Revenge of the Hags Daughter

The Revenge of the Hag’s Daughter is a encounter that takes place as part of the story of the Grimm Downs. The evil hag from Arebor Tower had multiple daughters in multiple times and places. One of them has come seeking revenge on those that destroyed their mother. They try and entrap the party into coming to an encounter, after following them from a distance and understanding their motivations. The daughter will try to confront and destroy as many as possible.

Ancient Blood Campaign > Ancient Blood in Bondeu > Revenge of the Hags Daughter

Author: Kelly Berger / System: Incarna i20; 3/2024

GM Background Information

Who: The Hag of a previous adventure’s daughter (“Drakengar”) seeks revenge on the party for killing her ‘mother’.

Where: She has followed them in the Riverdan of Bondeau, observed their contacts, and she believes she knows where they are going and has set up an ambush in a small farm on Cleight’s Bend on the way to their destination.

When:

What: The Revenge of the Hag’s Daughter is a encounter that takes place as part of the story of the Grimm Downs. The evil hag from Arebor Tower had multiple daughters in multiple times and places. One of them has come seeking revenge on those that destroyed their mother. They try and entrap the party into coming to an encounter, after following them from a distance and understanding their motivations.

Why: The daughter will try to confront and destroy as many as possible, since she will just be temporarily exiled to the outer darkness if she dies she cares nothing for her physical body.

Fitting into an Existing Campaign

This adventure is not part of any currently existing adventure series. The GM will have to figure out best means of integrating into an existing adventure or campaign.

Notice to Players: We are going to pick up on your way out of Zerburre, you made a pit stop in the west Athla Hill country, and were headed to Pellan, gathering volunteers and trying to raise support for your cause.

Timeline of Scenario Events

  • XX Days ago Leading Event 1
  • YY Date (specific) Leading Event 2
  • ZZ Date (specific) – Characters enter the picture…

The Messenger

About 4th day on the Pellan Fields off the main road, a fast riding messenger arrives from the north:
“I am Kielan, and I am a Trail Dove of Dunstrand – I have been instructed to find you and deliver this message.”
M

[ i ] DC 15 Wisdom (Perception) to notice he was riding overland, from the NW before entering the road.
[ i ] DC 15 Intelligence (History) to know his organization: https://incarna.net/verse/set/glim/sys/hypeasteron/srlm/loc/heart/central/dunstrand/inst/doves/

Scene: The Delivery

You are given a sealed scroll tube. The messenger says “I am told no reply is needed. I bid you good day, and remind you that the services of the Trail Doves are secure and fast… (he looks around) Well, perhaps less so in the Riverdans, but the nobles here avail themselves sometimes of affiliate services… good day to you!” With that, he remounts his mule and rides north, the way he came.

THE MESSAGE:

Greetings seekers of the bloodlines. You have more allies than you know. I seek to provide aid, such that I can. Your mission is known to a select few and it seems you are forcing issues ahead of schedule. Some of these few think to abandon you to your fate, others (of which I am one) believe that you should be supported. Please travel west of Pellan and meet me at the old ruins of the caravanserai of Cleight’s Bend – the family there has a bunkhouse for travelers and is sympathetic to our cause. I will be there in three days’ time. Do not go to Pellan in the meantime or confront the forces of the Sunbelt Merchants gathering near there. I will be alone, and you will know me by a yellow bandana.

– It is a trap!

Cleights Bend

The GM is free to use any generic map. The specifics are not relevant. Example: https://www.pinterest.com/pin/769411917621886737/; For the family members, see the NPC listing of the Cleight Family.

If the PCs go to anywhere other than the main farm on the road, they can get information from other family members. Information From South Farm & West Holler:

There’s something strange happening at the Main Farm. It’s a sleeping sickness and giant wasps have been seen around there keeping others away, and grandmother Eva has warned them to stay away until she can figure out what plagues the area and why.

Encounters in the Area

The GM can determine how often to check based on time of day and area. D6:

1-3: See a giant wasp and/or a wasp swarm in the distance
4-5: Witness an attack on a animal/prey by giant wasp
6: Attacked by a swarm of wasps or a giant wasp!

Encounters at the Farms

The GM can determine how often to check based on time of day and area. D6:

1: A group leaving (small or medium)
2: A family gathering
3: See a giant wasp in the distance
4: See a wasp swarm in the distance
5: Witness an attack on farm dweller or livestock
6: A group arrive (small or medium)

Scene: The Greeting

Actors: Son 2 Gregory

The Problem/Request for Help

In the last week, something has caused a massive decrease in prey in the area. They have not attacked the farm directly, but they have attacked goats, cows, and sheep. All the livestock dogs and 2 of the hired men have been killed and the others won’t defend the flocks any more. They are waiting for the family to hire mercenaries or get the Lords’ family to send soldiers to deal with it.

Lair: Wasps

The giant paper wasp lair is the top level of an abandoned lizard folk lair in a dry pond bed from when the Nanford River ran through it. The Gm can use any similar map, the specifics are irrelevant. Designate one that is the queens “pocket”; Example: https://www.patreon.com/posts/hive-battle-map-24357851?l=de

Population: There are a total of 40 giant wasps, half of which are gone during the day gathering materials and food.

Features in any given pocket

If the pocket is capped, 1 on d6 angry alert, 2-6 just treats it as a collapse and works to repair it. D6:

1: Larva
2: Eggs
3: Clean but empty
4: Food
5: Giant Soldier Wasp (1 on d6 is the Queen; always have a Swarm of Wasps and 1 soldier with her)
> open tunnel for queen
6: Giant Worker Wasp

Tactics: Wasps will generally annoy characters unless they are actively seeking food during the day or the nest is being disturbed. Only a single wasp will attack any given character.

@Peppermint Mist: Negates the pheromone effects of a sting; or clears a 10’ radius area.
> Some form of a bladder and spray or Aspergillum is required to spread this.
[ i ] There is peppermint in the gardens of the Cleight Steading

@Player Stung: Releases a pheromone and all other wasps within 15m start stinging the same player.
> 1-2 on d6 also summons a normal swarm of wasps!

@Smoke: This confuses the pheromone of @Player Stung and reduces the radius to 5.

@Fire: Reduces the # of defenders by half as the queen is protected and hive prepared for move.

@Target Downed PC: Masticated each round by 2 giant wasps (though it will draw total of 5 to work on food collection)
DC 10 Constitution save -2 for each level of armor or permanent wound, D8:

1 = Right Leg (-5′ move)
2 = Left Leg (-5′ move)
3 = Right Arm (-1 Dexterity)
4 = Left Arm (-1 Dexterity)
5 = Chest (-1 Constitution)
6 = Abdomen (-1 Strength)
7 = Head (-1 Charisma and -1 HP)
8 = Rolls the body 10’ in random direction – +1 attack next round

@Attacking at Night
Although they are less active, they will have defenders awake at night. 2 at night plus a regular swarm.

Lair: Hidden Hag Body

the queen’s pocket also leads into the old lizard folk lair. Follow wasps to hidden cave where hag body is. The GM can use any generic map, its specifics are not important as lo0ng as they cover the encounter. Example: https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Fg8uznuob5ez81.jpg

Entrance Chamber

Goblins from the feywild guarding the body have trapped the place. The traps are crude, and a little more easy to spot. In addition to the traps, the goblins have coated their dart tips with feces and at least one each has a toxic poison they brewed.

Trap (d3):
1: Pit trap
2: Trip Wire
3: Loose Stone – one of the following triggered:
> Wall Collapse
> Ceiling Drop 5d8

Feywild Goblins #PC +1; spear, javelin, dagger
Dung: DC 10 save vs. Constitution or disease in 1 day (2 levels exhaustion until cured or 4 Long Rests
Poison: DC 15 save vs. Constitution or Poisoned condition + -2 Strength and Dexterity for 10 rounds.

Cocooned Body

Like the Aliens movie! Wasps, centipedes, insects feed the magic jarred body and cleans it of poop/filth. Add a Gross description! It will take three rounds for her to free herself.

Swarm of Wasps attacks the PCS!


NPCs, Creatures, etc.

Cleight Family

The hags daughter has brought the Corpse Tea to the farm, to help control family members when she is not controlling them. She drinks the Corpse Tea when she wants to inhabit another body – then the host sleeps like a corpse, barely breathing for 24 hours. The other family members outside of the main farm have noticed this odd “sleeping sickness” but the elder grandmother has told them to stay away – its a fever. Statistics are given for the main farm, the GM can make up names and use similar NPC profiles for the others.

hired hands: (2 killed, was 5 on main farm) AC 11; +3 attack, Dagger, staff
HP 7+8 (Possessed Fervor: Second Wind 1/Short Rest; +2 damage)

Grandmother Eva: AC 10
HP 3+8 (Possessed Fervor: Second Wind 1/Short Rest; +2 damage)

Mother Dondreal Cleight: AC 11; Dagger
HP 6+8 (Possessed Fervor: Second Wind 1/Short Rest; +2 damage)

Father Horbaelen Cleight: AC 11; Hand Ax, dagger, staff
HP 10+8 (Possessed Fervor: Second Wind 1/Short Rest; +2 damage)

Son 1 Bailyn: AC 11; Dagger, staff
HP 8+8 (Possessed Fervor: Second Wind 1/Short Rest; +2 damage)

Son 2 Gregory: AC 11; Dagger
HP 7+8 (Possessed Fervor: Second Wind 1/Short Rest; +2 damage)

Daughter 1 Sia: AC 11; Dagger
HP 5+8 (Possessed Fervor: Second Wind 1/Short Rest; +2 damage)

Daughter 2 Elise: AC 11; Dagger
HP 4+8 (Possessed Fervor: Second Wind 1/Short Rest; +2 damage)

Daughter 3 Kayla : AC 11; Dagger
HP 4+8 (Possessed Fervor: Second Wind 1/Short Rest; +2 damage)

Giant Wasps

Drakengar has created a situation, warping a nest and the wasps have become giant wasps. They wont breed true, so if the queen is killed, no new ones will be made and they will try to rebuild a nest but eventually be hunted into extinction. If the PCs finally track the wasps to their lair, they can ask one of the family members about it. 1-3 on D6 that they be possessed and lie or pretend not to know, otherwise they will tell the PCs what they know:

There is a dried pond nearby and Lizard Folk lived there when the river flowed through the Riverdan. It is all ruins now – dry and crumbling since the pond/lake dried up. Wasps have made their home there now. Somewhere in there, there is an entrance to the old lair that was covered up but the wasps have probably uncovered it.

Swarm of Wasps: https://roll20.net/compendium/dnd5e/Swarm%20of%20Wasps#content

Giant Wasp: Soldier = +4hp, +1 additional attack / Queen Giant Wasp +12hp, +1 dice damage on sting/DC 18, +1 added attack

Drakengar – The Hags Daughter

Motivations: Kill the PCs

Fears: Failure to kill even one PC and deliver a message of revenge

Warlock http://dnd5e.wikidot.com/warlock 5th > Patron Arch-Fey; Human female, grey skin, 4’7″, age 13 (tall and skinny, ashen dusty dark skin as transform begins)

Powers

Hag Innate: Detect Magic (at will), Sleep (1/day for 40hp)

Invocations: (3) Beast Speech, Fiendish Vigor, Mire of the Mind (Slow)

Cantrips: (3) Friends, Toll the Dead, Minor Illusion

Spells [2] @ 3rd: (6) Fear, Hunger of Hadar, Shatter, Mirror Image, Borrowed Knowledge, Witchbolt

Combat

AC 14 (10)

HP (+ fiendish vigor/max =8 ) 40 + 8

Tactics: After asking the PCs to help solve a problem while they wait, using the Eye, Drakengar will magic jar into each family member to attack the PCs in the bunkhouse. At first they will take the PCs to the wasp area. Then, hopefully weakened, they will be attacked by the family member.

Equipment

Eye of Possession (Warlock): The eye is held in a crystal globe, in clear fluids. It is an eye, with lashes and a lid that appears to once have been a creature of soft countenance. It feels light to the touch and a feeling of calm comes over you when you are near. The eye opens and becomes heavy instantly! A feeling of dread washes over you and the eye stares into yours. It was once the eye of a kind creature now made foul and hateful.

> DC 25 Nature or Arcana = nymph eye AC 20 / 5hp = charm to take out one opponent

Req > Code: Evil

Power: Cast Magic Jar 1/Short Rest (or 5 synergy); max on any 1st level Fiendish Vigor; Possessed Fervor on any host: Second Wind 1/Short Rest; +2 damage

@Destroy: Visions of scenes that happened nearby in history are pulled into the eye’s ‘view’ and seen by its destroyer.
“Like through a glass, darkly, you see scenes of a dragon colored blue and it’s hunters. There is a great battle, many are killed, and the dragon is triumphant though wounded heavily – its blood cast over a large area and turns blue. The fallen knight that led the host carried some sort of orb they thought would protect them… that was taken south by battlefield scavengers. The flora seems familiar – perhaps nearby.”

(hint at Seagrass Valley); The spirit inhabiting it will grant a boon to whoever freed it. A word of power that compels – when spoken it will pull power through the void and force the target to answer a single question, divulging as much as they know.

Outcomes

Once neutralized, assess the conscience/divine impact

Per family member neutralized that’s dead: -1; +1 if alive; if < 0 then Transgression! Paladin/Priest = ___; otherwise _____ -1 to all things

Follow Up on Eye Destruction Visions

Element of Mizras – an epic battle that took place nearby (Irrigi/Orbs of War lead-in): A small army hunts a blue dragon nearby. There was a battle, the dragon was wounded. The grass was blue for hundreds of years and attracted lizards of all kinds.

An item called the Dragon-Bane Stone was taken away in the last fight, to carry the fight to the feared lizard.

= Tiernans Roost in Pelmon

Alternate Story

A direct attempt to menace the PCs by the logging consortium The Sunbelt Merchants.