BiggusGeekus
That's Latin for "cool"
At this point the party should be concerend. If they've done their research they know that a Queen Formian is typically surrounded by 20 Myrmarchs (Knowledge Planes DC 15). Also a Knowledge (Local) check of DC 12 will reveal that the Formians are technically in the right. They were called here to perform a favor for a wizard who is now dead. There was a green dragon in the area that the wizard was unable to handle. He summoned the Formians to do the work for him and the rulers of the time agreed to hand over some of the land in exchange for the Formian's service of destroying the green dragon.
They were able to trick the Formians however, and stipulated that the land would not transer over to them until the last of the town council had died. One of the town council was a half-elf and they thought they would have plenty of time to prepare for the Formian's return. But the dragon learned of the plot and attacked the council. The Formians killed it but the dragon was able to Feeblemind the half-elf. The rest of the council was killed in the fight and no one knew what had happend. The half-elf spent the remainder of his days quietly in a garden and no one knew of the coming danger.
Now the Formians are back.
The party can talk their way out of this one. They can make a Diplomacy check (+15 modifier, unfriendly) to have the Formians go away for ten more years and be granted even more land when they return. They can make a Diplomacy check (+5, unfriendly) and negotiate for the return of the humans in exchange for gold or weapons equalling 10,000gp.
Or the party can fight. This particular queen is a little weak. She only has 5 Myrmarch attendants and is small for her kind (150hp). The Formians will not hold a grudge if the party gives a formal declaration of war and 24 hours notice. They will fight to the last. If the party makes a surprise attack, any remaining Myrmarchs will teleport without error to their home plane and report the trechery.
note: if a formal declaration is given others will hear of the upcoming battle and give the PCs some magic items. Noteably the wizard's former apprentice who will give the PCs a wand of fireballs with 15 remaining charges for use in the battle; it was his master's and was intended for use against the Formians.
next: frost worm
They were able to trick the Formians however, and stipulated that the land would not transer over to them until the last of the town council had died. One of the town council was a half-elf and they thought they would have plenty of time to prepare for the Formian's return. But the dragon learned of the plot and attacked the council. The Formians killed it but the dragon was able to Feeblemind the half-elf. The rest of the council was killed in the fight and no one knew what had happend. The half-elf spent the remainder of his days quietly in a garden and no one knew of the coming danger.
Now the Formians are back.
The party can talk their way out of this one. They can make a Diplomacy check (+15 modifier, unfriendly) to have the Formians go away for ten more years and be granted even more land when they return. They can make a Diplomacy check (+5, unfriendly) and negotiate for the return of the humans in exchange for gold or weapons equalling 10,000gp.
Or the party can fight. This particular queen is a little weak. She only has 5 Myrmarch attendants and is small for her kind (150hp). The Formians will not hold a grudge if the party gives a formal declaration of war and 24 hours notice. They will fight to the last. If the party makes a surprise attack, any remaining Myrmarchs will teleport without error to their home plane and report the trechery.
note: if a formal declaration is given others will hear of the upcoming battle and give the PCs some magic items. Noteably the wizard's former apprentice who will give the PCs a wand of fireballs with 15 remaining charges for use in the battle; it was his master's and was intended for use against the Formians.
next: frost worm
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