Lost Love - RSP Encounter in Ghosts of Saltmarsh | World Anvil

Lost Love - RSP Encounter

The PCs are passing through a marsh when they encounter Garian Vessermos, a young bard looking for his lost lover, Brianna. Unfortunately, Brianna is really a green hag who plans to lure the bard to his death.
The morning mist lies heavy across the marshlands. Thick fogblankets the bogs and hedgerows, distorting sound and limiting visibility to a few feet.
Brianna has taken advantage of the mist to slip away from Garian and turn invisible. Any PC who makes a DC 10 Perception check hear his frantic cries.
Somewhere in the fog, a male voice calls out“Brianna, where are you?” over and over. The cries carry an increasing note of fear and desperation.
A few moments later, Garian stumbles into view.  

AREA FEATURES

The area has several features of note: Mist: The mist reduces visibility to 5 feet. Moving faster than half speed requires a DC 10 survival check to avoid stumbling into a bog or ditch. The mist lifts just before the combat begin.   Trail: The trail twists and turns through the bog. On the trail, movement is without penalty.   Hillock: The hillock is 15 ft. in diameter and rises 5 ft. above the swamp.   Quicksand: A 20 ft. wide band of quicksand surrounds the hillock upon which Brianna stands. Two 5 ft. wide paths lead though the quicksand (DC 20 Survival or Perception spots). The quicksand presents a deadly threat to Brianna’s enemies. See the “Quicksand” sidebar.   Bogs (Shallow): Squares of shallow bog cover the area. Mud or standing water fills them to a depth of about 1 ft. It costs 2 squares of movement to move into a square with a shallow bog; the DC of Acrobatics checks in such a square increases by 2. Bogs increase the DC of Stealth checks by 2.  

MEETING GARIAN

A young man wearing a well-crafted chain shirt over colourful clothes appears out of the mist. Mud is splattered all over his clothes and he looks beside himself with worry. Garian immediately asks if the party has seen a young red-haired girl named Brianna. If questioned further, he explains he and the girl have eloped together. They became separated in the mist shortly after breaking camp.   Garian firmly believes his lover is an innocent village girl, but she is really a green hag, who used alter self to seduce the bard. She lured him out into the marsh by claiming she knew a shortcut to a nearby town.  

FINDING BRIANNA

Brianna lurks close by, having followed Garian while invisible. Whether the PC’s agree to help search for her or not, she uses her spell-like abilities to lead everyone on a wild chase.   Examples include using ghost sound to have her voice seem to come from different directions or make it sound like something large is moving through the swamp, conjuring strangely glowing dancing lights, using mimicry to roar like a local predator before crying out in pain and so on.   Just before the mist clears, Brianna dismisses her invisibility and positions herself on a muddy hillock. Brianna pretends to be injured and calls out to Garian for help. Unless physically restrained, Garian rushes towards her, moving 10 feet into the quicksand before becoming stuck. He panics, splashing wildly as he begins to sink. Once this happens, Brianna takes a moment to taunt him before revealing her true form and attacking the PCs.  

TACTICS

Brianna uses her whip feather token to grapple the closest spellcaster before attacking the strongest-looking melee character, using her weakness ability to drain his strength. If reduced to 10 hp or less, she uses invisibility to escape.  

DEVELOPMENT

If Garian survives, he is heartbroken and ashamed, but once he recovers from the initial shock, he is grateful for the PCs saving his live. He spreads the tale of his rescue in the local area, granting the PCs a +2 circumstance bonus to Diplomacy checks in nearby settlements for one month.   If Brianna survives and escapes, she stalks the PCs and Garian, looking for a chance to take revenge.

QUICKSAND

One of the most dangerous of lurking perils in a marsh, such areas often entrap careless travelers.   Size: A typical patch of quicksand is 20 feet in diameter; the momentum of a charging or running character carries him 1d2 ×5 feet into the quicksand.   Spotting Quicksand: A character approaching a patch of quicksand at a normal pace making a DC 8 Survival check spots the danger, but charging or running characters don't have a chance to detect a hidden patch before blundering into it.   Effects of Quicksand: Characters in quicksand must make a DC 10 Swim check every round to simply tread water in place, or a DC 15 Swim check to move 5 feet in whatever direction is desired. A trapped character failing this check by 5 or more sinks below the surface and must hold his breath or begin to drown. Characters below the surface may swim back to the surface with a Swim check (DC 15, +1 per consecutive round of being under the surface).   Rescue: A rescuer must reach the victim with a branch, spear haft, rope or similar tool and make a DC 15 Strength check to pull the victim. The victim must then make a DC 10 Strength check to hold on. If both checks succeed, the victim is pulled 5 feet closer to  safety. If the victim fails to hold on, he must make a DC 15 Swim check to stay above the surface.

Brianna (Green Hag)

CR: 3 (700XP)

Medium fey, neutral evil
Armor Class: 19 (Natural Armour)
Hit Points: 58
Speed: 30 ft , swim: 30 ft

STR

19 +4

DEX

12 +1

CON

12 +1

INT

15 +2

WIS

1 -5

CHA

14 +2

Skills: Arcana +3, Deception +4, Perception +4 & Stealth +3.
Damage Resistances: poison, disease
Senses: Darkvision 60ft and Passive Perception 14
Languages: Common, Draconic, Sylvan
Challenge Rating: 3 (700XP)

At will: The hag’s innate spellcasting ability is charisma (spell save DC 12). She can innately cast the following spells, requiring no material components.     Dancing Lights: (Cantrip, Casting Time: 1 Action, Range: 120 ft, Components: V,C, M, Duration: 1 Minute (C) You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.   Minor Illusion: (Cantrip, Casting Time: 1 Action, Range: 30 ft, Components: S, M -a bit of fleece, Duration: 1 Minute   You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.   Message: You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.   Invisibility: A creature you touch (including self) becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.   Tree Shape: This spell allows you to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The exact type of tree, as well as its appearance, is completely under your control. Even the closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you. You can dismiss tree shape as a free action (instead of as a standard action).\   Pyrotechnics: Range: 60 ft Area: 5 ft. Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.   Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.   Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.   Vicious Mockery: You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level 2d4 , 11th level 3d4 , and 17th level 4d4 .


Amphibious: The Hag can breathe air and water   Mimicry: The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 wisdom (insight) check.

Actions

Claws: Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit: 13 2d8+4 Slashing Damage   Illusory Appearance: The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 intelligence (investigation) check to discern that the hag is disguised.   Invisible Passage: The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment that she wears or carries is invisible with her.   Feather Token - Whip (item) You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6+5 force damage. As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.   Combat Casting: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:  

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Description

Brianna: Knots of dark, moldering hair spill over the features of this sickly, thin, green-skinned crone.   The wretched and hateful green hags dwell in dying forests, lonely swamps, and misty moors, making their homes in caves. Green hags love to manipulate other creatures into doing their bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts.   Obsession with Tragedy. Green hags revel in the failings and tragedies of other creatures. They derive joy from bringing people low and seeing hope turn into despair, not just for individuals but also for whole nations.  

Tactics

Brianna uses her whip feather token to grapple the closest spellcaster before attacking the strongest-looking melee character, using her weakness ability to drain his strength. If reduced to 10 hp or less, she uses invisibility to escape.   GEAR: elixir of love - The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.

Garian Vessermos CR: 16

Medium human bard, neutral good
Armor Class:
Hit Points: 14
Speed: 30 ft

STR

10 +0

DEX

14 +2

CON

13 +1

INT

8 -1

WIS

12 +1

CHA

17 +3

Languages: Common
Challenge Rating: 16

CANTRIPS
Vicious Mockery
- Range: 60 feet. You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.   Mage Hand - Range 30 feet. A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.     FIRST LEVEL SPELLS   Charm Person - Range: 30 feet. You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.   Expeditious retreat - Duration: 10 minutes, Concentration. This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.   Silent image - Range: 60 feet Duration: 10 minutes, Concentration. You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Actions

Melee rapier - attack +3 1d6+3 Dagger - attack +3 1d4 Ranged dagger (range 10 ft.) - attack +3 1d4

This tall, slender man has thick black hair and wears a well-crafted chain shirt over his colorful clothes. entertainer's outfit, spell component pouch, masterwork flute, silk rope, 6 GP

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