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Old Hag Hut

"Have I seen the what? Hag hut? No, I try to keep my neck intact, if you please."
— Feyport villager

Deep In The Forest

Is the small, crudely constructed hut that used to house a coven of hags. It is structurally unsound, held up by magic alone at this point, and reeks of death and decay. You encountered and bested an Anthropophagi, a terrible fey creature created from decaying corpses that feeds on nothing but flesh and bone marrow, and you found a plethora of interesting items once it was dealt with. This list is seen here:    
  • Zuggtmoy's Kiss - an extremely rare herbal ingredient, this fungi only sprouts from magically infused corpse flesh. They're used for a myriad of complex potions, but they are known for their ability to give large amounts of magical energy to a person when chewed, possibly bringing someone back from the brink of death
  • midnight carrot
  • Cursed Song Sheets - when played cause issues of various types
  • Twig of the Lost Eye - a small stick, about 12 inches in length. Has two enchantments:
    1)Anyone who looked upon it realized that it was the most perfect stick they had ever seen and needed to have it in their possession, as well as hold it at all times (DC15 will save to resist).
    2)As soon as they picked it up, they'd immediately ram it into one of their eye sockets, blinding that eye (DC 18 will save). The enchantment about wanting it then wore off for that owner, but not for anyone else.
  • Mocking Darts(10) - (ranged, rare) 1d4 damage to target, and person that threw the dart must succeed on a Wisdom saving throw of 16 or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn, as target hit with the dart begins to spew out a string of insults.
  • Toothed Bracelet - This metal bracelet is decorated with teeth motifs and consists of two smaller bracelets that interlock by twisting together. Using an action, you can put the bracelet on and twist the two sections apart, disconnecting your hand from your arm painlessly. You control the hand, which has the stats and health of a Crawling Hand (Monster Manual, 44). Reversing this motion reattaches it. Reducing the health of your hand to zero hit points destroys the bracelet. Destroying the bracelet while it is being used causes the hand to turn hostile.
  • Hangman's Rope - This otherwise unremarkable rope has a strangely expressive frayed end. On speaking a command word, it can be directed to complete some basic action, such as to turn into a whip, quarterstaff. It can be trained to tie itself into knots, and has a personality not unlike an eager dog. Occasionally when commanding the rope, it will disregard the command and tie itself into a hangman's noose. This happens more frequently when given complex tasks.
  • Mad Rat - This small squeaking rat is found attempting to steal some gunpowder and light itself on fire. It begs for the sweet release of death every day but is constantly denied. Its head is red like a matchstick. When struck, it ignites, cheers, and charges 60 feet towards the nearest enemy, casting fireball centered on itself. It speaks through squeaking that any creature that can cast the fireball spell can inexplicably understand.
  • glass orb - talks to whoever touches it, though the voices change every time. sometimes screaming children, sometimes whispers from an unknown source.
  • cursed gold chain necklace - Once put on it cannot be removed. When the wearer speaks a lie a link is magically removed from the chain, the link clatters loudly to the ground. Lie enough and it begins to choke the wearer.
  • cracked hand mirror - always shows a shadowy figure to be standing behind the one looking in it. Sometimes, the figure moves.
  • Ominous glass bottle - filled with a foul-tasting dark blue liquid. If consumed the liquid convinces the person who consumed it that they are going to die as a result.
  • Mockery Doll Box - a 3ftx3ft black box. Anyone who opens it finds a set of three wooden, articulated figures that are modeled after three members of the party. If the figures are stood on the ground, they act out insulting parodies of their duplicates’ recent actions.
  “Well the old hag hut was a suspicion, but they've been here for centuries and this didn't start until recently. And to be honest, no one wants to go out there. We were hoping the cause of our problems was something far easier to deal with, like a serial killer or a monster in the forest. But you haven't found anything of the like, so maybe it really is the hags.”
— Ignatius Creed, on the Investigation
 

Investigation

  • You've cleared the hag hut, finding Zuggtmoy's Kiss and an Anthropophagi, clear signs of something using corpses for magical means. You've also gotten proof here to further your newfound idea that a coven of night hags might be the culprit you're looking for.
  • You've been told a group of hags is supposed to live out here, though no one has actually seen them in a long time, and you found no signs of anything but the anthropophagi being out here any time recently.
  • The forest nearest here is worse than anywhere else as far as how thick the shadows are and includes an awful warding spell that scared the shit out of you.

Persons of Interest

 
Type
Hut
Parent Location

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