
Gnybaro pointed up.
“What is that?” the thief asked.
Valance shrieked. Which was very unusual for him. He often caused the screaming with his wicked little spiders.
“A scout of the wasp-people!” he stammered. “We need to go. Now!”
“They are waving at us!” Koram exclaimed, pointing down at Stork and Vistis the Blue Mage.
Chalk growled, he knew that they were not anywhere near where they should be to take on an angry hive of wasp people.
“Let’s retreat. For now,” the wizard conceded. Valance didn’t need to be told twice, he was already beginning to chant a spell.
The finest of webs fell over the adventurers just in time.
“Don’t move, don’t speak!” Valance urged.
Within a minute over a dozen of the monstrous wasps were scanning the area, hovering just above Chalk and the others, yet unable to discern where they had gone. Yet the dungeon delvers could see perfectly through the web and were horrified at the close proximity of the creatures.
“Stop squirming, Gnyb!” Valance hissed.
“I can’t help it!” the thief whispered back. “A tiny spider has crawled into my ear!”
No. Enc.: 1-6(2d20)
Movement: 90’ (30’)
Fly: 180′ (60′)
Armor Class: 6
Hit Dice: 3
Damage: 1d8 (bite)/ 1d12 (sting)
Hoard Class: XVIII
Living very structured lives in the service of Locustus, the Insect God, Waspfolk are roughly human sized bipedal wasps that are quite intelligent and highly territorial. Anyone straying into their lands is given a warning unless they are a member of the spiderfolk race or an obvious follower of the Spider God, in which case they are attacked on sight. Attacks by Waspfolk are quite nasty as these slender insectoids not only deliver a nasty bite, but also a vicious sting. Anyone stung by a waspfolk must make a Save versus Poison or be paralyzed for 2d6 turns. Waspfolk usually attack in small groups divided into negotiators, combatants and scavengers. If the negotiators don’t succeed then the combatants have a go and the scavengers scrounge any paralyzed victims to return to the nest for food.
A typical hive/nest of waspfolk will have around forty individuals and have a wealth of treasure collected from victims. Waspfolk have, on occasion, sent heavily disguised traders to some settlements to trade or buy various implements and sweets when their food supplies run low. While their voices have a strange buzzing quality and their movements are sometimes jerky and quick, waspfolk often are able to fool most people.
Having no natural spellcasting abilities themselves, waspfolk sometimes strike bargains with wizards to cast a few spells for them and offer sanctuary from pursuers.