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Whisper in The Crags

This adventure involves a hag named Sleepless Sally who kidnapped and ate a human baby 12 years ago to create a new spawn. The resulting baby was left in the forest by Sally's troll servant Groll. Groll grew fond of the baby, named Lottie Fisher, and has watched over her secretly since. Now Lottie is nearing the age when she will transform into a hag like Sally intended. The adventure begins when the player characters discover Lottie in the forest having tea with Groll. When noticed, Groll flees with Lottie into the forest, leading to a hunt through the woods.

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0% found this document useful (0 votes)
110 views14 pages

Whisper in The Crags

This adventure involves a hag named Sleepless Sally who kidnapped and ate a human baby 12 years ago to create a new spawn. The resulting baby was left in the forest by Sally's troll servant Groll. Groll grew fond of the baby, named Lottie Fisher, and has watched over her secretly since. Now Lottie is nearing the age when she will transform into a hag like Sally intended. The adventure begins when the player characters discover Lottie in the forest having tea with Groll. When noticed, Groll flees with Lottie into the forest, leading to a hunt through the woods.

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shimmy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A 5E adventure By Lloyd Metcalf

for 4–5 level 4 characters Illustration: Raven Metcalf


(As Lottie Fisher)
Editor in chief: G. Scott Swift
Cartography: Lloyd Metcalf
Using this Adventure Twelve years ago, Sleepless Sally directed her
troll servant Groll to capture a crying baby from
This adventure is intended to be a standalone a trade wagon on the road so she could devour
side quest or short adventure for Game Masters it and create a spawn. (See Hags MM. pg. 178
to have in their arsenal when larger campaigns Monstrous Motherhood for details.)
need a respite. Some players may decide to go
one way when all your plans lie in the opposite When they realized their infant was missing, the
direction. This is such a time to have FSG Side Fisher family searched frantically throughout
Quests handy. the night and into the next day. Little did they
know that while they searched, Sleepless Sally
Boxed text is intended to be read aloud to players feasted on the innocent child to create another
and aid you, the GM, in setting the scene and generation of wickedness.
descriptions. Feel free to alter or ignore these
descriptions to suit your personal gaming style. The following night, while the family continued
their search through the nearby forest, Groll
Whenever possible and practical, standard gingerly left the resulting babe in a clearing for
monsters are referenced by the page number the humans to find. What Sleepless Sally hadn’t
where they are found in your favorite Manual of anticipated was Groll’s tenderness for the infant.
Monsters, i.e., Worg MM pg. 341. While the hag returned home in the crags, Groll
followed the wagon to Lorview. The troll returned
Background whenever she could to watch “her child” grow
and visit her whenever she wandered away from
When the winds blow in from the east at just town.
the right angle, the Whispering Crags howl
and moan, giving rise to dark superstition and Now it is nearly time for young Loretta Fisher to
legends. The crags are just a short journey north become the hag she was created to be 12 years
from Lorview, and Sleepless Sally, a twisted hag ago, and Lorview is about to discover the true
of exceptional evil, calls them her home. secret of the crags.

Adventure Flow
The adventure typically starts at the discovery
of a cache of toys and Lottie’s friendship with
Groll. It then moves to the hunt and chase of
the troll. Lottie returns to Lorview and horrible
things begin to happen. Eventually, the PCs
figure out that Lottie is committing the horrible
acts, but so are others.
Lottie transforms, or begins her final
transformation, and the PCs need to end the
nightmare by dealing with Sleepless Sally in the
crags north of town.

Introduction
You may inject this adventure anywhere in
your world, and the PCs may find themselves
involved in several ways. The most likely
scenario is provided here. PCs versed in local
culture (DC 16 INT – History) may have heard
some of the tales from table 1-1 that may be
revealed at appropriate times.
Informing players of Sleepless Sally hints should
not happen until after Loretta’s transformation
begins.

1
Table 1-1 Lorview Tales
1 “Sleepless Sally lives in the crags and has
plagued us for a long time. She haunts the
dreams of children, causes colic in infants,
and tempts men away from their wives in
the night.
She never sleeps and is always watching
to indulge dark thoughts or curse your
children. You can hear her song when the
winds come from the east.”
2
“There’s a dark gangling terror living on the
outskirts of town along the north tree line,
and it’s hunting all the game. When it’s not
killing game and livestock, it glares at the
good folk of Lorview with hate. It’s why the
guard changes shifts at 2:00 AM—so they
can keep fresh eyes on the dark thing up
there.”
3
“There haven’t been coyotes around for
a long time, but there may be something
worse out there after sundown. Joe Bixby
has seen something big, upright, and ugly The tracks become extremely difficult to follow
out there in the dark.” after 20’ (DC 22 WIS – Survival) due to rocks
4 and hard ground.
“Young Loretta Fisher was missing a few
nights back. Said she got lost out by the Some investigating may reveal (DC 15 INT –
river. Lucky for her she found a safe place to Perception) a small cache of toys—a hobby
hide for the night. She came back the next horse, a toy wagon, and some crudely carved
afternoon a bit shaken, but safe enough.” wooden animals and humanoids—hidden in the
hollow stump of an old tree. The wooden animals
consist of 2 horses, 2 oxen, and a pig. The two
The encounters and events that follow are humanoid figures are made of twigs, burlap, and
marked on the Lorview map (Page 3). twine: one about 12” tall and a smaller one about
4” tall.
1 - ­Toys in the Wild
This is where Groll (see below) and Lottie met
The adventure begins on the outskirts of town. this day. Groll captured her lunch, a small deer,
If the PCs are approaching Lorview on the road, and ate as the two visited.
patrolling, or simply milling about in their
downtime, they begin with the encounter that 2 - Unlikely Allies
follows. The timing of the encounter should be in
the evening if possible, but any time of day will Troll (1) MM pg. 291
suffice. If the encounter begins during daylight
hours, the weather needs to be heavily overcast, A large female troll sits on a rocky outcropping
foggy, or in some other way acceptable to a troll that overlooks Lorview. She appears to be
being outdoors. grumbling or perhaps talking to herself. She
shifts a bit on her seat, and you see a young girl
The PCs find a small, stitched doll amidst a patch in a white and pink dress beside her. They are
of blood-sodden grass. A skilled tracker (DC 17 talking in a strange sort of Common while they
WIS – Survival) may discover large troll tracks delicately sip at small porcelain teacups.
near the bloody grass.
This is exactly what it appears to be, a troll
sipping tea with a young girl. Loretta, or Lottie as
2
3
she prefers to be called, and Groll are conversing 2a – Wolf Territory
(in the jumbled form of Common they created)
about Lottie’s father slipping and falling in the Wolves (8) MM pg. 341
manure pile in the barn.
The wolves in this area are accustomed to
Groll’s senses never rest. She has a keen sense Groll’s scent and recognize her as a danger.
of smell and has chosen the location carefully They will not engage the troll but are hungry
because of the surrounding air currents. When enough to try a group of passing adventurers.
anyone comes close enough to witness the two
chatting, Groll may make a Perception check at 2b – Tangled Trouble
advantage to notice the approach. Vine Blight (2) MM pg. 32
Once aware of the PCs, Groll flees if at all possible This area of the forest is difficult terrain with
while clutching Lottie to her chest to protect her thick growth. Groll has an agreement with 2
as she dashes away at full speed (Dash 60’). vine blights that occupy both sides of a crude
If she manages to escape, she directs Lottie to animal path. They let her and Lottie pass
the outskirts of town and flees into the forest, whenever they like but any other creatures they
leading the PCs on a chase through dangerous lead there are considered prey.
territory (See Map 2a–2d). After a long pursuit,
she attempts to kill the PCs should they survive 2c – Hunting Camp
the dangers of the chase. Lottie will wait for
Groll near the outskirts of town until nightfall, Bugbears (3) MM pg.33
returning each day until her friend returns or
This is the camp of 3 bugbear thugs who
she learns of her demise.
patrol the road south for easy targets. They are
GM Note: Lottie does not radiate evil and is not relieved to not have to contend with a troll, but
yet fully a night hag or even a night hag spawn as adventurers treading through their hideout is
seen in the Appendix. unacceptable! The bugbears are smart enough
to consider bargaining with a fully armed group
Groll’s Treasure is hidden within a small cave in of adventurers and may not attack depending
the crags (see map area 2e). Sleepless Sally only on negotiations.
knows the very general area of the cave; Lottie
can find the cave if she is within 500 yards of it. 2d – Precipice of the Crags
The treasure is concealed in a hole in the rocks: Troll - Groll (1) MM pg. 291 (If yet undefeated)
300 SP, 130 GP, 40 EP, and a Rapier +1.
Here, Groll has a planned escape route to head
Groll’s Escape to the high ground near a scar in the earth that
is a sheer drop 40’ below. She has a cairn in
Groll knows the crags north of Lorview an opening comprising a dozen large rocks that
very well, and her plan is simple: Let other she may hurl down on opponents or game from
dangerous things fight the pursuers. She has a the vantage point. It is her ultimate goal to hit
standard move rate of 30 and, with a 20 CON, opponents in such a way that they may stumble
can keep up her full pace for the entire escape. over the cliff from the force of her throw. GMs
Groll leads pursuers near dangerous residents should determine when a STR (Athletics) check
in the area but doesn’t engage with the is appropriate to avoid being knocked over the
creatures or PCs unless forced to do so or until ledge.
she reaches area 2d. If at any time during the TROLL ACTIONS
pursuit the PCs stop to rest, Groll escapes and
joins Sleepless Sally in the crags. Hurl rocks. Ranged Weapon Attack: +4 to
hit (additional +1 to hit from an elevated
If the PCs catch up to Groll during her flight, position), range 50’. Hit: one target 11 (2d6+4)
she fights ferociously as a last resort, convinced bludgeoning damage.
that the PCs are hunting her sweet Lottie. If
the PCs kill or defeat Groll, Lottie is mortified
and stricken with grief. She is unable to believe
anyone would hurt her friend Groll.
4
What If
The story can go in several directions from this
point. This “What if” section is provided to help
aid you, the GM, through the most common
directions.
The PCs should be allowed to believe that the
cause of Lorview’s troubles was Groll, the troll
on the outskirts of town.
Your heroes may or may not return to Lorview
thinking their adventure is over. Most will stay
to continue searching the crags for the troll’s
treasure. Let them find it, and if they move on
to Lorview, they discover they still have some
problems.
Some clever players may suspect more than just
a troll in the crags, and they are correct of course.
Those who continue searching for Sleepless
Sally or aimlessly wandering the crags without
venturing back to the village may find Sally’s
Hollow (area 8). However, they won’t find Sally
there as she is stirring up trouble for Lorview
and corrupting Lottie Fisher, mostly while in the
ethereal realm with the use of her heartstone.
Sally may be encountered anywhere the GM likes,
but she avoids revealing herself in the town. She
finds the people of Lorview horrid and offensive.
She is most likely wandering the bottom of the
crags lamenting her existence and plotting the
corruption of the people of Lorview.

Wandering the Crags


Gray Ooze (2) MM pg. 243, Night Hag (1) MM pg.
178
Sleepless Sally has corrupted the land in and
around the crags, but no place is more her own
than at the dark, dank bottom of the cracks in
the earth. She delights in making the bottom of 1) Creeping Stench – A yellow putrid fog
the crags wet, slippery, and miserable. The walls identical to the Stinking Cloud spell
are “decorated” frequently with the blood of her (PHB Pg. 278) but double the area
victims and anything she can think of to offend (40’) creeps through the lower crags as
civilized sensibilities. The following encounters a semi-intelligent fog from the planes
may happen anywhere in the crags by design or of Hades. The fog may be dispersed as
at random. the spell but reassembles after four
hours.
As a reminder, if Groll escaped the PCs earlier in
the adventure and they did not hunt her down, 2) Oozing Cliffs – Two gray oozes (MM pg.
she follows them from above waiting to rain down 243) occupy a section of the crags, one
rocks or logs at just the right moment. on each side. The creatures cling to the
overhangs and keep to the moist, slimy
shadows.
5
3) Air of Confusion – An area of the night or at least allow them to pay for a night at
crags, preferably an intersection, is the tavern with food and drink.
anti-magic. No magic items, spells, or
potions function within the 60’ area. Lottie seems to settle her anger when she hears
The rift that causes the anti-magic zone more about the tales of trolls from PCs or her
affects the mind and direction sense. parents.
Save (WIS DC 20 Survival) to avoid The events that follow within the town of Lorview
becoming disoriented and heading in may inspire the PCs to investigate locally and
an unknown random direction. speak to various town members. A list of residents
4) Sleepless Sally – Sleepless Sally and their pertinent information can be found
(Night Hag MM pg. 178) is most likely in the Appendix under the People of Lorview
encountered in the crags. If possible, heading.
she will use the creeping stench or
oozes to her benefit in deciding where
to confront intruders.

3 - Lottie’s Return
Whether it’s on the spot or after a long grueling
chase through the countryside, the PCs are likely
to confront and, hopefully, defeat Groll.
Lottie Fisher is grieved at the news of the loss of
her large, gentle friend. The child’s family home
can be found within the township of Lorview
and appears to be reasonably comfortable with a
small barn for a few horses and a couple wagons.
Loretta’s parents make their living by transporting
goods between Hohm and Lorview whenever
required. Their attention and focus are often
diverted to business and growing food for the
winter months.
“Lottie has a wanderlust,” her mother Rasel
Fisher often says. “Even as a babe on the road,
she wandered off for two days into the forest
alone. She’s a blessing and a handful.”
“It ain’t easy raising young ones out here near
the wilds,” Malroy Fisher admits. “I lost count
of how many kids have gone missing or died in
Lorview. We’ve cast out witches, had ogres from
Gaudelfen. Some right ugly things keep popping
up. The tradeoff is that this ground is the most
fertile soil anyone’s ever seen. People don’t starve
to death here. Our crops outshine all others in
the kingdom, and well, we know it as home.”
The Fisher’s are extremely grateful for their
daughter’s safe return and offer a place to rest
and a hearty meal to the PCs as thanks. If
pressed, Malroy Fisher, Lottie’s father, will offer
his savings of 87 GP as a reward.
The Fisher’s insist the PCs stay with them for the

6
4 - Prize Winning Terrier Bohon, carried out the gruesome act and must
decide what to do about it. Stoney recalls little
The local school teacher, Jacob O’rye, is found if anything about his actions since he was
the next morning wailing in grief and disbelief. controlled by Sleepless Sally. He admits he hasn’t
His beloved little terrier is nailed to his door, and slept in days. The young adolescent looks horribly
the animal’s entrails are delicately arranged at haggard, pale, and drawn. He is unaware that his
the entry. soul is trapped in Sally’s soul bag. He is being
corrupted and turned toward evil. PCs may note
Upon closer inspection, the entrails form an
that his rather unusually plaid patterned shirt
inverted triangle with a circle in the center. A PC
has been torn and missing a significant piece of
may recognize the general meaning of the symbol
the shirt tail.
(INT DC 17 – Religion) as being derived from
meanings of “earth” and “darkness”.
5 - Joey Blakey
Investigation and interrogation reveal very little.
The same day, or immediately after the Jacob
No one witnessed the disemboweling of the little
O’rye event, mill worker William Blakey reports to
dog. Tracks and clues are scant at best near the
the guard that his son is missing. Investigation
town center where the crime took place due to
at his home reveals little information. William
hard-packed gravel.
knows his son loves to go fishing and spends
If the PCs become suspicious, Loretta Fisher’s a lot of time at the creek. He has searched the
parents can confirm that she was home with usual fishing holes with no results but admits to
them when the terrier was disemboweled. not really knowing what to look for.

DM Note – Lottie did not carry out this crime. Investigation into One-mile creek may reveal
(See Soulmongers under Night Hag entry MM (INT DC 10 – Investigation) blood and signs of
pg. 178.) Some have seen Stoney Bohon in the a struggle that took place on the bank near a
area and acting strangely recently. The PCs large pool. Joey Blakey’s body lies on the bottom
may discover that the young stable boy, Stoney of the pool, fifteen feet down. His pockets are full
of stones, one of which has an inverted triangle
with a circle at the center. The back of his skull
is collapsed from a heavy blow

6 - Late Night Murder


Late into the following evening, a scream rings
out across Lorview. The mayor’s wife, Jocelyn
Clover, was roused by a commotion outside and
found the bloodied head of Joe Bixby, the local
handyman, on the cornerstone of their yard wall.
“It was horrid wicked laughter outside that woke
me. Like a child and a demon all at once. I saw
little Lottie Fisher run by, so I hurried to bring
her in, but it was her that left …. this!” as she
points to poor Joe Bixby’s head.
I have no idea what she learnt from them trolls,
but she’s become a monster!”
Nearby, glass shatters in the street and a small
figure dressed in a nightgown flees toward the
Fisher house. It was a glass jar of lamp oil that
shattered, and a hissing sound follows the child.
In 1d4 rounds, a 30’ x 30’ area erupts into flames
that burn dangerously close to the house across

7
the street from the mayor’s. If no actions are have 2 days to complete this task before Lottie
taken to contain the flames, the building catches becomes a full night hag.
fire within 2 turns and continues to spread.
Showing the toys found on the road to Lottie
With the commotion, most of the townsfolk has at this stage does give her pause and brings a
emerged from their homes bearing lanterns, flash of remembrance to her. She will be nearly
torches, and tools brandished as weapons. All catatonic for two rounds looking at the toys while
are looking to the PCs as the most capable to memories of her family and Groll flood over her.
deal with this mysterious situation.
If the PCs kill Lottie, they lose the confidence
Mayor Harmon Clover emerges from his front door of the townsfolk as “heroes”. No one blames
with a lit lantern, sees the townsfolk gathered by them for any wrongdoing or misdeeds, but hope
his house, and cries, “Follow her!” as the only is certainly dashed, and the PCs are not fully
action he can think of. embraced locally for some time.
This sets the townsfolk in motion as they now If they bring Lottie to Sleepless Sally, Sally
have a target and a direction. They follow the attempts to free the child by controlling one
mayor’s instruction unless the PCs have other of the party members via Soul Mongering or
commands to give the shocked residents. Nightmare Haunting. The victim understands
Sally will liberate them if Lottie is freed to join
7 - Fisher’s Barn her.

Loretta Fisher – Night Hag Spawn (1) see


Appendix.
Lottie flees to her family’s barn. She carries four
more jars of lamp oil and a flint with steel. She
intends to retreat to the end horse stall and set
fire to the barn and her secret.
The body of handyman Joe Bixby is in the last
stall at the back of the barn. Blood covers the
floor, and inverted triangles with a circle in the
center and the words “Save me Sleepless Sally”
are scrawled on the wall in blood.
Some floorboards are loose at the back of the
stall, and a horrid stench emanates from beneath
the barn. The bodies of 12 local children thought
missing or lost over the past year are stowed in a
tangled rotting mass under the loose boards.
It is clear that little Lottie Fisher is not herself at
this stage. Her skin is dark, her nails are claws,
and her eyes are red. She is not a full hag yet
but is in contact with Sleepless Sally’s ethereal
presence.
Sleepless Sally is among the crowd on the
ethereal plane. It is from here that she touches
one of the PCs to initiate a Nightmare Haunting
(See MM pg. 178). If they choose to rest before
finding her lair in the crags, the haunting will
become apparent.
Options
If the PCs subdue and restrain Lottie, she may be
saved by destroying Sleepless Sally. The PCs only
8
8 – Sleepless Sally’s Hollow Sally’s Domain
Vine Blight (1) MM pg. 32 PCs inside the hollow or within 50 yards of the
entrance gain no benefit from short or long
A dark cavern opening can be seen fifteen feet rests. Unnatural darkness swirls and moves all
below the cliff ledge. Sharp, jagged rocks jut up around. It feels as though eyes are watching and
from the crag floor thirty feet below. A narrow, something is just beyond sight.
precarious stairway that is more ladder than
stairs leads down to the opening. Vines, roots, Any PCs attempting to rest, sleep, or otherwise
and brush have overgrown most of the rocks and relax mentally within Sally’s domain will find
ledges along the stairway. themselves the victim of either Sally’s Soulmonger
ability or Lottie or Sally’s Nightmare Haunting
The opening is lined with the bones and carcasses ability.
of small animals spiked to or hanging from the
entrance.
Among the vines and roots, a vine blight waits
for an opportunity. Those who pass unbidden by
Sleepless Sally become targets to be thrown to the
rocks below. The vine blight begins the encounter
with its Entangling Plants ability. Those who
would normally find themselves entangled,
instead find themselves flung from the stairs.
Falling to the rocks below causes 13 (4d6) points
of damage (3d6 bludgeoning for the fall +1d6
slashing for the jagged rocks at the bottom).
The vine blight much prefers to shove surprised
victims over the edge instead of a battle against
armed opponents.
If the PCs approach from the south or west side,
Sally’s Hollow is on the opposite cliff face of the H1 – Hollow Entrance
deep crag. To access the cave, PCs must find
passage over the 40’ wide gap or travel across Shadow (6) MM pg. 269
the bottom of the crag and climb the opposite
cliff face. They may also travel completely around Sally has placed a permanent spell of
the crags and approach from the east through darkness (as spell) on the entrance with
difficult terrain. a radius of 30’ to completely block out all
daylight from the interior of her cave and to
If Groll escaped the PCs, she hides atop the cliff
add a layer of protection.
over the cave with another pile of large rocks to
rain down on the intruders. Six shadows bask in the magical darkness
at the entrance. They will not attack Groll,
Lottie, or Sally, nor will they attack anyone
protected by Sally or Groll. As long as the
magical darkness is in place, all shadows are
considered hidden.

H2 – Sally’s Retreat
This room within the small cave is the source
of Sleepless Sally’s scheming and connection
to the good people of Lorview. Dozens of small
dolls hang from wooden racks, each in a
likeness of various people living in the town.
9
Each doll is made of cloth, hair, or other
parts of the victims they represent. One of
Appendix
the dolls with Stoney Bohon’s unusual shirt Magic Item
pattern is immediately recognizable.
Radiant Dagger +2 – The Radiant Dagger +2
Many clumps of hair, nails, pieces of clothing, radiates an aura of blessed light to 30’ when
and small personal items are spread out on unsheathed. All fiendish creatures of DC 1 or
a small table. There is a small shrine made less within 10’ must make a Willpower save
of wood and earth with the inverted triangle (WIS DC 12) or make all rolls at disadvantage
and circle symbol against the wall. It has until they leave the aura. Sleepless Sally
been smeared with the body fluids from a hates this dagger and seeks to destroy it.
grey squirrel whose eyes and intestines have
been removed. The People of Lorview
Sally uses the altar to earth and darkness to
invade the dreams and minds of the villagers. Name Information / Quotes
Stoney Bohon’s figurine is active, and Ulfar Tote
whispering in its ear sends a subconscious Farmer & “Joey Blakey, yeah that boy
command to the adolescent boy. Likewise, Furrier loves to fish. I reckon no
stabbing it with a pin or other implement one knows the creek like he
causes him great pain. does.”

Sally’s hoard of valuables is hidden beneath “Other boys around and


the altar and consists of 1,500 CP, 60 EP, 98 even that Fisher girl were
GP, and a Radiant Dagger +2 (See Appendix). following him around for a
bit trying to learn his secret
spots to fish.”
Maia Willis
“I think Stoney Bohon is ill
Housewife & with something. I’ll not let
Seamstress my kids play with him until
he’s better. He’s just been
sickly looking. Tradesmen
can carry the plague or who
knows what with them, poor
boy.”
Faith
Byrne “Joe Bixby… That man!
Handyman, ha! More like
Cobbler
handy with other people’s
wives. He’ll fix more than
your barn door; that’s for
sure.
For all his fornicating ways,
though, he is a damn good
watchman. He was keen to
track down whatever it is
that’s out there in the tree
line at night.”

10
Tommy
Holmes
“Lorview is a small town. Creatures
Folks talk a lot. Folks also
Blacksmith make up a lot while they sit Loretta Fisher (Lottie) – Night Hag
& Farrier and imagine what others Spawn
are doing. You’re running Description
around talkin’ to folks like
you’ll get the truth. What The night hag spawn is the spawn of a hag as
ye’ll get is a ‘hunnerd it transitions into a mature fiend. The spawn
fairytales while dangerous typically requires anywhere from a week to
things out there are hunting as many as six months to mature from the
us. Ogres, witches, gobs, child devoured by the hag to a fully developed
who knows what else? fiend.
Bah… if the work weren’t no
It may shift its form from that of the child it
good here, I’d buy a stall in
was to a resemblance of the hag it is becoming
the city and be gone.”
within a round.
Oliver
Hudson “Too bad about Joe Bixby, During this transition, the spawn has
not a bad carpenter. I ain’t powers and abilities similar to a full hag but
Stonemason got much to say, but I remains in an awkward infancy. They almost
suspect Mrs. Clover wouldn’t never have heartstones or soulbags, and
be too upset if he weren’t their creators are not likely to give them up
hangin’ about. ‘Hear-tell he to their spawn.
hasn’t had to work too much
since they uh… ahem… had The original creator hags may telepathically
an arrangement that the connect to their spawn during this stage to
mayor didn’t need to know give them basic orders or inject evil thoughts
about her exploits while he and visions to their transitioning minds.
was away on business in the Night hag spawn are in a state of transition
city.” from human to fiend. They may find
Morgan themselves repulsed and grieved at the loss
“I been sleeping in the of themselves and their lives at the same
McDonald
stables at night frequently. time.
Plowman & Whatever is out there in
Groom them tree lines has set the Evil and dark thoughts come to the spawn.
horses on edge. On nights They may be the sweet adolescent in one
when the guard numbers instance and possessed by their demonic
are low, I’m out there, nature the next. Even to experienced clerics,
crossbow at the ready. the transition to full hag from youth may
I think the Fishers are of appear as a demonic possession. 
a like mind. There’s often During this maturation process, if the
someone in their barn with creator hag is destroyed, the spawn will also
lanterns going into the die within 10 hours. In some rare cases (10%
wee hours, too. If you got likely), the destruction of the creator hag
livestock with ye’, lock em results in the return of the spawn’s original
up tight and keep your eyes soul to the body created by the hag. In most
out!” cases, this results in the spawn resuming
their life as something most resembling a
tiefling.

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Night Hag Spawn
Medium Fiend, Neutral Evil
Armor Class 14 (Natural Armor)
Hit Points 60 (8d8+24)
Speed 40 ft.
STR DEX CON INT WIS CHR
16 (+3) 15 (+2) 14 (+2) 16 (+3) 14 (+2) 16 (+3)

Saving Throws Chr +5


Damage Resistances Cold, Fire; Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks that aren’t Silvered
Damage Immunities —
Condition Immunities Charmed
Senses Darkvision 60 ft., passive Perception 16
Languages Abyssal, Common, Infernal, Primordial
Challenge 3 (700 XP)
Magic Resistance. The hag spawn has advantage on saving
throws against spells and other magical effects.
Abilities.
Innate Spellcasting. The hag spawn’s innate spellcasting ability
is Charisma (spell save DC 10, +2 to hit with spell attacks).
It can innately cast the following spells, requiring no material
components:

At will: detect magic, chill touch

1/day each with a 5% chance of spell failure: plane shift (self


only), sleep
Actions
Claws.(Spawn Form Only). Melee Weapon Attack: +5
to hit, reach 5 ft., one target. Hit: (2d4+ 4) 9 slashing
damage.

Change Shape. The spawn magically polymorphs into


a Small or Medium humanoid, or back into her hag
form. The statistics are the same in each form. Any
equipment it is wearing or carrying isn’t transformed.
The spawn reverts to either form if it dies.

Etherealness. Spawn do not have any ethereal


abilities; however, they can see and communicate with
their creator hags who are in an ethereal state.

Nightmare Haunting (1/Day). A spawn can invade


the dreams of one sentient being on the Prime
Material Plane that they have touched within the last
24 hours. Victims of this invasion do not gain the
benefits of a rest if they intend to have a short rest. If
the victim attempts a long rest, they only receive the
benefits of a short rest. The spawn may manipulate the
content and intensity of the dreams they invade.

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