The Mage Fly and the Terrorflies
THE MAGE FLY AND THE TERRORFLIES by Reagren Wright
After the Battle of the Gods, the Southern/Jungle Gods claim the land of Kawan as their own.
Yin Sloth declares himself the dominant god of the pantheon. However, Myiagros, the God of
Flies and the Lord of Rot and Plague argues that he is unworthy of the title. He insists that
the land of Kawan should also be named after him, after all, his minions (flies, mosquitoes,
gnats, etc) control the fate of every living thing in the jungle, for if he wished it they could
spread disease and wipeout every animal and mortal alive. Yin Sloth doesn’t take kindly to his
boasting. He savagely attacks the god and tears him apart. Afterward he demands, “Does
anyone else think their stronger than me?” No on else or ever since has tried to challenge Yin
Sloth. Nonetheless, the death of the Myiagros, meant no single being held dominion over the
insects of the jungle. Yet this also meant his most prize servant, the Mage Fly was no longer
held in check, and ever since the vicious cycle of death and destruction has yet to be broken
or defeated.
The Mage Fly is a large botfly with a human female head and two tiny arms. This female
insects is only half an inch (13 mm) in length yet responsible the death of hundreds each
year. No one is sure if there are more than one of these flies, due to their small size, they are
extremely difficult to detect much less kill. She actively hunts for male mages, to land on their
body undetected, than deposits her egg sack directly on the skin. She then recites her
magical ritual (takes about 10 minute). In order to ensure complete success, she must not be
interrupted, hence the reasons she usually selects her victim at night while they are sleep.
Once the ritual is completed, she departs. The body heat from the person induces hatching
and the nearly invisible to the naked eye larvae then burrow into the skin (or tissue lining). As
they burrow into the flesh, the victim remains oblivious to what has happened and doesn’t
feel a thing. At dawn of the next day, the mage will suddenly discover his ability to channel
and direct P.P.E. is hampered, i.e. siphoned by the larvae. At this point, there is no way to
detect the presence of the larva unless one does a See Aura on the victim. At this point, the
larvae are nothing more but a mere nuisance. Around noon, this changes as the larvae started
drain even more P.P.E. and begin to grow larger. They can be seen clearly traveling
underneath the skin throughout the body. At this point they can be physically removed
(inflicts 1D4 points of damage per larvae), however within the egg sack are approximately 700
larvae. The victim begins to itch severely and uncontrollably all over his body. After sunset,
the P.P.E. drain and itching becomes even more cumbersome. The larvae are no longer moving
but are stationary in their pupa stage. The victim body appears to be covered in hideous boils
from which the larvae can be physically removed, but cutting them as mentioned earlier, will
likely kill the victim. Twenty-four hours after the mage fly has laid her egg sack and
completed her egg laying ritual spell, fully-grown Terrorflies emerge from out of the victim’s
body all in one huge surge, as if the victim’s body explodes and instead of smoke releases a
cloud of flies. This causes the victim to suffer 1D4x10+10 points of damage. This is the only
time the victim suffers physical damage. To matters worst, the poor victim will have to make
save vs. insanity (-2 to save) or must roll on the random insanity table and gain some sort of
insanity in relation to what occurred to them (must deal with flies, itching, their body is
infected with more flies, fear of disease, obsession with cleanliness, etc.).
The cloud of Terrorflies forms into a mass that becomes a short of humanoid being. All the
P.P.E. that has been siphoned off by the larva becomes the P.P.E. base for this animal gestalt
being. If the victim has died during the release of the flies, his remaining P.P.E. will be doubled
and absorbed by the mass of flies. At this point, the body of flies will remains active for 8
days than it starts to deteriorate. The gestalt body loses 1D6+20 S.D.C. per day and is no
longer able to regenerate as the flies start to die, slowing reducing the body in size and
shape. When the S.D.C. is reduced to 20 or less, this means only a handful of flies remain,
one of them being a new female Mage Fly. It takes 8 days for the female Mage Fly to grow
into full maturity. During the first 8 days of the Terrorflies Gestalt existence, the creature
seeks to slay any living creature with more then 20 P.P.E. in its body to feed on. The gestalt
creature is a P.P.E. vampire. Should the creature be slain before 8 days, the Mage Fly will die.
Should it happen before the natural deterioration of the gestalt; she will not only thrive but
will leave the area to start the cycle anew.
Individual Terrorflies do not posse a threat to anyone, however as a gestalt they are
supernatural menace to all living things, especially to supernatural beings, creatures of magic,
mages, and any humanoid being with above average off P.P.E. (elves for example, especially
elf children under the age of 20). The Mage Fly by herself is more or less a creature of
annoyance.
Killing the gestalt is no easy feat. Its body automatically releases any offensive spells cast by
the infected male mage during the 24 period larvae period that successful harms the body. If
the male didn’t cast any offensive spells during that period or after each spell has been
released and its still possess abundant P.P.E. then successful strikes against its body
automatically releases a 5th level sickness spell against the attacker (save vs. magic of 14)
that only cost 12 P.P.E. of its base.
The infected male with larvae can escape his fate by receiving a successful exorcism by a
priest (not via spell or psionic), a greater supernatural being/creature of magic, or by a circle
of wonder. This will instantly kill off all the larvae, but the person must make a save vs.
poison or takes 2D6 points of damage. Those infected cannot enter anything that prevents
lesser supernatural creatures from approaching (cannot enter a room with a Sanctum spell). A
restoration spell will also kill all the larvae as will turn the infected man to stone (petrifaction)
then restoring him with stone to flesh. The best and easiest method is simply to kill the Mage
Fly before she lays her eggs, but due to diminutive small size and stealthy nature, one would
have to anticipate her attack in order to do so.
The Mage Fly
Alignment: Diabolic
The Eight Attributes: I.Q.: 3D6+2, M.E.: 3D6, M.A.: 1D4, P.S.: 1D4, P.P.: 18+2D6, P.E.: 1D6, P.B.: 1D4, Spd: 6 running, 28 in flight.
Hit Points: 10
Natural Armor Rating: A.R.: 6
Average P.P.E.: 3D6x10
O.C.C. Skills: Speak Faerie 98%, Lore: Magic 90%, Lore: Geomancy 90%, Lore: Faerie Folk & Creatures of Magic 85%, Lore: Demon & Monster 70%, Prowl 77%, Track Humanoids 60%, Detect Ambush 50%, and Detect Concealment 50%.
Horror Factor: 9
Physical Appearance: She looks like botfly with a female human head, long brown hair, and a pair of humanoid arms. Her thorax is brown and her entire body is cover with hair. She has one pair of wings and like a true insect has six legs.
Size: Half an inch in length (13 mm).
Weight: Almost nothing.
Average Lifespan: Unknown but some believe they are immortal until slain.
Vulnerability: Arachnophobia, they are deeply afraid of spiders, getting caught in a spiders web makes them go into a phobic panic, furthermore anything that resembles a web (including a net or carpet of adhesion) has the same effect on them.
Natural Abilities: Fly 98%, sense of direction 98%, sense movement 90%, see in all directions (impossible to sneak up from behind), evasive reaction (auto dodge), P.P.E. Vampire (see PFRPG page 181), sense magic (same as spell), impervious to possession and mind control, and magical abilities.
Attacks per Melee: Four attacks per melee or two using magic.
Damage: Bite 1D4 points of damage, afterward roll to save vs. disease (14) or within 3 hours become sick with a terrible fever and nausea. Reduce all bonuses, attacks per melee, skill proficiencies and speed by half for 1D4 days.
Bonuses: +2 on initiative, +2 to strike, +6 to auto dodge (does include bonuses from P.P. attribute), +2 to roll with punch, +6 to save vs. horror factor, and +2 on all saving throws.
Magic: Befuddle, Fear, Heavy Breathing, Paralysis: Lesser, Repel Animals, Sleep, Dispel Magic Barriers, Sickness, Wisps of Confusion, and Egg Laying Ritual (see above). All spells are cast equal to a 5th level wizard. The egg laying ritual requires a save vs. ritual magic (16).
- The Egg Laying Ritual: Every 15 days she can place an egg sack filled with 700 larvae onto the body of a male mage (usually on the scalp). The egg sack is .03 inches (1 mm) in length. Once the egg sacks is put on the skin (it bonds almost immediately), she must perform the egg laying ritual spell within 2-3 minutes. It takes her a mere 10 minutes to complete the ritual (which is why it’s easier to do on a sleeping foe). The victim must make a saving throw vs. ritual magic (16) for the egg sack to be absorbed into the body. If not, the egg sack will fall off and the larvae within are lost. If they are absorbed, they don’t hatch until sunrise (or sunset depending upon when they where laid). At that moment, the mage will find his P.P.E. has been reduced by 15% and it cost him 20% more P.P.E. to cast any spell. By noon (or midnight), the victim begins to itch all over (reduce M.A. by half, -4 to initiative and minus one attack per melee) as the larva begin to move underneath the skin and over the muscles tissue. At this time, the mage loses 30% of his remaining P.P.E. and it cost him 50% more P.P.E. to cast a spell. At sunset (sunrise), the itching increases and the victims body becomes cover in boils, (reduce P.B. by half, -6 to initiative, -3 to strike, parry, and dodge, and minus half attacks per melee round). The mage loses 50% of his remaining P.P.E. and it cost him double the normal amount of P.P.E. to cast a spell. Twenty-four hours after the egg laying ritual has been completed, the larvae burst from the skin all full grown terrorflies. This results in the mage suffering 1D4x10+10 points of damage. All his remaining P.P.E. is absorbed by the flies, and becomes the P.P.E. for the Terrorfly Gestalt. Should he die from the experience, his remaining P.P.E. is doubled and is added to the Terrorfly Gestalt.
Psionics: None.
Value: None, no alchemist in his right mind wants this pest anywhere near him or her.
Habitat: Jungles and swamps.
Range: Yin Sloth Jungle.
Languages: Faerie Speak.
Enemies: Good Faerie Folk/Creatures of Magic, Frogs/Toads (including Toad Stools) and Spiders. They hate/fear spiders more than anything else. They will not harm anyone if there is a Priest of Tark in their company.
Allies: Evil Faerie Folk (accept Toad Stools) and the Undead.
Terrorflies
Armor Rating: N.A.R.: 6
Hit Points: 4
Average P.P.E.: 1D6.
Appearance: They look like botflies with a bald male head and a pair of humanoid arms. The male’s thorax is green and the entire body is cover with hair. He has one pair of wings and like a true insect has six legs.
Natural Abilities: Fly 98%, sense of direction 98%, sense movement 90%, see in all directions (impossible to sneak up from behind), evasive reaction (auto dodge), sense magic (same as spell), impervious to Horror factor, possession and mind control, and form a gestalt body with its brothers.
Speed: 4 walking, 28 (19.6 mph/31.5 km) flying.
Attacks Per Melee: 2
Damage: Bite 1 points of damage, afterward four successful bites, one must roll to save vs. disease (14) or within 3 hours become sick with a terrible fever and nausea. Reduce all bonuses, attacks per melee, skill proficiencies and speed by half for 1D4 days.
Bonuses: +1 on initiative, +1 to strike, +3 to auto dodge, and +2 to all saving throws.
Magic: None
Psionics: None
Value: None,
Average Life Span: 8-14 days.
Habitat: Jungles and swamps
Range: Yin Sloth Jungle
Language: None.
Enemies: They fear nothing and attack everything.
Allies: They trust nothing and attack everything,
Size: Up to ½ inch (13 mm)
Weight: Almost nothing.
The Terrorflies Gestalt
Alignment: Diabolic Attributes: P.S.: 28 (supernatural), P.P. 26, P.E. n/a, Spd. 12 running, 28 (19.6 mph/31.5 km) flying.
Hit Points: 1D6x10 +M.E. attribute of the Mage Fly.
S.D.C.: 700. However, after 8 days the body loses 2D6+50 S.D.C. Each S.D.C. point results in a single terrorfly.
Natural Armor Rating: A.R.: 14. All rolls below the A.R. pass through the insect body without harming a single one. Those that successful strike not only causes damage, but unleash spells (see below).
Average P.P.E.: Depends upon how much was gained via infected mage. Typically 140-230, but can be a lot more depending upon the mage).
O.C.C. Skills: Speak Faerie 98%, Lore: Magic 90%, Lore: Geomancy 90%, Lore: Faerie Folk & Creatures of Magic 85%, Lore: Demon & Monster 70%, Prowl 77%, Track Humanoids 60%, Detect Ambush 50%, and Detect Concealment 50%. Note: All O.C.C are reduced by 15% per 100 individuals lost.
Horror Factor: 13
Physical Appearance: A mass of living, squirming flies in a humanoid body.
Size: 5 feet (1.5 m) tall. It dimishes by 10% each day after 8.
Weight: Varies.
Average Lifespan: 8-14 days.
Vulnerability: The gestalt body loses 1D6+20 S.D.C. per day after existing for 8 days and does not regenerate as the flies start to die. The gestalt body starts reducing in size and shape. When the S.D.C. is reduced to 20 or less, the body disperses leaving only a handful of terrorflies and the mage fly. If she is not 8 days or older she will automatically die. When the body takes damage and unleashes a spell, the P.P.E. is also lost. If the P.P.E. is reduced below 30, the gestalt body can no longer hold form and separates. If the Mage Fly is less then 8 days old she will die while the terrorfly swarm depart the region as a mindless swarm (still a menace) but no longer capable of forming the gestalt.
Natural Abilities: Fly 98%, sense of direction 98%, sense movement 90%, see in all directions (impossible to sneak up from behind), evasive reaction (auto dodge), P.P.E. Vampire (see PFRPG page 181), sense magic (same as spell), impervious to possession, Horror Factor, disease, cold, heat, fire, and mind control. The gestalt Bio-Regenerates 2D6 S.D.C. every other melee during the first 8 days of its existence.
Attacks per Melee: Four attacks per melee or two using magic.
Damage: Supernatural P.S. damage. With each successful strike, the victim must also make a save vs. disease (14) or within 3 hours become sick with a terrible fever and nausea. Reduce all bonuses, attacks per melee, skill proficiencies and speed by half for 1D4 days. The moment an opponent is killed by the gestalt, its P.P.E. is doubled and absorbed by the creature. This can also happen if the creatures releases a spell that kills a victim and he or she is within 20 feet (3 m) of the creature.
- Swarm Attack: The gestalt will sometimes grab victims and pull them into its body. Only those in fully enclosed armor (environmental or power, not plate mail) can keep the bugs from biting him or her. The victim takes 1D4x10 points of damage per melee round, and must make a save vs. disease (14) with a -3 penalty or within 1 hour afterward become sick with a terrible fever and nausea. Reduce all physical attributes, S.D.C., all bonuses, attacks per melee, and skill proficiencies by half for 3D4 days. The victim will also have to roll to save vs. insanity (-5 penalty) must roll on the random insanity table and gain some sort of insanity in relation to what occurred to them (must deal with flies, itching, their body is infected with more flies, fear of disease, obsession with cleanliness, etc.).
Natural Armor Rating: If anyone grabs, touches, or brushes up against the gestalt, and fails to by-pass the A.R., half to a dozen insects swarm up the arm, weapon, or onto the body of the attacker/toucher. Those no protect by body armor or very heavy clothing will be bitten, suffering 2D6 points of damage and must make a save vs. disease (14) with a -3 penalty or within 1 hour afterward become sick with a terrible fever and nausea. Reduce all physical attributes, S.D.C., all bonuses, attacks per melee, and skill proficiencies by half for 2D4 days.
Bonuses: +2 on initiative, +2 to strike, +6 to auto dodge (does include bonuses from P.P. attribute), +2 to roll with punch, +6 to save vs. horror factor, and +2 on all saving throws.
Magic:
- Spell Release: Any offensive spells cast by the infected mage are retained by the Terrorfly Gestalt (same experience level as the mage). These spells are AUTOMATICALLY released the moment the body takes damage. They will automatically affect the one who made the successful attack against the gestalt (if within range). For example, if the mage released the following spells during his infected period; Three firebolts, a carpet of adhesion, two eyes of thoth, one tongue, and an energy field. The Terrorfly Gestalt would unleash the firebolts and the carpet (released randomly) per each successful strike against the by-passed it’s A.R. Once a spell is released, it is lost and so is the P.P.E. the spell cost (it normal amount). The lost of P.P.E. is a danger to the gestalt. (see Vulnerability). If the mage didn’t cast any offensive or such spells have all been utilized, the gestalt body will start unleashing 5th level Sickness spells costing only 12 P.P.E. per successful strike against the gestalt’s body.
Psionics: None.
Value: None, no alchemist in his right mind wants this abomination anywhere near him or her.
Habitat: Jungles and swamps.
Range: Yin Sloth Jungle.
Languages: Faerie Speak.
Enemies: Good Faerie Folk and Creatures of Magic. The fear of spiders is ever present.
Allies: Evil Faerie Folk (accept Toad Stools) and the Undead.