6d6 Modular Dungeon Tiles

Here is a selection of Geo-morph, modular dungeon map tiles! You can use these as they are and by themselves just to make a map, but you'll have a few odd doors that you either need to stick rooms on the ends of, or just round off into dead ends.

We've also made a small table for each one to provide a little bit of inspiration/flavour personalised to each tile. There's only light (and accidental) themes linking them, so you should probably have an idea already of what roughly is going in the dungeon, and then you can fit any further flavour around that.


1 - 1. What's the point of interest?
1. A mausoleum of a fallen hero.
2. A house of one of the dungeon's denizens.
3. A statue to some lost god.
4. A vault, sunken into the earth.
5. A portal to some far-off place.
6. A golem, buried up to the chest.

1 - 2. What dwells in these caves?
1. An almighty and bloated Gelatinous Cube... well, blob.
2. A talking crocodile that believes itself to be a dragon.
3. A swarm of vermin that share one mind.
4. A tribe of invisible people.
5. A worm, still digging.
6. A Demon, bound in jewelled chains.

1 - 3.Who's camped in these caves?
1. A hobgoblin warband.
2. A group of secluded monks.
3. A tribe of lizardfolk.
4. A rival adventuring band.
5. Just a little old man, no-one special...
6. An alchemist, gathering rare mosses.
1 - 4. What lurks in the tunnels?
1. Ratmen and their Muck-Idols.
2. Goblins with their strange Contraptions.
3. Kobolds jealously guarding mysterious eggs.
4. Giant-Worms and their writhing Grubs.
5. Snivelling Troglodytes in their cave-hovels.
6. Industrious Mole-men mining for gems.


1 - 5. How do you open the Shrine's secret door?
1. An offering of Blood.
2. By crushing gemstones into the offering bowl.
3. A lever, two dungeon levels above you.
4. By brute strength alone.
5. By solving the shrines riddle.
6. By proving your mettle.











1 - 6. The Isle in the lake bears...
1. A well, dark and deep.
2. A silvered shrine to some nameless spirit.
3. A sword buried to the hilt in the rock.
4. An ambush!
5. A tiny house for a tiny God.
6. A book, nailed through to the stone beneath.

2 - 1. The five shrines are for...
1. The oldest Gods, names long forgotten in the winds of time.
2. Five cavorting Demons.
3. A family of Guardian Spirits.
4. Those buried beneath the statues.
5. You and your Deeds, some deeds as of yet undone...
6. The Five greatest Virtues!
 2 - 2. What's hidden beneath the Grand Statue?
1. A Saint's bones.
2. A magical artefact.
3. A holy relic.
4. A way down to the next level.
5. A lever, for some unknown contraption.
6. Much, much Gold

2 - 3. What's in the Central room?
1. A chained Angel.
2. A Necromancer's Magnum Opus.
3. A Portal to another realm.
4. A way down to the next level.
5. A Monster protecting its master while he works.
6. The tomb of a forgotten Heroine.


2 - 4. What hides the secret tunnel?
1. A rug depicting a famous battle of legend.
2. A suspiciously clean flag-stone.
3. A simple illusion.
4. A hollow statue.
5. A well-placed corpse.
6. The Arcosolium of some local Saint.

2 - 5. What's special about the long corridor?
1. Unless you know what is at the other end, you can never reach it.
2. It is trapped up to the brim.
3. It is the dwelling of a territorial worm-beast.
4. It is just chock-full of Goblins.
5. It bears murals of the history of the depicted by the statues at either end, one on each wall.
6. There is always danger around the corner.

2 - 6. Who needs such a grand statue?
1. A wain and pompous King.
2. A bright and glorious Angel.
3. A Warrior, unconquered in battle.
4. A Demon, beheld in reverent fear.
5. A Dragon, of course...
6. A Prophet, martyred for the cause.
3 - 1. What is that in the centre of the room?
1. A pit, deep and dark.
2. A summoning circle.
3. A pool of blessed water.
4. An arena for pit-fights.
5. A theatre-stand.
6. A monster's cage.

3 - 2. What's in the tent?
1. A wandering Magic Item Salesman.
2. A fortune teller, shrouded in smoke.
3. A hermit, fleeing something on the surface.
4. An archaeologist trying to uncover the secret passage.
5. A Ranger, following some trail.
6. A mad-man who has been here for far too long.

3 - 3. What dwell's here now?
1. A tribe of Orcs.
2. A uniquely hideous Beast.
3. A Dryad and her fae 'family'.
4. Shadow-men and their Whisper-hounds.
5. GOBLINS!!!
6. The children of a Rakshasa.

3 - 4. What was this area used for?
1. A necromancer's laboratory.
2. Prison cells for the unworthy.
3. Preparation rooms for the dead.
4. Storage, it is full of junk and broken bottles.
5. A high-priest's chambers.
6. A thieves' guild's hide-out.

3 - 5. Who lay in these cells?
1. Captives of the local monster faction.
2. Half-breeds and other blood-traitors.
3. A lost adventuring party.
4. The last disciples of the Old Faith.
5. Those a changeling has kidnapped and now impersonates.
6. The waking dead, left locked away to await the uttermost oblivion of the world.

3 - 6. Where do those hidden stairs go?
1. Different floors of the dungeon.
2. A complex maze of tunnels just below the floor.
3. A series of secret sickly shrines.
4. Cellars full of arcane scrolls.
5. The ventilation system up above.
6. To the deep tombs of Saints, down many steps.

4 - 1. What's in all of these secret rooms?
1. An ambush, waiting to happen.
2. Hundreds of Phylacteries, though only one of them is real.
3. Stairs to a hidden section of the dungeon.
4. The Family heirlooms of a house long since fallen.
5. Stockpiles of weapons for the revolution.
6. A Doomsday Prepper's stash of all things practical.

4 - 2. Who used these barracks?
1. An order of Knights, in days now since long gone.
2. A deplorable Cult.
3. A desperate Rebellion.
4. An order of ascetic Monks.
5. A Monstrous Militia.
6. Vile Inquisitors hunting so called "heretics".

4 - 3. Who takes the stage?
1. A secretive theatre company that performs forbidden or taboo plays once a month.
2. A church who meets for prayer on the eleventh day of each month.
3. A local rebellion, who hold meetings every new moon.
4. No one, not for a long time. But occasionally, you can hear their whispers and applause.
5. A ghostly bard who still hasn't quite figured out he's dead.
6. An illegal fight club.



4 - 4. What's in the secret annex?
1. A chest, loaded with loot and lucre.
2. Hundreds of pickled, alchemically treated eyeballs.
3. The skeleton of one once trapped.
4. Its a trap!
5. Trevor the cupboard goblin.
6. A stash of spell-books.

4- 5. What is in the secret room?
1. A liche's laboratory.
2. A hobgoblin weapon stash.
3. The remains of 5 crushed skeletons.
4. A golem-maker's workshop.
5. A thief's hide-out/loot stash.
6. Some chained beast.

4 - 6. What is carved on the Grand Hall's pillars?
1. The thesis of some grand apostasy.
2. The "lesser" races being ground beneath some tyrant's palanquin.
3. The history of an ancient and dignified race.
4. It doesn't matter! They're starting to collapse!
5. The arcane symbols of some mighty spell.
6. Each pillar bears a map of a different land or range of the night sky.

5 - 1. What lurks in the pits?
1. The secret entrance to a Dwarven Stronghold.
2. A family of Grell.
3. The still smoking remains of a vanquished demon.
4. A dragon, half dead, yet still scheming.
5. Tunnels down to the depths of the world.
6. A Giant Tree feeding off of the blood of the earth.

5 - 2. What does this machine do?
1. It constructs golems from flesh and corpses.
2. Nothing, it is merely a distraction.
3. It counterfeits coinage.
4. It brews highly intoxicating, and highly illegal beverages.
5. It calculates teleportation circle sigils.
6. Who knows? It is far too advanced for the likes of you.

5 - 3. What lair's 'neath the grate?
1. A Divine Serpent.
2. A twisted old Crone.
3. A Sewer-Oracle.
4. Smoke-Demons.
5. A Garden, mysteriously verdant.
6. Sewage, plain and simple.



5 - 4. What blessing will the Statue impart?
1. Strength to crush your foes in battle.
2. Luck to change your fortunes.
3. A gift of magic, for a time at least...
4. Purity from curses and other uncleanlinessess.
5. A wish, for a price.
6. Guidance in your quest.

5 - 5. What can be found in the cavern?
1. Precious Metals.
2. Magically resonant crystals.
3. A young sage, searching for truth.
4. A battered owl-bear, licking its wounds.
5. A mysterious and unknown egg.
6. The remnants of demon summoning; scattered and scorched bodies.

5 - 6. What's hidden away out of view?
1. A stolen painting.
2. The bones of a murderer's victims.
3. An illicit potion distillery.
4. A monster's nest.
5. A shrine to a god of secrets.
6. A man, old, crippled, chained, blinded.

6 - 1. The secret room is hidden behind...
1. A fire place in an old, worn study.
2. A painting of a strange woman who seems to always be watching you...
3. A seemingly ordinary wall.
4. A series of shelves, overflowing with strange potions and pickled body parts.
5. A wardrobe stuffed with coats.
6. A large, sigiled mirror.

6 - 2. What lies in the waters?
1. Filth and sewage.
2. A gigantic alligator.
3. A swarm of electric eels.
4. An old and rusting contraption.
5. A body, lying face down in the water.
6. Nothing, in all likelihood.

6 - 3. Who came to worship in these halls?
1. A dark and secretive Cult.
2. A bright and glorious Paladin Order.
3. Adherents of the God-Under-Stone.
4. The shunned, unclean, and broken; who are unwanted anywhere else.
5. A lonely hermit, seeking privacy.
6. A monstrous war-band at a dark and twisted idol.

6 - 4. What's hidden in the crack in the flagstones?
1. Bugs, and lots of them!
2. A lurking Shadow-Beast.
3. A Bundle of Bones.
4. A peak of a buried carving, down below.
5. A nest of snakes.
6. A small stash of corroding coins.

6 - 5. Why was this hall abandoned?
1. It was ravaged by fire.
2. It was ransacked by crusaders.
3. It was cursed by a witch.
4. There were just too many traps.
5. There was a mass-murder.
6. The occupants merely ran out of resources.






.





6 - 6. Who has crossed paths here?
1. A pair of rival Orc War-bands.
2. Two male cave-bears.
3. A Necromancer's minions, and a pair of Carrion Crawlers.
4. A Dwarven patrol, and a pack of Gnolls.
5. A gaggle of Goblins, and a march of Myconids.
6. A Medusa and a Minotaur.







!








In some small manner of explanation; about Trevor the cupboard Goblin:

Once you open a cupboard containing Trevor the cupboard Goblin, each and every cupboard you open from now on has a 25% chance to contain Trevor the cupboard Goblin. Each time you uncover Trevor the cupboard Goblin, it is the same Trevor the cupboard Goblin as you found last time, the links and events of causality have merely slipped into place to allow him to now be in this cupboard as well.

The only exception, is if you kill Trevor the cupboard Goblin. If you do, the curse is not lifted, it merely develops. If you have killed Trevor the cupboard Goblin, and you open a cupboard that the dice determine contains Trevor the cupboard Goblin, you will find Trevor the cupboard Goblin, alive, and a dead version of Trevor the cupboard Goblin, much to Trevor the cupboard Goblin's dismay. Indeed, each time you kill Trevor the cupboard Goblin, there will be an additional corpse to go along with the previous corpses, and the current Trevor the cupboard Goblin.

Eventually, if you kill enough Trevor the cupboard Goblins, then the mere act of opening the cupboard to reveal Trevor the cupboard Goblin, will generate enough Trevor the cupboard Goblins that the living Trevor the cupboard Goblin will be killed under the weight of all the dead Trevor the cupboard Goblins. Thus, from now on, each cupboard that you open has a 25% chance to contain a increasingly large pile of dead Trevor the cupboard Goblins. From this point on, each time you discover such a pile, there is a cumulative 1% chance that the act of opening the cupboard releases such a pressurised release of Trevor the cupboard Goblins that the impact buries and suffocates you under a karma-fuelled tide of green goblin flesh.

And you would deserve it. Dick.

The Judge, The Jury, The Executioner

The Judge
Once, he was but a simple farmer by the name of Ioseph Kibblin, but his life was transformed when he stumbled across one of the lost and buried Law-Forges of the Old Dwarven Empire. There, he made a terrible mistake. He took up one of the Forge-Mauls, and the Garb of the Fundament-Smiths, and when he emerged, Ioseph was dashed to pieces, and from the remains, the Judge was born.

Now, he travels from place to place with his posse of zealot-thugs in close tow. Where-ever he goes, he doles out strokes of Justice to those he considers criminals. He is certain that his rights of life and death are his to give and take, as he sees fit. In his eyes, his judgement is perfect, and infallible.
The villages he visits live in perpetual fear of him, but crime evaporates almost completely after the first two or three examples; assuming news doesn't reach the town ahead of him. He is cruel and callous. He bears no notions of reform, or recompense. His sentences are always harsh in the extreme. But, he does issue out judgement on those who are generally agreeably bad people. No-one has ever disagreed that those he sentences are not as guilty as he says, nor have any been later found to be innocent of the charges the Judge has levelled against them. It does truly seem that he is a Judge without peer.

Just try not to get on his bad side.

The Jury
- The Sheriff: A sour man who only really speaks in grunts. He earnestly believes that what he is doing is good and right, regardless of the brutality of the punishment. He tries to reign in some of the excesses of his companions when the Judge isn't around, but he never really tries hard enough. He delivers and enforces the Judge's decrees in his absence, and takes great pride in his 'work'.
- Lady Justice: A robed women, wearing a blindfold over empty sockets and wielding a sword and scales. She is entirely passive, and never speaks, and often needs to be lead about by Mother Mercy. The Judge says that he knows who she was before she became Lady Justice, but he never tells anyone. He almost seems guilty about this. Her role in the jury is to be an 'unbiased' witness at the Judge's trials, for justice is blind. 
- Hooks-Man: A hulking yet simple man, he had no purpose before he met the Judge. Now he does, and he also now has hooks for hands. He can't quite remember how that came to be. But he likes it like this. He can hook the bad men. At least when the Judge-man says he can. He likes doing that.
- Knife-Child: Technically not a child, just a really short halfling. He doesn't care as much for justice as he lets on, especially to the boss, but he does appreciate the chance to inflict pain on others and get told that he can feel good about it. At least, for those times that he actually gets permission to. Many times, he doesn't wait, and is very careful about hiding the body and cleaning his many, many knives. 
- Bearer of the Wheel: He has taken on a mighty burden; he will inflict pain and suffering on those who deserve such that others can avoid the stains on their souls. He is told that he must do this to absolve his own sins. He also chooses to do it. For the others. He knows that what he does must be done one way or the other, and he would rather it were him than anyone else. He knows that as long as he follows the Judge's instructions, he will only have to do it as much as is necessary.
- Mother Mercy: She is ultimately a kind soul, hidden behind her thick black robes and healer's vestments. She stitches, heals, and mends, and there are many who require that which she gives. She works when the Judge tells her she must, and she works when she can be spared. There are many who require her skills, and she wishes she could tend to them all, but the work demands that they never stay in one place too long. She wishes that the others would inflict less pain, but she never speaks out.
- Lord-Sir Needles: He is be-decked all in needles; in his clothes, in his skin, in his flesh. It is a therapy, he tells people. He was wicked, and now he is not. The needles help him, you see. Beyond his fearsome appearance, he is something of a bodyguard. Not for the Judge, he is quite capable of looking after himself; Lord-Sir Needles protects the other members of the Jury who cannot fight. He wields a long thin blade (naturally), and is trained is a defensive fighting style. He merely occupies the enemy while the beefier members of the jury close in...
- Crowned-With-Thorns: This one may well be an angel, with his perfectly androgynous face, his iron wings, and the purging flames he wields in the name of the Judge's justice. Though, no cleric recognises the nails driven into his head, and he will not say which God he serves...
- Aquarius: This is the one who bears water. The water cleanses the Judge's hands of the sins he must commit. This water is not for the others. Those ones would make it unclean. Even this one would dirty it. This one doesn't mind. This one is blessed to have been given a sacred duty.
- The Hound Master: The Hound Master never travelled alone even before his calling. A premier huntsman, now his skills are turned towards ensuring that none can escape the Judge's justice. Like the Knife-Child, his is somewhat ambivalent to it all, but he does enjoy the rush of hunting people quite a bit indeed.
- The Confessor: Not everyone will immediately confess to their crimes. Most do before the piercing gaze of the Judge, but those rare few who defy the law must be made to speak. The Confessor has all kinds of implements and instruments to ensure this happens. He never speaks about it, but the joy in his crooked eyes while he works is evident.
- Father Obadiah: Even for the filthy criminals and distasteful wrong-doers, proper rights must be observed. Punishment in this world need not be extended to the next, that step is already provided for. Father Obadiah would prefer that he didn't have to preside over quite so many last words and funerary rites, but who is he to question justice.

The Executioner 
It follows the Judge like a rain cloud, broad and dark. The first time the Judge his Jury came to a village, it came up behind them, congealing out of the dark, and knelt by the Judge. Huge, beaked, and cloaked in a pall of dark fog, and wielding a colossal axe. It is the sentence of the most vile and wicked, by the Judge's standards at least, and men go mad and slay themselves rather than face the gaze of the beast, black on black.

When it lifts up its great axe with the intent to use it, the very edge begins to glow a soft and pale blue like lightning, gently steaming. When it is like this, it can slay with a mere touch. No defence can aid you against it, your only chance is that the beast is slow, slow but implacable. You might outrun it, but only for a time.

It is a spirit of death, drawn to the Judge and his power. It will serve as long as he believes earnestly that he has the right to demand a man's life for his misdeeds. It was bound long ago by the Dwarven Law-Smiths, but the long march of time and the battering of the elements on its chains has twisted its purpose. Perhaps they are brittle enough to break...

Inconvenient Locations

Sometimes, you just really need to put something out of the way, like really out of the way, where reaching it takes some sort of actual investment of the party's resources beyond just time. Some of these are actually quite hard to reach (like the past) so be a bit careful, but otherwise, go wild!

What's Up With That Thing?

Magic items are cool right? We like magic items? Good, coz here's like, a load of stuff you could use to generate magic items, flesh out magic items, just add some flavour to a mundane item, I don't know, you do you. Just be a bit careful with some of them if you apply multiple rolls to the same item.
WHAT IS THAT THING?! Where is it from? Why is it down here in this cold dark dungeons? ...

Hope you enjoy


View the complete table here:

d20 Result
1 It brings its finder the attention of (d6):
1: a powerful demon, intent on claiming the finder’s soul
2: a zealous angel, determined to cleanse the artefact (and its wielder) in fire
3: an ancient archmage, the item’s creator
4: a dying kingdom, obsessed with prophecy
5: a dragon, interested in acquiring the item for its hoard by any means
6: a selfish tyrant, desperate for more power
2 It is cursed (d6):
1: by an ancient and vengeful god, now dead
2: by its creator, distraught at its form
3: by its last user, who was overcome by it
4: by one who desires it, but can never have it
5: by a well-meaning priest, who wishes for it never to be recovered
6: by the evil of those that once wielded it in the name of slaughter
3 It is from another realm, where (d6):
1: magic is untameable, and thus neither is the item
2: the ruin of its peoples now follows the item
3: rot and sickness pervade all, which clings as well to the item
4: where chaos is subdued, and all is as is decreed
5: a strange suns light the sky, strange lights follow the item too
6: betrayal is all that can be expected, and as such the item knows no better either
4 It is incomplete, and the other parts are (d6):
1: lost in an inconvenient location
2: hoarded by powerful monsters
3: in the hands of those wicked enough to use it
4: lost in the past
5: unmade
6: bound into other powerful artefacts
5 It never (d6):
1: forgets what it has seen
2: harms a certain race
3: functions at night
4: attunes to those it deems unworthy
5: draws blood
6: reveals its purpose
6 It has a purpose, to (d6):
1: destroy a race, or faction
2: right an ancient wrong
3: uncover a lost and forgotten secret
4: return to its maker or original wielder
5: to preserve an old conflict
6: elevate its wielder to their greatest potential
7 It is made of a special material, that means it (d12):
1: can never be broken or destroyed
2: can speak with the dead
3: act as a conduit, or lightning rod, for magical energy
4: always returns to its wielder, eventually
5: is precious beyond compare
6: is the only one of its kind that can ever be
7: can never be affected by magic
8: can harm a type of being that is normally invulnerable to weapons
9: is lighter/heavier that it appears to be
10: glows in the presence of:
  (d4): [1 - magical darkness, 2 - a certain creature, 3 - other items of its material, 4 - a specific faith or religion]
11: can only originate from one place
12: it was grown, not made
8 It bears the markings of (d12):
1: an ancient and dead race
2: a defunct deity
3: a secret society
4: a kingdom thought no longer to exist
5: a mighty hero of legend
6: a renowned magic item smith
7: a magical catastrophe
8: long years of decay
9: dragon fire
10: many battles
11: an unsuccessful attempt to destroy it
12: the touch of a:
  (d4) [1: fey lord, 2: demon prince, 3: great old one, 4: a powerful undead]
9 It was created using (d12):
1: a fey lord’s power
2: a demon-pact
3: the blood of thousand’s
4: magic, soaked into the object over long centuries
5: an anvil of ice and a hammer of snow
6: a core made from refined dragon bone
7: foul magics, long despised
8: the favour of a god, though the god was unaware of this
9: arcane instruments that secretly make up half a city block
10: sacred plants, cultivated by elves into the shape of the desired item
11: the power of Runes, now long since lost to time
12: the convergence of many stars
10 It draws its power from (d10):
1: an elemental plane
2: a bright shining god
3: a mass sacrifice, long ago
4: its wielder
5: the people around its wielder
6: death
7: a hidden cult
8: the crystals embedded in it
9: a dragon, that surrendered half it’s heart to the object
10: a demon, who uses the item to draw more to its clutches
11 It can only be used by (d12):
1: a destined hero
2: one of the same alignment as the item’s maker
3: a follower of a certain god
4: someone with royal blood
5: someone of a specific race
6: someone versed in magic
7: someone with the reputation to match the item’s
8: someone under the control of the item’s maker
9: someone who swears an oath to fulfil the item’s purpose
10: someone unaware of its true power
11: someone who has completed a mighty quest
12: one who has seen death.
12 It has a special power, it can (d20):
1: reverse death
2: produce and control flames
3: influence the thoughts of others
4: undo magics and curses
5: slay the invincible
6: protect its bearer from harm
7: call forth creatures and peoples from other lands and dimensions
8: shape the very earth itself
9: manipulate light
10: boost its wielder’s abilities
11: seal something away
12: open any lock
13: dampen the effects of the elements
14: avert a catastrophe
15: grant the ability to rule justly
16: dominate mindless beasts
17: change the form of its wielder
18: reveal the hidden and unseen
19: create other magic items
20: give its wielder immortality.
13 It has a destiny, it is said it will (d10):
1: be the downfall of:
  (d4) [1: a mighty kingdom, 2: an entire race, 3: an ancient establishment, 4: a vicious tyrant]
2: be a sign of a promised one
3: return order to a lawless realm
4: release ancient prisoners
5: unlock powerful magics
6: reveal a long-lost secret
7: be destroyed in the final battle of a cataclysmic war
8: be lost for a thousand generations: (roll an inconvenient location)
9: seal away a great evil
10: be wielded by one of great evil.
14 It has a mind of its own, and it is (d10):
1: angry at:
  (d6) [1: its maker, 2: it's last wielder, 3: its enemy, 4: the state of the world, 5: its destiny, 6: you.]
2: insane
3: scared of:
  (d4) [1: change, 2: being powerless, 3: not fulfilling its destiny, 4: a specific monster.]
4: constantly:
  (d4) [1: scheming, 2: lying, 3: paranoid, 4: oblivious.]
5: righteous
6: knowledgable in secret things
7: intent on dominating its wielder
8: desperate to be useful
9: the mind of a beast
10: a mind stolen from its body
15 It has been used to (d12):
1: open the way to other worlds
2: win a thousand battles
3: spread an awful lie
4: knight a mighty hero
5: serve as a symbol of the king
6: bring prosperity to the land
7: bring belief to the faithless
8: seal away an ancient power
9: discover a way to:
  (d4) [1: heaven, 2: immortality, 3: the lands of the dead, 4: fame and fortune]
10: lead the lost home again
11: uncover lost knowledge
12: secure an uneasy peace
16 It can only be destroyed by (d20):
1: dragonfire
2: throwing it into the heart of a volcano
3: being ground beneath the heel of a vengeful god
4: the will the will of its maker
5: the mightiest magics
6: crushing it in the deepest depths of the sea
7: smashing it between two continents
8: cutting it with silk
9: losing it in a dream
10: fulfilling its purpose
11: taking it far from the light of the sun
12: leaving it in the gossamer-tomb of a fey lord
13: casting it into a demon’s forge
14: using a djinni-granted wish
15: smothering it in the roots of a colossal tree
16: the efforts of four elemental lords, acting in tandem
17: eroding it under the long, slow march of time
18: a verdict of guilty in an Angel-Court
19: being swallowed whole by a terrible monster
20: casting it into the heart of chaos itself.
17 It is the key to (d10):
1: long lost magic
2: the prison of a god
3: a demon lord’s tomb
4: a fey’s castle, choked in thorns
5: waking an unstoppable apocalypse
6: a far and distant realm
7: changing the fate of men
8: breaking the slumber of the Old Ones
9: life, invincible
10: an unavoidable prophecy.
18 It is believed to be (d20):
1: lost forever
2: in the hands of evil
3: cast out from heaven
4: in the bowels of hell
5: the last hope of a desperate kingdom
6: the symbol of a king, long dead
7: buried in the roots of the world
8: dug into the flank of a dragon
9: wielded by a mighty hero
10: far off, at the edge of the world
11: suspended high above the earth
12: at the bottom of the sea
13: in the hands of a god
14: in the dwarves’ deepest vault
15: beneath an arch of stars
16: lost to orcish hordes
17: destroyed long ago
18: unholy beyond imagining
19: created by:
  (d4) [1: the fey lords, 2: a demon king, 3: a desperate kingdom, 4: one hungry for power],
20: nothing interesting at all.
19 It is numbered as being (d6):
1: part of a set, or a piece of
2: one of many
3: unique in all the world
4: the original
5: a forgery
6: the most powerful of its kind
20 It was wielded by (d20):
1: the first king
2: a mighty paladin
3: a wicked demon
4: an agent of chaos
5: an unparalleled spellcaster
6: something now forgotten
7: the last of an ancient race
8: the mightiest warrior of their age
9: one faithful in dark times
10: one touched by things unknown and unknowable
11: someone of no true consequence
12: a god in their time
13: one cursed by fate
14: one from a world beyond our own
15: the last scion of a destroyed home
16: one seeking revenge
17: a saviour or conqueror, depending on who you ask
18: a pioneer, always seeking new horizons
19: an adventurer, heedless of danger
20: none other than you

Curse Generator

So curses are really great, for the players or NPCs, but the Bestow Curse spell as it is is a bit... naff.
This table was made to give at least a little bit of flavour to the effects, or flesh them out if you're a bit fast and loose with balance (which you should be).

Hags! Part the Sixth - [Crose, Whisper Hags, and re-tuning the 5e ones]

Crose Hags
You know the stories; the gingerbread houses, the old grannies offering sugary treats to children round the backs of the houses where no-one can see, the bowls of delight left out in the town square for all to see. They're all true, because of Crose Hags.

Nothing good ever comes of eating a gift left or given by a Crose Hag.

All the more unfortunately, it is disturbingly hard to resist the treats she offers. There is some strange compulsion baked into them, a subtle gnawing thought at the back of the head that asks again and again to be satisfied. It is hard enough for adults to resist, it is far far harder for children.

Perhaps it is because the Crose Hag gives the sweets away out of a genuine wish to make the eater happy.

The irony is, that as soon as the gift is eaten, the Hag realises the enormity of what has just transpired, the utter waste that the eater has perpetrated. They ate the treat! WHOLE! THEY DIDN'T SAVOUR IT! IT JUST WENT IN! THERE WAS NO GRATITUDE THERE! GLUTTON!!!

It is impossible to ever satisfy a Crose Hag, they will always fly into a rage when their treats are eaten. However, it is not a wild and primal rage, it seethes and boils deep within her. She will be back, with more treats and confections to offer; but these, oh these will be sweeter than anything the treacherous dog has ever tasted, and the magics baked into them will be terrible and their agony will last. Oh will it last.

When the inevitable mob comes for the Crose Hag, those unlucky enough to be made examples of will find their flesh hardening and browning, and at the barked commands of the Crose Hag, they will bite deep to find their flesh turned to gingerbread. They will feast on themselves, unable to resist the 'gifts' of the Hag. This is usually enough to encourage the rest to leave the Hag well enough alone.

Sometimes, the Hag that is being assaulted will be a Grandmother of her kind, and the mob will find that the Hag's very gingerbread-home will stand up on great, tree-trunk thick chicken legs to defend its mistress. Often times, once the mob is dispersed across the forest floor, these same legs will carry the hut away to some new village, the Hag within ever hopeful that these new neighbours will be more respectful of her gifts and offerings.

The secret ingredients that go into the Hag's confections are found in her kitchen, in bottles of all colours, containing liquids and dusts of all types, and all bearing a label with some variation of "Drink Me" printed on them. The Hag of course is aware of what each does, and what each is, but she also derives some enjoyment out of watching some interloper determined to discover her secrets trying the various chemicals and reagents, and the often times extremely uncomfortable results of such experimentation.

Whisper Hags
The image of the gossiping old women is well known. Many times their cruel and barbed words can be dismissed as merely the discontent of the old who's time has long since passed. Not so easily dismissed are the gossips and hear-says distributed by the Old Woman who turns out to be a Whisper Hag.

The rumours and tales she spreads through the town are lightly enchanted; light magics are all they need when they are delivered straight into the ear of those who want to hear them. Those who hear the words struggle to disbelieve them, and of course, they are often harsh accusations and dark suspicions. The Whisper Hag diligently spreads their hate among the town, never telling the same thing to different people, each gets their own personalised packet of distrust and heart-break. She will work long and tirelessly, for months and years if necessary, but the seeds of sorrow she sows will take root more often than not, and the roots of the vileness she spreads will wind about the foundations of the community, until eventually, it all collapses in madness and anger.

It is unknown if a Whisper Hag actually derives any enjoyment from turning a whole town against itself, in watching the buildings burn and the blood run and the tears flow from the cheeks of those who have only imagined daggers stabbed into their backs by friends and lovers. Whilst so many of Hag-kind enjoy the hurt they inflict on the mortal races, Whisper Hags are unusually stony lipped about it all.

The other power of the Whisper Hag is that she can tug out the memories from a person's head, a thin, ethereal, black thread all that remains. Where they can, they remove memories that will spread discontent and hate, but the real purpose of this is to spin the memories into the Hag's spies and servants.

All Whisper Hags have somewhere in their home a normal looking spinning wheel, but the spindle is run with a thin black thread, that shimmers in the dark, as if it weren't really there, as if you could only see it with one eye. These are the memories the Hag steals, and if you were to massage it into your temples, you would learn the memory, but the Hag spins it into that fine black thread which they use to sew up little dolls that come to life and spy for the Hag. This is how she learns all the secrets she knows, how she can manipulate the town so perfectly.

It is said, that Whisper Hags that have been plying their trade for long, long ages, can even spread a lie so thoroughly that if enough people believe in it, it becomes true.

The only tool that can be used against a Whisper Hag in their own game is that they really, really hate lies being told about them. If enough are convinced of some lie about the Hag, then she will lose her composure, enough that perhaps she can be forced to leave. It is only a slim chance though, do not forget, she is probably already spreading untruths about you...

The 5e Hags then.
Sea Hags
I'm sort of a fan of them, flavour-wise at least. The whole inner-ugliness theme fits quite well with what I want out of hags. The stats however leave something to be desired. My additions:
- Sea Hags can only use their illusions out of the water, within it their true form is always revealed. The water is their preferred home, but while they are there, they are always reminded of how ugly they are.
- The Hag can only make themselves appear as someone whose face they have stolen and preserved. They wear the face to make the illusion work.
- They can magically distort their opponents faces, making them nearly as ugly as the sea hag.
- Grandmother Sea Hags can make you see your allies as disgusting beasts, compelling you to destroy them instead.
- Their curious item is a rusted and barnacled harpoon, with which they can manipulate the seas themselves to a small degree.

Green Hags
Again, they're almost cool. Their whole theme of obsession and tragedy is kind of cool. But they're also just basically evil hags because they are evil and they do not like good things and they are just bad, bad people.
So my version wants to destroy people, but by their own hand. The Green Hag is the coven of witches at the start of Macbeth. They manipulate and lie to make other people do terrible, terrible things. Their magics are in illusions more than other hags. They create false-sounds and images. They purport to tell the future, but their visions are just images created in their cauldrons spun about with a web of lies. They create imitations of items and things, nearly undetectable in their falsity. Perhaps the strongest of Green Hags can actually tell the future, but if they do, it is a twisted version of events. They care not for accuracy, they wish only to spread the designs they have made. Nothing brings them more joy than the corpse of a man slain by his friend for obsession.

Night Hags
Just like, really shit. You don't need to make them demons to make them evil and scary. And like the other two types of hag, they suffer a lot from "we don't like good things so we're evil" syndrome. Hags don't need to have a deep motivation for Hags, they're forces of nature, they don't really need a motivation. Cruelty is just in their nature for no other reason than they are hateful beings, and giving them this whole "we hate good stuff and want it gone" sort of removes the room for nuance I think.
My Night Hags are obsessed with spreading Nightmares. Why? So they can steal the souls of those who die in their sleep, and they enjoy it. I think that's more scary than just a really evil old lady. But hey, what do I know?
- They induce nightmares in people (of course)
- They also have both a material and dream form. Killing only one of them isn't enough, you need to destroy them in both realities to permanently kill the Hag.
- Grandmother Night Hags can take on the forms of your nightmares to destroy you.
- She really has to be the centre of attention. If she isn't feared, then she gets really, really angry.

Annis Hags
Kind of actually okay. The only tweaks that I would make are that the items she makes out of people-leather are cursed objects that she can sew magics into or turn into magic items for her 'tribe'. And Grandmother Annis Hags are almost definitely huge creatures, with all the strength and power increases that entails.

Bhuer Hags
Again, in all honest, not all that bad. To round her out a bit more, I would add something about how she uses her magics and Ice-Illusions into tricking you into getting lost, to further influence you into the barbarity that she so loves to observe. Grandmother Bhuer Hags can also animate the corpses of those slain by the cold into stiff, jerkily moving servitor-zombies.

Others in the Series

Part 1 - Introduction & Eritheze Hags
Part 2 - Willow, Angler, and Brume Hags (with a little more Eritheze)
Part 3 - Luner, Murine, Briar Hags
Part 4 - Marrow, Byenic, Red Hags
Part 5 - Skitter, Matron, Scypho Hags

Hags! Part the Fifth - [Skitter, Matron, Scypho Hags]

Skitter Hags
Among the uninitiated in hag lore, it may seem that Skitter Hags are actually many, many different types of Hag, though to the learned, it is obvious that Skitter Hags are one unwholesome whole, with many, many sub-types. These sub-types are dependant on the insect the Skitter Hag has merged with.

The appearance of each Skitter Hag is unique, none have incorporated with their chosen bug in the same way, even when they have chosen the same insect. The powers they receive from each are broadly the same; a poisonous sting and gossamer wings for Wasp Hags; many thin legs, superior climbing skills and a venomous bite for Spider Hags; a maddening resistance to death for Roach Hags. The list of Skitter Hags is as long as the list of insects that creep and crawl in the dark nooks of the world.

Though, while each Skitter Hag will benefit from powers befitting their other half, they do, as always, share a stable of other Hag-Powers. They have some innate connection to insects; not as strong as the Murine Hag's connection to vermin, but strong enough that they can be persuaded to fight for her. The main and most loathsome power a Skitter Hag possess however, is her transmuting embrace.

A Skitter-Hag's lair will have one, or perhaps several rooms, adorned with shelves bowing beneath the weight of large glass jars, fitted with filthy cork stoppers; and within each jar is a person the Hag has transformed into an insect. The longer she embraces you, the more and more you transform. It starts within, where the changes are not noticeable except over a long period of time of slowly worsening illness. Then, your limbs and extremities will warp and stretch into insect appendages, your skin toughens into slabs of chitin, your spine bends and stoops, forcing you to the ground. The changes are never uniform, much to the amusement of the Skitter Hag. Some will not fully transform their prey, and cackle and giggle in glee at the half-person half-insect abominations that writhe and flail about their home, strangers in their own body, unknown to their own limbs.

All told, the transformation from man to insect takes about a minute, and a long, long painful minute it will be.

It is hypothesised that each Skitter Hag's insect half is chosen rather than innate due to the powers demonstrated by the oldest Skitter Hags. It seems that their insect-portions are not fixed, as one has been observed to be able to change and combine insect-forms as and when and how she wishes. Insect limbs pop and stretch from her back as others warp into new forms at a moment's notice. A Grandmother Skitter Hag's appearance is even more abominable than the younger Hags, as she warps and writhes between forms, and for nightmarish moments she will be combinations of insects that nature never dared dream of.

Your best chance when battling a Skitter Hag is to distract her with birds, particularly owls. She seems to have an inordinate and compulsive hatred of any animal that feasts on insects, and will break from any combat to pursue them to the exclusion of all else except mortal hurt.

Matron Hags
Sometimes, you will find a small cottage in the forest. It is finely dressed with a neat garden, a pleasing thatched roof, a bright lantern by the door. A voice will call out from within, withered and croaking; "Come on in deary, I have a whole pie to offer you if it would please you!" You do have business in the village on the other side of the forest, but something in your head convinces you to go in and see what is on offer. An old, old woman sits deeply in her rocking chair, sedimented in the cushions and blankets. In deeper rooms beyond, you can see hulking shapes only something like men move in the dark. "Deary, why don't you take a seat? I only wanted to offer you some pie..." You pull up a chair, despite your panic as the deformed and monstrous things from the depths of the house emerge into the light, bringing through the pie, red and pulsing. "Why not try a bit deary, its fresh out of the oven..." You see the meat within, still screaming a long and silent wail before you are forced to eat by a will not your own, as the creatures guffaw to themselves. You gorge yourself on the pie as all your muscles scream out not to, and the Matron Hag politely requests that the creatures that she is referring to as her 'children' to line up before they have their meal...

Legends say that when the first fey became corrupted by the long slow march of time and rot they twisted and deformed into the first Matron Hags. Stories tell of a women so overcome with vice that even when Belial himself came for her, he recoiled in shock; and that unwanted even in death by the reaper himself, the woman lived on as the first Matron Hag. Tales whisper in the dark corners of the most wretched taverns that even the gods themselves turned their back on the Matron Hags and their unspeakable progeny. Only two things are agreed upon, the Primacy of Matron Hags, and their mother-like relation to all other kinds of Hag.

She will always be the very epitome of  politeness. She will never raise her hand in anger. She will treat you with the height of her twisted hospitality. It is near impossible to resist what she asks you to do, she is ever so polite about it, she makes it sound so reasonable, why wouldn't you do this for the little old lady sat down before you?

If you could somehow resist her silken, honeyed words, you would see all the creatures and mishapen men she has convinced to be her 'children' coming out from every dark corner to throttle and destroy you, and even were you to triumph over them, the very house itself would come alive to tear you limb from limb; the ceiling beams snapping and coiling like snakes; wardrobes deforming into splintered maws; carpets unwinding to wrap about your throat. And through it all, the Matron Hag would merely sit and wait for the chaos to abate. Even were you to smash apart her whole home and leave her alone and defenceless in her chair, she would not fight, merely ask you very politely to leave. She will never raise a hand against you, you see. Even as your blade bites deep into her flesh she will not resist. Only her words can touch you.

Most of the time, she will merely sit and knit. She would not bother anyone, why she would not even harm a fly. She will create the most wonderful woollen clothes, and offer them to the children of the nearby villages that wander a bit too deep into the woods. She will say that she always dreamed of children, and she has made oh so many clothes for them, but her chance never came, would you make an old lady happy by taking a couple and wearing them every so often?

Of course, she will not mention that while the clothes are worn, she can whisper in the Child's head, and they find it all but impossible to resist her worm-words, no matter how dark the deed she asks them to do...

In the very lowest of whispers, the very foolish will speak under the influence of the strongest alcohols of a Matron Hag so old and strong, that she can even influence the behaviour of other Hags. But that can only be a story dreamt up by the most scattered of minds.

Scypho Hags
Scypho Hags are never done growing. Alone of all Hags, their form is always changing and growing more and more horrifying.

Underneath all the illusions and glamours the Scypho Hag will always wear (more so than any other kind of Hag) she is monstrous in the extreme; a blubbery, soft, and jellied beast. Floating flanges of dangling flesh hang in the air as if in water, and many, many long filament tendrils drift behind her, the jellyfish tentacles of her namesake.

Her favoured pastime is to appear beautiful and radiant to a man on the shore, and slowly, over days many times, seduce him, though never letting him touch her. Finally, when he is firmly a toy to be wrapped around her finger, the Hag will pull him into an embrace, where he will die. The Hag finds this just hysterical. No matter how many magics she plies herself with, they can never stop the virulent poisons and toxins in her tendrils from slaying with merely a touch.

In combat, these same tendrils will whip and writhe about in the air, stinging and slaying all about her.

In her seaside home, all kinds of ugly and misshapen ocean creatures and features will take root and nest in the rooms of her abode, floating as if the air were the liquid habitat they were used to. Her other favourite pastime is to lure people into her home, the creatures and oceanic plants hidden by her illusions until the guests are too deep in to ever escape when the magics are dismissed and the ocean hell they are in becomes apparent to them. For the more capable guests, the Hag can 'reach' her tendrils through the ocean barnacles and corals that crust her home, to strike down her prey.

Sometimes, she will find one of her prey is more than strong enough to resist even her toxins. She will delight at this, and wrap herself in the form of one most dear to the individual, before luring them to her Jellyfish tank. With just a push, the prey will tumble through the illusionary floor, and within moments, even the most invincible warrior will be overcome with the hundreds and thousands of stings the Hag's dear pets will inflict by accident, without intent.

As you may be able to guess, nothing gives the Scypho Hag more joy than the moment of realisation that crosses a person's face when they realise that what they thought they knew was wrong, as the ink of betrayal blots their mind.

As was said earlier, Scypho Hags never stop growing and developing, their forms never cease to become more and more loathsome. The more ancient Scypho Hags are whirling nightmares of toxic tendrils and jelly flesh, a cloud of dark smoke in the air, monstrous and inhuman beyond all imagining.

Unfortunately, their powers of illusion are never eclipsed by their monstrousnous. They are always able to disguise their true forms...

Others in the Series

Part 1 - Introduction & Eritheze Hags
Part 2 - Willow, Angler, and Brume Hags (with a little more Eritheze)
Part 3 - Luner, Murine, Briar Hags
Part 4 - Marrow, Byenic, Red Hags
Part 6 - Crose, and Whisper Hags, and Retuning 5e's Hags

Hags! Part the Fourth - [Marrow, Byenic, Red Hags]

Marrow Hags
Easily the friendliest of Hags (not that you would want one as your friend of course), though only if you can provide them with good, ripe, and interesting bones...

Marrow Hags are of course, obsessed with all things to do with death, particularly and especially Bones. They love all things to do with bones, the stories they tell, the diseases that can contort them into all kinds of forms and shapes, the charms they can carve from them, the voices they can force them to speak in, the control a good piece of bone can grant over a person. And if you can offer them a bone of sufficient "quality" (the definition of which is idiosyncratic to each Marrow Hag,) then she will gladly suffer your company through gritted teeth and graciously allow you to keep hold of your own skeleton for a while more.

If you were to irritate the Marrow Hag, or heaven's forbid attempt to fight one, you would find your own bones turning against you; thin, ethereal strings reaching from within your limbs to the Hag's fingers as she makes you dance and twirl, cackling as she does so, before she forces you to break your own limbs.

Marrow Hags are also self-proclaimed mistresses of Necromancy; not the animation and negative-energy manipulation practised by the more bombastically dour of mortal villains, they will declare, but the true, primal meaning of necromancy, the contact and manipulation of the souls of the dead. Forcing bones to talk and give up their secrets; the transference of the energy of the dead to the living to induce sickness; the forcing of spirits into cages such that their words can be used against their will; this is the Hag-magic practised by Marrow Hags. The most powerful of Marrow Hags can practice any rite of necromancy you might be able to consider. But treat her well and give up plenty of bones. Where as other Marrow hags can only make you move against your will, Grandmother Marrow Hags can break and deform your bones with a snap of her fingers; distort them into any shape she wishes; meld your joints into a single solid; pull your ribs from your chest with a crooked, beckoning finger...

Each Marrow Hag will also keep with them a bundle of bone-charms and scrimshaw, all run-about with carvings and sigils traced into the web of ivory. These are their protection and insurance. Some will prevent blades from harming their flesh, some turn the luck of their enemies against them, some can be broken to manifest powerful magics. It is best to be well prepared if you plan to face a Marrow Hag.

That being said, if you offer a Marrow Hag a truly special bone, say the infected scapula of a dragon, or the scarred rib of a giant, or a titan's knuckle carved into a cup drank from by a lineage of mighty orc chieftains, then the Marrow Hag can be persuaded to teach you some of her bone-charm arts, tell you how to score and groove the bone, what shapes to trace, the words to mutter as you do so, the incense to burn as you go.

Marrow Hags will do anything they can for good bone...

Byenic Hags
In a Byenic Hag's house, you will find many jars, and inside those jars (perhaps you can guess by the stench and flies) sits a soft lumpy pile of rotten and runny meat. If you cannot find her in her home, perhaps you will find her just outside, crouched, and salivating over the corpse of her last kill. She has been there three days, though you do not know that. She can't touch the body until its soft with rot.

Meat and Rot are the two great loves of Byenic Hags. They love them so much that they have learned how to rot with a touch, though they only do this to creatures they are hunting; its less 'pure' than naturally set rot, or so they say. Carrion is so much more delectable when untainted by magic, according to them at least. Their other Hag-Magics sprout from this fundamental power, and with a look they can instil nausea and sickness in creatures, they can spoil food in their presence, and degradable items will disappear rapidly in a heap of muck if the Hag wishes it. Sometimes, even iron and steel can be caused to rust and corrode under a Byenic Hag's grip. The mightiest of all Byenic Hags can transmute the very ground itself into a steaming and stinking quagmire of fetid flesh.

Byenic Hags in their element are endurance hunters; they will use a burst of energy at the very start of the hunt to set a rot in their prey's flesh, then merely track and stalk until the prey is brought low by the impurities and miasmas breeding within them. Then when the flesh is sloughing and soft, the corpse is dragged back to the Hag's hut to ferment and mature further. To touch unrotten meat would be disgusting to the Hag, and indeed their own flesh is calloused and scabbed all over. If one has been sat or crouched for a long time, you would be able to hear the crackle of dead flesh when she stood, and if that were not enough to make you gag, the smell would.

Byenic Hags will often eat the foul meats they gather and soften raw and plain, but sometimes, they will make an extra special effort, occasionally even inviting other Byenic Hag's to partake. They will lay out spreads of horrifyingly corrupt meats; stews of soft, runny flesh; quivering heaps of muscle, seasoned with fungus and crumbling woods, mosses and lichens. They will scoff it down with aplomb, the blackened and sickening morsels staining their lips and faces.

Some Byenic Hags take their fascination even further, and will create companions for themselves out of the meats they collect. Bone skewers and slabs of pallid muscle are stuck together haphazardly, and all animated with Hag-Magics. The result bears a resemblance to a flesh-golem, but it is altogether more unwholesome and sickening. Worse, the existence of one will increase the amount the Byenic Hag mistress will need to hunt, lest her Meat-Idol collapse as its flesh sloughs away and rots utterly.

Red Hags
Red Hags bear some semblance of similarity to the Byenic Hag, but where the Byenic hag is gristly, grey, and scabbed, the Red Hag is raw, and the colour of bleeding flesh; and where the Byenic Hag eats rotten meat, Red Hags eat the meat of men.

They are like something out of a nightmare. Out in the hills where no-one else is, she stalks you through old abandoned shacks, drooling at the thought of tearing your meat from your bones while you're still screaming. Red Hags of all hags lack any of the usual Hag-Magics, but they instead have a devastating arsenal of natural weapons in their teeth, talons, and raw brute strength. Their flesh also mends preternaturally well, healing even grievous wounds in minutes or shorter, though it wouldn't save a Red Hag from the cold grasp of death. Usually. Some unusually powerful Red Hags have been known to have been definitively killed, dismembered, or burned, and yet returned to exact bloody vengeance. Very bloody vengeance.

All Red Hags also carry some kind of weapon; often an axe or hatchet, sometimes a cleaver, or machete. Either way, they are all just a bit too large to be comfortable around them, they are all rusted and stained the old stale brown of blood, long since dried. The Hags especially love to drag them behind them as they slowly stalk prey, the metal grinding on the stone floor.

These weapons have been passively enchanted by being in the Red Hag's presence, and some of the fear the hags inspire in their prey has soaked into the weapon over time, and even seeing the weapon can be too much for some. Even after the Hag's eventual demise, the weapon retains this unconscious aura of despair and gut-wrenching terror.

When fighting a Red Hag (such an altercation is unavoidable with these barely civilised beasts) there will be little in the way of direct confrontation. Mostly you will be stalked; the Red Hag is sure to know all the locations near her home in uncomfortable detail, and she will surely know the best hiding places, the best ambush spots, the best places to come smashing through the crumbling wood walls with her talons extended to gouge out the flesh of your throat. Even in places unfamiliar to her, she will probably be able to turn the terrain against you.

The Red Hag's most profound weakness is her lack of intelligence. Her only real area of expertise in knowledge is in anatomy, many other things are a mystery to her; not that she cares. She is unreasonably cunning and wily, but if you can lure her into a trap she cannot escape with brute strength, she will likely remain trapped. Of course, even luring her into such a trap is tricky to begin with. Especially when she is more often than not the hunter, and when she can be altogether unpredictable.

Others in the Series

Part 1 - Introduction & Eritheze Hags
Part 2 - Willow, Angler, and Brume Hags (with a little more Eritheze)
Part 3 - Luner, Murine, Briar Hags
Part 5 - Skitter, Matron, Scypho Hags
Part 6 - Crose, and Whisper Hags, and Retuning 5e's Hags

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