“We be the Hags Three far on an island lost at sea…”

“We be the Hags Three guarding our treasure from the likes of thee,
We be the Hags Three a frightening sight for ye to see! Ahh hahahahahaaaa!”

And the cackling and chanting went on and on through the night. It could be heard on the wind, through the palm trees, over the crashing waves, over the animals of the jungle and all the birds. It was simply maddening. Just one more obstacle between us and what stood to be immense treasure.

Scenario: The group has followed a treasure map or some similar lead out to an island that doesn’t appear on most maps. Old wives tales and stories from mariners throughout the years tell of a mythical island guarded by three powerful hags who are rumored to be guarding a vast pirate’s treasure trove, if anyone lasts long enough to claim it.

The GM will have to create/find a map suitable for 3 Hags living on a small, deserted island out at sea. The island does not appear on most nautical maps of the region or is marked as dangerous. Any party wishing to go ashore will have to take landing craft or risk severe damage to the hull a larger ship from the rocky shoreline.

The Hags have created guardian skeletons (As found in the Dragonbane Core Rules and Bestiary.) Some of the skeletons are created from the bones of fearsome jungle cats such as panthers or leopards. The cats have become extinct since the Hags took over.

3 Island Hags

Description: Three vaguely human women with black, scraggly hair and withered faces stand around the cauldron at night chanting and singing songs of madness. Their intent is to lure sailors near to curse them and wreck their ships. The treasure hoard they guard is immense but carries a curse with it.

Regeneration: A Hag automatically heals D6 HP per turn in combat, unless it has reached zero HP.

Sisters: Each time one of the 3 Island Hags is destroyed, the remaining sisters take 1d6 psychic damage from the loss and may not regenerate that turn.

* Additionally, the sisters lose 1 Ferocity each time one is destroyed.
*The sisters lose 1 die of damage from their attacks for each sister lost.

Their D6 Attacks change depending on the number of living sisters. See below.

Banish and Purge: Technically the Hags were spawned in the Faerie Realm and as such are affected by Banish and Purge spells as normal.

Persuadable: The Hags may be Persuaded not to attack and possibly even help the characters, usually at the cost of a favor to the Hags. Assisting the Hags usually comes with a bad reputation and deeds most would find unpleasant.

Ferocity: 3*            Size: 3 Medium Independent Creatures.
Movement: 12      Armor:         HP: 33

2: Witchbolt Volley: 3 targets within 15 meters of any Hag are targeted with 3d10 magic damage each. Characters may Evade if possible. Armor does not affect this damage.

3: Curses. Curses. Curses! The Hags chant a curse together that affects all targets within 10 meters. Characters must make a WIL roll with a Bane or suffer one Condition that they are not already affected by as determined randomly by the GM.

4: Cauldrons Bubble! The Hags launch a geyser of scalding, foul smelling liquid ahead of them in a cone 6m wide at its base out to 12 meters. The width of the cone meters long whose width at any given point is equal to the distance from the edges of the 6m. All three hags must be standing side by side for this to work. The Geyser can be dodged with a successful Evade roll placing the affected character just out of the area of effect on the nearest available edge.
Any character hit by the cone takes 1d10 damage and is covered in a foul stench until it is washed off in a river, stream, lake, or ocean. The smell causes anyone who first comes in contact with it to make a CON Roll or become Sickly. (If already Sickly, choose another condition.) Armor affects the damage, but not the smell.

5: Blinding Darkness. The Hags lock their terrifying gazes on 3 targets within 12 meters of any Hag.
The targets may Evade or attempt a WIL roll to turn away in time. Those failing to shield their eyes or dodge are Blind until a Shift Rest is completed, or the eyes are washed in water from a pure source such as a stream or pond bathed in sunlight.

6: Rain of Teeth: A cylinder 6 meters in radius around each Hag is subjected to hundreds of teeth falling from the sky. Any character except the Hags caught in this circle must roll to Evade or take 3d6 damage. Armor affects this damage. Additionally, characters may attempt to Parry by covering themselves with a shield if they are using one.

D6 Attacks:

1: Maddening Chant: The hags disharmonize and send out a chant that swells into a horrific sound that causes all creatures within 10 meters of any hag to suffer a fear attack. (Hags are immune to their own effects.)

2: Witchbolt Duo: 2 targets within 10 meters of any Hag are targeted with 2d10 magic damage each. Characters may Evade if possible. Armor does not affect this damage.

3: Curses. Curses! The Hags chant a curse together that affects all targets within 10 meters. Characters must make a CON Roll  or suffer one Condition that they are not already affected by as determined randomly by the GM.

4: Heal You, Loving Sister. The two remaining Hags cast healing magic on one another and regenerate 2d4 Hp each.

5: Blinding Darkness. The Hags lock their terrifying gazes on 3 targets within 12 meters of any Hag.
The targets may Evade or attempt a WIL roll to turn away in time. Those failing to shield their eyes or dodge are Blind until a Shift Rest is completed, or the eyes are washed in water from a pure source such as a stream or pond bathed in sunlight.

6: Vengeance for Our Sister! The sisters spit vile curses one character within 10 meters of one Hag. That character must succeed on a WIL Roll or suffer one of the following afflictions:

  1. Foot Rot: Smelly, painful, rotten blisters immediately begin to form on the character’s feet reducing Movement by 2 and causing the Exhausted condition until cured by magic or alchemy.
  2. Festering Boils: The character’s skin breaks out into leprous, discolored sores that ooze pus. The character suffers a Bane on all CHA checks until the curse can be removed by magic or alchemy.
  3. Obnoxious Flatulence: The character immediately begins to suffer from feeling bloated and farts loudly once ever 1d8 rounds. The smell is unearthly foul. The character is considered Sickly and suffers a Bane on all CHA rolls until the curse can be removed by magic or alchemy.
  4. Sunlight Sensitivity: When in direct sunlight, the character suffers 1d6 damage per round. If the character reaches 0 Hp, they will turn to ash. Dense foliage, a thick layer of clouds or full-cover clothing are enough to avoid the effect. This effect can be cured by a kiss from a Night Kin or another creature with Sunlight Sensitivity.
  5. Vomiting: The character vomits a vile black liquid for one round every 1d8 x 10 minutes and is considered Sickly until cured. The cure is to drink water from a pure source such as a spring, stream, or freshwater pond.
  6. Visage of Death: The character appears to have no flesh and becomes cold to the touch. They suffer a Bane on all CHA Rolls until cured by magic or alchemy. Additionally, anyone within 10 meters viewing the character for the first time are subject to a fear attack.

1 Remaining Island Hag  ATTACKS

1: Let’s Talk About This. The remaining Hag ceases all hostilities immediately and attempts to bargain for her life within reason. This includes curing/healing any damage she and her sisters have done.

2: Witchbolt: 1 target within 15 meters of the Hag is targeted with 1d10 magic damage each. Characters may Evade if possible. Armor does not affect this damage.

3: Curses! The Hag screams a curse that affects all targets within 6 meters. Characters must make a WIL roll or suffer one Condition that they are not already affected by as determined randomly by the GM.

4: Sacrifice for My Sisters! The Hag vanishes and is replaced by her two sisters who each have half of her Hp rounded up. Go back to 2 Hags ATTACK.

5: Wretched Claws: The Hag attacks the nearest character, raking at them with her nasty, grungy claws for 2d6 damage. This attack can be parried or dodged as normal. Armor is effective against this damage.

6: Invisibility. The remaining Hag casts a spell turning herself invisible and attempts to quietly escape the battle. A successful Awareness Roll reveals she is still in the area. A Dragon on this roll reveals her exact location. A new roll can be made if the characters successfully find clues such as footprints or disturbed brush, otherwise she escapes the area after 1 Stretch.

Secret: If the group finds the Hags’ treasures, everything will appear fine at first, but as soon as the loot leaves the island, the curse causes it all to turn to dust.

This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.