Avaliação (DmYan Framework)
[Lair of the Hags] - Score: 4/10
WHAT WORKS:
- Tema do covil/monstro é claro (nome dá direção).
- Algumas descrições visuais do livro dão cor inicial.
WHAT FAILS:
- Bloco de preparação genérico não preenchido; faltam ganchos, relógios e encontros específicos.
- Mistura EN/PT e resíduos de referência de livro prejudicam fluidez.
- Sem layout/táticas/tesouros amarrados ao tema; risco genérico.
BRUTAL TRUTH:
- Recorte do livro com checklist genérico; não está pronto para mesa paga.
FIX IT:
- Preencher ganchos com objetivos e recompensas específicas deste local (não genéricas).
- Escrever relógio de resposta + 2-3 encontros nomeados com risco/benefício claros.
- Revisar linguagem para PT-BR fluido e remover metatexto do livro/regras genéricas.
- Desenhar 3-4 zonas/salas com hazards, pistas e loot temático; táticas do chefe e rotas de fuga.
Lair of the Hags
Fonte: 08 Chapter 5- The Cerulean Gulf.md — seção “2. Lair of the Hags”
This expansive cave smells strongly of rotten eggs. A large pit in the center of the cave is filled with bubbling yellow ichor. Swimming around in the ichor are dozens of worm-like larvae with mortal faces. Scattered around the cave are heaps of filthy linens.
In the far corner of the room, three hideous women stand around an imposing loom which seems to have been carved from the bones of a gigantic creature.
The hags are almost always found here, working on the loom or cackling to each other about the gruesome deaths of past heroes. They might also be carving up a squealing larva and eating it alive. The hags are not hostile: they will instead wait to see if the heroes have come to negotiate for some boon or magical item. If the heroes are hostile toward the hags, then the coven will use their full power to destroy the intruders.
Horrifying Larvae. These hideous creatures are worms the size of dogs and have the faces of humans, elves, dwarves, and other mortals. They are evil souls who have been “rewarded”for their past deeds. They will be used as food for fiends—or as spell components in the hags’ dark rituals.
Loom of the Fates. The loom was crafted from the bones of a metallic dragon. This is the hag’s loom, a powerful magical item. The loom currently supports a beautiful tapestry that is being woven by the hags. The tapestry’s image shows everything that has happened to the heroes over the course of the last week, including their arrival at the hags’ cave.
The Hag Coven
The coven has a shared pool of spells. Refer to the Hag Covens side bar in the 5th Edition bestiary book.
Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves:
1st level (4 slots): identify, ray of sickness
2nd level (3 slots): hold person, locate object
3rd level (3 slots): bestow curse, counterspell, lightning bolt
4th level (3 slots): phantasmal killer, polymorph
5th level (2 slots): contact other plane, scrying
6th level (1 slot): eyebite
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag’s Intelligence modifier, and the spell attack bonus is 4 + the hag’s Intelligence modifier.
The medusa, Irisa, possesses the coven’s hag eye. The night hag, Morta, has a heartstone and a soul bag, both of which she keeps on her person at all times. For information on the hag eye, heartstone and soul bag refer to the Hags section in the 5th Edition bestiary book.
@creature[Granny Morta|ArcanumWorldsOdysseyoftheDragonlords] is an ancient hag who claims to have lived for more than ten thousand years. She has maximum hit points (165) and a special lair action. She can take her lair action on initiative count 20. One creature that she can see must succeed at a DC 15 Charisma saving throw or be banished to the plane of Hades. As long as Morta concentrates on the banishment, the creature remains trapped in Hades. If she decides to use the lair action again, or her concentration is disrupted, the creature reappears in the space it left or in the nearest unoccupied space.
If Morta manages to concentrate on a creature’s banishment for 10 consecutive rounds, then the target is permanently banished to Hades. However, while in Hades the creature can make a successful DC 20 Wisdom (Survival) check to find the path that the hag coven uses to travel between the mortal realm and the plane of Hades.
Dragon’s Egg
The hags’ most valuable item is a copper dragon egg. Lutheria gave the egg to them so that it could be corrupted and then delivered to Sydon. The hag coven has been responsible for corrupting all of the metallic dragon eggs that have come into possession of Sydon and Lutheria. Even with the magic that the hags use on the eggs, the dragons are not born evil, but they are made susceptible to evil’s influence.
Treasure
The hags have a strange collection of jewelry, artwork, and magic items. This collection includes:
- A strange necklace made from the teeth of yugoloth that have been dipped in gold. It is worth 2,000 gp to the right buyer.
- A silver wyrmling’s skull that has been coated in platinum. The eye sockets have sapphires. It is worth 5,000 gp to the right buyer.
- Two potions of greater healing.
Bargaining with the Fates
The heroes can negotiate a deal with the hag coven if they wish. The hags will assume that is the reason why the heroes have come to their island and won’t attack until they know better. The heroes can ask for something specific, or the hags can suggest some of the options listed below. Only one hero needs to make a deal with the hags.
Boons of the Fates
These are the services that the hags can provide to the heroes in exchange for tasks:
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Divination. The hags can describe up to three islands in the Cerulean Gulf and the Forgotten Sea in detail, including any treasure that might interest in the heroes.
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Raise Dead. The hags can use the spell raise dead to bring any number of corpses back to life.
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Bestow Experience. The hags can make the heroes stronger. They narrate one of the Myths of Thylea, and every hero immediately gains 5,000 XP.
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Loom Crafting. The hags can use their loom to craft a magic item. They require the necessary ingredients. The Oracle is also able to use the hag’s loom to make magic items, but the hags will not reveal this.
Tasks of the Fates
These are the tasks that the hags will demand in exchange for their services. These tasks always come with a time limit, and they count as evil deeds that stain the reputation of the party when carried out.
- Kill the Oracle within two weeks.
- Bring a baby girl to the coven within one week.
- Bring a living nymph to the coven within one week.
The hags hate the Oracle and have always wished her dead. The baby girl would be twisted and corrupted to create a new hag. The nymph would be tortured and devoured as a delectable snack.
Breaking the Deal. The hags will afflict those who break the deal with the @reward[curse of the medusa|ArcanumWorldsOdysseyoftheDragonlords]. For more information about this curse, refer to The Mortal Curses in the Introduction chapter.
“The Fates are wicked creatures, in spite of their hallowed place among the Great Powers of Thylea. They play with mortal lives as if they were toys, and their hearts are rotten to the core. Truly, not even the Titans trust them.”
— Vallus, Goddess of Wisdom
Tunnels to the Underworld
The other three tunnels that flank the main cave entrance lead deep beneath the earth. It takes explorers 1d4 hours to traverse more than a mile down one of the tunnels in order to discover anything.
First Tunnel. The first tunnel leads to the Underdark, and it is beyond the scope of this adventure. The party might encounter giant mushroom forests, dark elven raiders, or some other strange denizen of that place.
Second Tunnel. The second tunnel breaks through the ceiling above the Nether Sea. The sea is a half-mile drop from the ceiling, and a fall from this height causes 70 (damage 20d6) falling damage. The Nether Sea is deadly without a ship. Refer to the Nether Sea chapter for details.
Third Tunnel. The third and final tunnel also continues for a mile before opening onto a blasted wasteland: this is the plane of Hades. A company of a dozen mezzoloths led by a Nycaloth watch over this portal between worlds and are currently raising two Cerberus hounds for the hag coven. The hags sometimes come down here to check on the hounds’ progress or to bargain with the yugoloths for more larvae. The yugoloth and the cerberus hounds will attack anyone other than a hag who emerges from the tunnel.
Gancho e Objetivo
- Por que ir a este covil? Defina 1-2 motivações fortes (resgatar alguém, roubar algo único, forjar aliança ou destruir a ameaça central de Lair of the Hags).
- Estabeleça objetivo claro de saída (conquistar, escapar, negociar) e custo do fracasso.
Clima e Sensações
- Traga 3 sentidos em cena (som, cheiro, textura) que diferenciem este covil; repita-os para manter a identidade do lugar.
- Mostre sinais de poder local (patrulhas, rituais, marcas no terreno) antes do confronto principal.
Perigos e Relógios
- Crie um relógio de 4 partes: patrulha chega / terreno piora / líder reage / colapso ou contra-ataque.
- Liste 2-3 perigos ambientais específicos de Lair of the Hags (armadilhas naturais, terreno difícil, clima, magia latente).
Pistas e Agência
- Entregue 3 pistas que apontem rotas alternativas (atalho, aliado possível, fraqueza do chefe). Nenhuma pista deve ser única.
- Permita escolhas: infiltração, diplomacia, barganha ou ataque frontal devem ter consequências claras.
Encontros e Táticas
- Escreva 2 encontros menores que revelem o tom do lugar antes do clímax; varie interação social/combate/exploração.
- Para o chefe ou força dominante, defina táticas de abertura, reação a fuga/rendição e o que acontece se forem enganados.
Recompensas e Consequências
- Vincule recompensas a objetivos (informação rara, bênção, recurso logístico) e não só a tesouro genérico.
- Anote como o mundo reage ao resultado (facções locais, deuses, rivais) para manter continuidade.
Preparação Rápida
- Mapas/zonas essenciais (entrada, coração do local, rota de fuga) em 3 camadas.
- Nomes e vozes de 3 NPCs-chave; 3 detalhes visuais prontos para improviso; 1 rumor verdadeiro e 1 falso.