TEXT:  
   
   
   
  Izranorae’s 
  tree 
   
   
   
   
   
   
   
   
   
   
   
  
   
  2 
   
  Izranorae’s Tree 
   
  Rumours & Hooks 
  Rumpod, a portly and avaricious merchant, seeks 
  a prophecy from the hags of the Trackless 
  Moors. He is willing to pay generously for some 
  adventurers to escort him. 
   
  A pair of prophetic hags are known to lair within 
  a colossal tree in the Trackless Moors. It is said 
  the hags enchant the eyes of their victims, 
  transforming them into valuable gems. 
   
   
  On the outskirts of the Trackless Moors stands a 
  mouldering, long dead tree trunk of colossal size, 
  a giant skeleton of calcified branch and bark; 
  Izranorae’s Tree.  
   
  The Hag Coven 
  Named after the hag that originally discovered it, 
  the Tree has been home to an unbroken line of 
  evil hags, and is presently occupied by a coven of 
  two: Ixna and Fernelgren. 
   
  The hags are sisters of a kind, hideous and 
  malformed, bound by dark rituals and fey 
  connections mortals cannot fully comprehend. It 
  is enough to know however that the hags are 
  incapable of directly injuring one another, but 
  may do so via third parties.  
   
  Years ago, the Tree was also home to a third hag, 
  Wompra. Over time the three discovered that 
  Izranorae’s Tree was more than just a lair. The 
  Tree is also a vessel of mystic convergence, such 
  that the power of any hag killed in the vicinity is 
  trapped inside its branches for centuries to come. 
  More importantly, any living hags residing in the 
  Tree may draw on the trapped power to enhance 
  their own abilities.  
   
  Wompra was the first of the three hags to be 
  murdered, care of a deadly doublecross by her 
  sisters and some vengeful barbarians. Wompra’s 
  essence is now trapped, and counts as the third 
  hag of the coven as long as Ixna and Fernelgren 
  remain in the moors.  
   
  The sisters both reside in the Tree, Ixna on the 
  northern side and Fernelgren the south. They are 
  filled with hate and resentment for each other, 
  and bicker constantly, pining for the day of the 
  other’s demise. Unfortunately for the hags, they 
  require a third party to do their dirty work for 
  them.  
   
  Ixna & Fernelgren, Hags, AC 13, HD 6, 2 
  Claws 1d6+1, 19: the target is cursed and loses 1 
  point of Luck, S19 D15 C10 I14 P14 W15 Ch4, 
  L8, Mv 30 ft.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A trio of Hags is known as a Coven and multiply 
  their powers. If all three hags are within the same 
  geographic region (forest, mountains, plains, etc), 
  each gains the ability to cast spells as a 6
  th level 
  magic user. If two hags are in the region, they are 
  3
  rd level magic users. A single hag in a region has 
  no spell casting ability. Once per lunar cycle, a 
  coven may perform a 1d4 hour ritual to gain 
  limited powers of prophecy.  
  
   
  3 
   
  Hags may enchant the eye of a victim into an Evil 
  Eye, transforming it into a precious stone the hag 
  can see through as if under the effect of a 
  Clairvoyance spell. Hags sometimes gift the Eyes 
  as pendants, turning the wearer into an unwitting 
  spy. They are protected by 30% Magic 
  Resistance.  
   
  Rumpod’s Offer 
  Rumpod (50’s, portly, with a poor memory, fond 
  of suspenders), a wealthy candle merchant,  is 
  about to be married. He is highly superstitious, 
  ridiculously greedy, and dearly wishes to know if 
  his impending marriage is a smart match. He has 
  heard of the seer like powers of the hags, and is 
  willing to pay 500 gold for an armed escort to 
  meet them. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rumpod, AC 12 (leather), HD 1 (4 hp), 
  Longsword 1d8+1, 19: disarm, S14 D13 C10 I13 
  P8 W13 Ch10, L4, Mv 30 ft. Rumpod carries a 
  longsword for protection, although he does not 
  expect to have to use it. He has a bag of gems 
  worth 5d100+800 as a gift/payment for the hags. 
   
  Random Encounters 
  Izranorae’s Tree is located about 4 days travel 
  into the swampland moors. The moors are 
  muddy and humid, filled with spot pools, low 
  lying water areas, and flying insects. There is a 
  25% chance of a random encounter every eight 
  hours. If an encounter occurs, roll 1d10: 
  1. 5d4 Projectile Leeches (LFG p.116) are 
  lurking in muddy pools, ready to launch 
  themselves at passers by. 
   
  2. One of the adventurers has wandered 
  into a small but deep quicksand pool. A 
  Luck (Dex) check is required to grab 
  onto a nearby log/vines/edge, to prevent 
  sinking. A sinking victim vanishes 
  beneath the liquid sand in 1d4 rounds (at 
  which point they begin asphyxiating, LFG 
  p.159). A Str contest vs Str 16 allows the 
  character to claw their way out.  
   
  3. A loud, buzzing swarm of 3d10 Stirges 
  (LFG p.126) descend on the party, eager 
  to siphon their blood. Fire will keep 
  them at bay for a time. 
   
  4. A chilling, high pitched shriek can be 
  heard 
  echoing 
  across 
  the 
  moors, 
  repeated back by others from time to 
  time. Unless the party take preventative 
  measures, 5d6 Urgot (40% chance of an 
  Urgozer 
  accompanying 
  them, 
  LFG 
  p.128) track the party, waiting for 
  nightfall to attack. 
   
  5. The dark water here rises to waist height. 
  2d4 Giant Crocodiles (LFG p.103) are 
  hiding just below the water line, only 
  their nostrils visible. Any adventurers 
  carefully scanning the surface gain a Perc 
  (Detection) vs Dex (Stealth) contest to 
  spot the reptiles waiting in ambush. 
   
  6. In a small expanse of bald cypress trees, 
  trudging through one foot of brackish 
  water,  are 1d12 Trolls (LFG p.127). 
  They have caught the party’s scent, and 
  are on the hunt.  
   
  7. Poisonous bog fumes are wafting across 
  this region, causing dizziness and blurred 
  vision. A Luck (Con) check avoids 1d4 
  Perc loss. 
  
   
  4 
   
  8. The party’s rations have spoilt, infested 
  with strange creepy crawlies and/or their 
  eggs. Perhaps the party was unlucky, or 
  perhaps something more sinister is at 
  work. 
   
  9. A solitary Will o’ Wisp (LFG p.129) 
  appears out in the fens, flittering playfully 
  across the landscape. Occasionally it 
  assumes the form of a glowing child. It 
  attempts to lure one or more adventurers 
  into a quicksand bog (per Encounter 2), 
  at which point 2d4 other Wisps also 
  converge 
  on 
  the 
  hapless 
  traveller, 
  zapping them with their Shock attack. 
   
  10. A single Bloodroot Treant (LFG p.127) 
  is here, disguised amongst a number of 
  mundane trees. It has been slumbering 
  for years, but will be awoken by the 
  succulent aroma of sentient flesh. It is 
  has been a long time between feeds.  
   
  When the party finds the Tree, the hags are 
  initially friendly, and not surprised to see them 
  (they foresaw such in a past foretelling, albeit only 
  in the vaguest terms). They are happy to offer the 
  adventurers foul smelling gruel or to read their 
  fortunes in carnival style fashion. If the party are 
  with Rumpod, the hags will divine a true 
  prophecy for him (about his bride to be, a new 
  business venture, and a bastard son he is not 
  aware of). But before they do so, the party must 
  perform a task for at least one of the hags.  
   
  Ixna’s Task 
  Some weeks ago, Ixna, the elder of the two hags, 
  created a monstrous plant golem with a blood 
  ritual, intending to set it upon Fernelgren.  
   
  Unfortunately for the hag, “Sorgunt”, as the thing 
  has taken to calling itself, refuses to co-operate. 
  Instilled with a basic intelligence, the plant golem 
  is torn by feelings of hatred, loathing, fury and 
  intense sorrow; at its core it doesn’t wish to 
  destroy or maim, but it labours under an 
  irresistible compulsion to do so. As a result, 
  Sorgunt lurks in nearby moors, hoping for an 
  opportunity to confront and then slay its pitiless 
  creator. Ixna’s task is to track down and destroy 
  Sorgunt as soon as possible - before Fernelgren 
  gets wise to its existence.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sorgunt, Plant Golem, AC 16, HD 9+2, Claw 
  1d8+2 and Bite 1d6+1, 19: Sorgunt sprouts 
  another clawed arm, which attacks once per 
  round, S19 D12 C16 I6 P14 W15 Ch4, L10, Mv 
  40 ft.  
   
  Sorgunt is a 9 ft humanoid of dead wood, thorns 
  and vines, bound together by forbidden magic. 
  Unlike most golems, Sorgunt is intelligent and of 
  free will (much to Ixna’s surprise and deep 
  resentment). Sorgunt enjoys the usual Golem 
  traits (LFG p.111), has 55% Magic Resistance, 
  and Off Turn Attacks.  
   
  Fernelgren’s Task 
  Fernelgren has a long standing, spiteful feud with 
  the Gudrok barbarian clan, arising out of her 
  jealousy of their many beautiful, raven haired 
  daughters.  
   
  Fernelgren wants the clan gone from the moors. 
  She doesn’t care if the adventurers kill, cajole or 
  
   
  5 
   
  trick them into leaving, just as long as they go and 
  never return. 
   
  The clan is several days trek away, residing in 
  their stilt hut village. They are hunter gatherers 
  for the most part, subsisting on small mammals, 
  eels and a variety of large insects. Papa Ronnog is 
  the Chief, and is more likely imprison or kill the 
  party than agree to move his people. On the 
  other hand, he despises the hags, and might be 
  convinced to help slay them.  
   
  3d100 Barbarians, AC 13, HD 1, Spear 1d6+1 
  or Long Bow 1d8, 19: as weapon, S12 D10 C13 
  I10 P10 W12 Ch11, L4, Mv 30 ft. 10% of the 
  barbarians are berserkers with S13, +2 bonus to 
  attack, Spear 1d6+2, and never check for morale. 
   
  The Prophecy 
  If the party completes one or both of the tasks, 
  the hags will conduct the ritual for Rumpod’s 
  prophecy. 
   
  Before that occurs however, they explain that 
  they require the party (and Rumpod) to spend  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  the night inside the Tree, for “attunement” 
  purposes.  
   
  During the night, each hag attempts to persuade 
  the party to kill her sister. They will go to any 
  lengths required, resorting to bribery, promises, 
  threats or any other tactics they think might be 
  successful. The hags can offer spell casting 
  services, prophecy, 1 x 6 HD Lair Treasure 
  (LFG p.140, hidden in one of their crates, 
  including a few gems), rare lore or other 
  incentives as determined by the GM. 
   
  If the party attempts to slay one of the hags, the 
  other is unable to assist them in any way, 
  including indirect spell casting. If they are 
  successful, the remaining hag may or may not 
  keep 
  their 
  promise. 
  Depending 
  on 
  how 
  vulnerable the party is, she might seek to eat 
  them instead. 
   
  If the PCs don’t agree to slay one of the hags, the 
  sisters still perform the ritual as desired, and even 
  gift one adventurer with a simple chained quartz 
  gemstone (an Evil Eye). One other adventurer  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  6 
   
  (the one they like the least) will be cursed one day 
  after they depart (Luck (Will) save resists, 
  imposes disadvantage on Luck rolls for 1d4 
  months, ends if the hags are slain). 
   
  If both hags are slain, in addition to the 1 x 6 HD 
  treasure, a bundle of 1d3 random scrolls are 
  concealed on Fernelgren’s person. 
   
  Aftermath 
  The GM determines the fine details of any 
  prophetic reading (whether for Rumpod and/or 
  the adventurers), and whether they come to pass.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If only one of the hags remains, she takes sole 
  possession of Izranorae’s Tree. Ixna turns her 
  thoughts to expanding her influence beyond the 
  moors, and begins perfecting her plant golem 
  blood rituals. If Fernelgren lives, she gravitates 
  towards clearing other barbarians from the fens, 
  driving men from her domain completely. Travel 
  through her moors is punished with torture, 
  suffering and death.  
   
  If any of the adventurers retain the Evil Eye 
  pendant, the hags use it to spy on children and 
  elderly in nearby settlements, targeting them for 
  kidnapping and eating, should the opportunity 
  arise. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  7 
   
  CREDITS 
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2016. 
   
  Artwork: 
   
  Some artwork copyright 2016 Maciej Zagorski, and The Forge Studios, used with permission. 
  Some artwork copyright 2011 Dave Allsop, used with permission.  
  Some artwork copyright 2016 Jeshields, used with permission.  
  Some artwork copyright 2016 Jeff Preston, used with permission.  
   
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  LFG 
  $6 
  USD 
  Softcover 
  or 
  $22 
  USD 
  Hardcover: 
  http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-
  gaming/paperback/product-22916505.html 
  LFG Googleplus Community: https://plus.google.com/communities/110093145029113443506 
   
   
   
   
   
   
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