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  MONSTROUS LAIR #32:
  RAGING SWAN PRESS
  SEA HAG’S GROT TO
  SYSTEM  
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  MONSTROUS LAIR #32: SEA HAG'S GROT TO 
  Monstrous Lair #32: Sea Hag’s Grotto provides you—the busy, time crunched GM—with the details to effortlessly bring to life the sea hag 
  grottos in your campaign. 
  Are you a busy GM? Does session prep take too long? Do you never have time to work on the cool little details that can bring your 
  adventures, dungeons and campaign to life? This short, focused compilation gives you, the time-crunched GM, the tools to effortlessly add 
  verisimilitude and detail to your dungeons. Use the material herein either before or during play and bask in your players' adulation. 
  C RE DI TS 
  Design: Steve Hood 
  Development: Creighton Broadhurst  
  Art: Matt Bulahao and William McAusland. Some artwork 
  copyright William McAusland, used with permission. 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  ©Raging Swan Press 2019. 
  Thank you for purchasing Monstrous Lair #32: Sea Hag's Grotto; 
  we hope you enjoy it.  
  If you did, please consider leaving a review. 
  If you didn’t, did you know Raging Swan Press offers a money back 
  guarantee? 
  C O NTE NTS 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress
  USING THIS PRODUCT 
  Designed speciﬁcally for you, the busy GM, these tables can be 
  used before or during the game to help breathe life into a 
  smugglers’ den and are compatible with published modules or 
  your own adventures. Adding depth and verisimilitude to your 
  game helps the players’ (hopefully willing) suspension of disbelief. 
   
  The tables appear in the order you’ll likely need them. Roll on 
  the relevant table and use the result to spark your creativity. Re-roll 
  or modify any inappropriate results. 
  •
  Outside the Lair: Determine features outside the lair, using 
  this table.  
  •
  What’s Going On? The sea hag probably isn’t just sitting 
  around waiting for intruders. Use this table, to determine what 
  it is doing when the PCs arrive. Remember, the PCs’ actions 
  may render some of the entries moot—particularly if the hag is 
  aware of intruders.  
  •
  Major Features: Use this table, to determine the lair’s major 
  feature(s). This feature is so obvious, the PCs automatically 
  notice it. Only reveal information in brackets if a PC discovers 
  it in some way. 
  •
  Minor Features: Use this table, to determine the lair's minor 
  feature(s). The feature might be so obvious the PCs 
  automatically spot it; alternatively, the PCs may have to make 
  an easy skill check to notice the feature. Only reveal 
  information in brackets if a PC discovers it in some way. 
  •
  Sea Hag’s Appearance: Use this table, to generate notable 
  hag’s appearance and other characteristics. 
  •
  Treasures & Trash: Use these tables, to add interesting items 
  to the sea hag’s hoard. Assign a value to each treasure 
  appropriate to your campaign. The tables assume you will 
  place magic items, coins and other notable items and do not 
  contain such entries. 
  The tables herein make two assumptions: 
  1.
  You have a map of the area, or will design one “on the ﬂy”. 
  2.
  You know what lurks in the area and have all their stat blocks. 
  Credits 
  1 
  ....................................................................................................
  Contents 
  1 
  .................................................................................................
  Using This Product 
  1 
  ................................................................................
  Sea Hag's Grotto 
  2 
  ...................................................................................
  1: Outside the Lair 
  2 
  ..........................................................................
  2: What’s Going On? 
  2 
  ......................................................................
  3: Major Lair Features 
  2 
  .....................................................................
  4: Minor Lair Features 
  2 
  .....................................................................
  5: Sea Hag Appearance 
  3 
  .................................................................
  6: Treasures 
  3 
  ......................................................................................
  7: Trash 
  3 
  .............................................................................................
  OGL V1.0A 
  4
  .............................................................................................
  
  SE A HAG'S GR OT TO 
  Dwelling in submerged caverns interspersed with air pockets, the 
  lair of a solitary sea hag is a sunken nightmare to behold. 
  1: OUTSIDE THE LAIR 
  2: WHAT’S GOING ON? 
  3: MAJOR LAIR FEATURES 
  4: MINOR LAIR FEATURES 
  D10
  1
  Strong undercurrents make swimming dangerous.
  2
  Bright blue anemone tendrils drift in the current and 
  pump poison into unwary inturders.
  3
  Long trailing seaweed snags and traps swimmers.
  4
  The shell of a monstrous crab is home to clouds of small, 
  vicious ﬁsh that attack when disturbed.
  5
  Waterlogged wood from many shipwrecks forms 
  archways through sharp coral and beds of anemones.
  6
  The cavern ﬂoor collapses into a hidden chasm when 
  walked on trapping prey in a tight crevasse.
  7
  Brightly glowing orange sigils decorate the walls, 
  defying attempts to translate them.
  8
  A rusted iron cauldron contains the skulls and bones of 
  many children.
  9
  A heavy anchor is embedded into the cavern wall with a 
  thick length of chain.
  10
  Bones and skulls, that snag on the PCs’ clothes and 
  equipment, ﬁll a long, low ﬂooded tunnel.
  D10
  1
  Nearby creatures arrive to pay tribute as the hag looks 
  on disinterested.
  2
  The sea hag slouches on a throne of bone and rotten 
  wood while blind servants wait on her.
  3
  Over a boiling cauldron the sea hag dangles a 
  struggling crab before dropping it into the soup.
  4
  The hag rummages through all the tribute given by evil 
  creatures dwelling nearby. 
  5
  The hag jerkily dances to a melody of bones and skulls 
  hitting rocks in the current.
  6
  Sharpens the tines of a trident against a rough stone.
  7
  The hag chants profane rites over a bloated corpse.
  8
  Delights in the effect her presence has on prisoners.
  9
  The hag croons gently to a small skeleton.
  10
  Laughing maniacally the hag stabs at a body.
  D10
  1
  Hot air bubbles from ﬁssures bouncing corpses ﬂoating 
  on the surface like a thick roiling soup.
  2
  Terriﬁed prisoners cling to the walls, in air pockets.
  3
  Chained to the ﬂoor rotten bodies ﬁll the way ahead.
  4
  A bloated corpse ruptures, spilling putrid black slime 
  everywhere. Nearby PCs may be sick and end up 
  swimming in clouds of their own vomit.
  5
  Boiling hot air bubbles upwards forming a barrier, which 
  obscures vision and scalds those passing through it.
  6
  The current carries a drowned cat along.
  7
  Powdery silt, disturbed by swimmers or intentionally by 
  the hag, chokes water-breathing creatures.
  8
  An altar of spiked coral and sharp hooks serves as the 
  focus for the hag’s foul rituals.
  9
  Mufﬂed screams in an air pocket reveals a sailor impaled 
  on coral spikes and held in place by a heavy rock.
  10
  Three thrones carved from ship’s ﬁgureheads surround a 
  caged pool ﬁlled with bones and detritus. 
  D10
  1
  Pebbles fall from the ceiling, heralding a cave-in.
  2
  Hundreds of carved demonic faces adorn the walls. 
  3
  Air bubbling from a ﬁssure ﬁlls the chamber with 
  poisonous fumes, fouling the air.
  4
  Skinned faces adorn rocks, in an airy chamber.
  5
  A narrow low tunnel has rotten beams or rock piles 
  supporting the roof; some may collapse, if touched.
  6
  Hundreds of decomposing, rotting arms and hands are 
  nailed to the walls.
  7
  Several venomous ﬁsh are swim in a secluded pool.
  8
  Ruined stone arches and walls ﬁll a normal cave hinting 
  at a previous civilisation.
  9
  Ancient murals from a time when the caverns were not 
  submerged detail a decadent society.
  10
  An ancient sea-chest looted long ago lies on its side. 
  Now it contains a huge eel, poisonous plants or a swarm 
  of snapping crabs.
  �2
  
  5: SEA HAG APPEARANCE 
  6: TREASURES 
  7: TRASH 
  D10
  1
  Rotten and emaciated the hag ﬂoats motionless 
  amongst bloated corpses ready to strike at her prey.
  2
  The hag wears a long cloak of squid and octopus skins 
  that ﬂoat and grasp as she moves.
  3
  Bone white skin with ruptured veins and blemishes mar 
  the hag’s complexion, adding to her awful appearance.
  4
  Sickly yellow and grey bruises blend together over the 
  hag’s naked body.
  5
  Thick black and white swaths of skin cover the hag’s 
  body like the markings of a killer whale.
  6
  Wearing a ragged white wedding dress and blood-
  soaked gloves the hag dances in the fetid water.
  7
  Thin rags of canvas cover the bloated hag’s foul body.
  8
  Shredded skin from past victims are sewn together on 
  the hag’s terribly thin body.
  9
  The hag’s black hair ﬂoats behind her like the tentacles 
  of a massive aquatic nightmare.
  10
  The hag’s bloated belly and sagging skin ﬂoat around 
  her as she moves about.
  D10
  1
  The shawl of a sirine ﬂoats gently in the water. The sirine 
  rewards anyone returning it to her with a favour.
  2
  This long green-bladed dagger has a hilt shaped like 
  leaping dolphins being chased by sharks; the weapon 
  increases its wielder’s speed in water.
  3
  A large black gem that twinkles with hidden power, but 
  is uncomfortable to touch. (This could be a hag-stone).
  4
  A rusting metal cauldron that mumbles profane chants 
  as it boils.
  5
  A bronze trident has a long razor-sharp blade as its 
  central tine. Its powers grant the wielder great ﬂuidity 
  during underwater combat.
  6
  Thick armour made from kraken skin and embedded 
  with pearls and hundreds of cheap gold earrings.
  7
  A silver ring depicting whales and porpoises devouring 
  ﬁsh in a long continuous pattern. The ring nulliﬁes the 
  wearer’s need for food and water while at sea.
  8
  A cursed profane unholy symbol of gold and ruby 
  depicting three evil eyes, one set above the other.
  9
  This ceramic ﬂask emits air constantly when opened, 
  which can push the user to the surface on command.
  10
  A large clam shell contain several black pearls 
  surrounding a singular huge misshaped pearl. (It could 
  be trapped to slam shut on inquisitive hands).
  D10
  1
  A waterlogged book “Hags and how to kill…" the rest of 
  the title and the contents are smudged and useless.
  2
  A great-coat that ﬂoats in the water like a manta ray 
  when worn, yet is tattered and useless.
  3
  A copper holy symbol missing the pearls that were 
  embedded in its surface.
  4
  A leather bag of apples untouched by the seawater but 
  unfortunately tainted with worms.
  5
  A broken mask of strong glass that covers the eyes. 
  6
  A collection of spiky sea urchins.
  7
  Tangled ropes and canvas, actually a intact small sail.
  8
  A ship’s wheel missing several spokes.
  9
  An ivory comb missing several of its ﬁsh bone teeth.
  10
  A long staff with hundreds of different-sized bird skulls 
  tied along its entirety.
  �3
  
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  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  Monstrous Lair #32: Sea Hag's Grotto. ©Raging Swan Press 2019; Author: Steve Hood. 
  To learn more about the Open Game License, visit wizards.com/d20. 
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  �4
  
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