The Hag Hunt Begins Plot in Feywild | World Anvil
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The Hag Hunt Begins

Once all has been settled in Dawnwick, the party has the opportunity to hunt for the leader of the attack on the library, as well as her small group. Party members can roll investigation checks every in-game hour to determine if they can tell where the gang has fled. A dc or 12 is enough to detect the trail, as they aren't hiding their tracks well. Party members may also allow pets or animal companions with scenting abilities to track the gang by smell.

It will take the gang approximately 1.5 days to reach Mirror Lake, the hag's home. However, the hag will abandon her companions at the edge of the lake, retreating to her home in the center. If the party hurries and tracks the group appropriately, they may be able to cut off the group before they reach the lake.

It will take the party at least 1.5 days to reach mirror lake as well, though it will take longer with poor tracking skills. The party may be able to get hints from the townsfolk of Dawnwick to get them pointed in the right direction. Random encounters can be brought up during travel; roll for random encounters every in-game hour. These could be positive or negative encounters, but will inevitably cut into their time to reach the attackers. Having a party member scout ahead could limit these negative encounters and help avoid random attacks.

The party may encounter the other members of the gang as they approach the lake. This include 2 goblins and an orc. However, the goblins are cowardly and will flee if they suspect a fight will occur. The orc, however, will likely choose to fight. The party can enter combat or attempt to take a diplomatic approach with the orc.

Once the party reaches the edge of the lake, they will begin to notice the abnormalities of the area. Refer to the "Mirror Lake" article for more information. Party members may be able to find some creatures with small boats around the lake, who may be willing to give up the boats for high fees. The party can choose to pay the fee, steal the boat, or intimidate the salesman. Party members may also attempt to swim in the lake to get to the island, but this is not advised; dangerous creatures lurk below the surface of the water, and with no shore in sight, swimmers could easily become lost and drown. Taking a boat is a far safer and wiser option.

The hag's home is a tall, unkempt building that appears unstable and rickety from the outside. It is a tall building with 4 floors, though it's a miracle it is still standing. The hag has cast spells to increase the stability of the building and prevent it from falling down.

Each floor is filled to the brim with various forms of mold, fungi, and plant life. There are also beakers and other forms of potion-making equipment everywhere. The air is stiffling and moist, the mold making every breath feel like the party is drowning. A constitution check of 15 will be needed to avoid damage from the harmful spores in the air. A check should be made every in-game hour that the party is in the building. Party members can use their clothes to cover their mouth and avoid further need for these checks.

There is a small possibility that the hag will not be at home when the party arrives. She may be on the mainland collecting more plants, or she may be outside on the island. If she is not there, the party can search the area freely until she returns. Party members have the chance to collect any unnamed and unknown potion bottles within the building. These will cause random effects, though many of them are poisonous and can cause serious damage. Someone with herbalism skills or high nature abilities can roll to determine the safety and makeup of the potions. However, the hag is rarely away from her home, only leaving to collect rare plants and mosses or to cause mayhem in the local towns.

If the hag is home, then combat can begin. Once the hag has been defeated, the building will begin to suffer from structural damage and start to collapse. The party must get out before the entire building falls apart. It will take approximately 5 minutes before the entire thing is in shambles. Party members can choose to jump out of windows to land safely on the ground, use magic to stabilize the building again, use magic to teleport outside of the building, or any number of other options. Party members will need to make another constitution check to not breathe in spores as the building collapses whether they are wearing a mask or not.

If the home is destroyed, the party can search the rubble for any undamaged artifacts or potions left over from the house. However, there will not be much remaining. The party may be able to find a couple of unbroken potion bottles, and may also be able to locate the hag's spellbook if they search hard enough. An investigation dc of 15 will allow them to find potions, while a dc of 20 will let them find the spellbook. The party is then free to investigate the island or return to shore. Now that the hag is dead, the fog has lifted, but the water remains perfectly still regardless of weather.

If the hag is not killed in combat, or if the party chooses to be diplomatic, then the fog will remain and the home will not collapse. Party members may still be able to purchase or haggle with the hag for potions and information.

Components

Goals

Track down the attackers of the Great Library of Knowledge

Get through random encounters safely

Cross Mirror Lake to find the hag's home

Destroy/explore the hag's home

Discover artifacts in the hag's home

Defeat the attackers

Hooks

Townsfolk from Dawnwick who hint in the direction the attackers fled

Tracks left behind by the escaping attackers

Folks along the trail that may have seen the fleeing strangers

Stakes

The gang could continue to attack Dawnwick or other neighboring towns

The gang could return to cause harm to the party

The hag could grow stronger over time, making it more difficult to defeat her later

Moral Quandaries

Is it worth it to track down the attackers if they already fled?

Should the attackers be tracked down before aiding the town?

Is the party equipped to fight immediately or is it necessary to wait?

Cruel Tricks

Random events will occur on their travels to slow the party down

Finding their way to the center island of the lake is nearly impossible through the fog

The fees charged by boat salesmen are ridiculously expensive

Red Herrings

Some random encounters with strangers on their path may attempt to direct them in the wrong directio

Relations

Protagonists

Alvora Ebonest

Grace Autumn

Mithtari Zethis

Alanis Valdi

Selene Rune

Raeli Asterisk

Hise Nirakes

Allies

Cloud Spark

Urea Lightfeather

Luck Foot

Neutrals/Bystanders

2 goblins

Adversaries

Marcella Marshback

The orc

Plot type
Subplot to the Dawnwick Storyline, Act 1
Related Locations

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