TEXT: The Hag’s Feast
  The Hag’s Feast
  VTT Encounters
  VTT Encounters
  
  The Hag’s Feast
  2
  Credits
  Developer: Travis Legge 
  Authors: Wil Upchurch, Travis Legge
  Editor: Travis Legge
  Art Direction and Design: Mike Chaney
  Cover: Kieran Yanner
  Interior Art: Llyn Hunter, Jeff Rebner
  Cartography: John Wilson
  Creative Director: Richard Thomas
  Sources
  This encounter and map originally appeared in Wilderness 
  & Wasteland 
  It has been adapted for 5th Edition and for use with VTT by 
  Travis Legge with updated cartography by John Wilson.
  The original encounter was written by Wil Upchurch with 
  cartography by Ed Bourelle. 
  VTT Encounters: The Hag’s Feast is © 2020 Onyx Path, LLC. All rights reserved. Reference to other copyrighted material in 
  no way constitutes a challenge to the respective copyright holders of that material. Scarred Lands, Onyx Path, and their associated 
  logos are trademarks of Onyx Path.
  Open game content may only be used under and in the terms of the Open Game License. Onyx Path, LLC are not affiliated with 
  Wizards of the Coast™. Onyx Path, LLC make no claim to or challenge to any trademarks held by Wizards of the Coast™.
  This printing of Vigil Watch is done under Version 1.0a of the Open Gaming License, and the System Reference Document, by 
  permission from Wizards of the Coast, Inc.
  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) 
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  Designation of Open Content: The Open Content in this issue includes the new creatures, new class archetypes, new feats and traits, new spells, 
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  COPYRIGHT NOTICE “VTT Encounters: The Hag’s Feast” copyright © 2020 Onyx Path, LLC, all rights reserved, visit www.theonyxpath.com”.
  www.theonyxpath.com
  
  Table of Contents
  3
  Contents
  Credits 
   
   
   
   
  2
  The Hag’s Feast  
   
   
  4
  Background 
   
   
   
  4
  Keeping the Party Interested  
  4
  Ambush in the Rainstorm  
   
  5
  The Hag’ s Lair 
   
   
   
  5
  Rewards  
   
   
   
  5
  Conclusion  
   
   
   
  6
  Creatures  
   
   
   
  6
  Haglings  
   
   
   
  6
  Hag (Cavern) 
   
   
   
  7
  Map: The Hag’s Lair  
   
  8
  Map: Campsite  
   
   
  9
  
  The Hag’s Feast
  4
  The hag’s FeasT
  The hag’s FeasT
  T
  he Hag’s Feast is a short, terrifying romp through a 
  craggy mountainside for four characters of level 8-10. 
  Background
  An elderly cavern hag recently became tired of her exis-
  tence; all the things that once excited her – kidnapping, 
  torture, and cooking the screams of innocent babes into foul 
  potions – were now banal and uninteresting. One day, she 
  decided to make children of her own, something to make 
  her feel the thrill of life again.
  Over the next few months, the cavern hag raided local 
  settlements for children. She came in at night, stealing a baby 
  from its bed, and leaving a disease-ridden sack in its place. 
  Taking the babies back to her mountain lair, she subjected 
  them to the horrible ritual that turned them into haglings. 
  Ah, now could she live life again!
  As time passed, she grew to rely on her haglings for many 
  things: hunting, foraging, and gathering components for 
  her rituals. She even stopped collecting the flesh (living 
  and dead) that powered her fell magic. All of these tasks she 
  left to her new children and most of the haglings enjoyed 
  serving their mother. They became cult-like in their devotion 
  to her, and some even willingly sacrificed themselves in her 
  service. Others, however, resented her laziness and ran away. 
  The runaways have attempted to survive while hiding from 
  their mother’s wrath, and grown weary. Now they seek a gift 
  to  buy their way back to her good graces. The campsite of 
  a few adventurers offers an opportunity for them to steal 
  something appropriate.
  keeping The parTy inTeresTed
  The adventurers learned about the disappearance of more 
  than a dozen local children over a month’s time late last 
  summer. The appearance of the haglings in ragged clothing 
  of local style may give them a hint as to what happened to 
  the children. In order to put a stop to the original menace, 
  the party must track down the hag’s lair and defeat her.
  One of the haglings grabs a valuable piece of equipment 
  from the campsite hoping to use it to return to the favor 
  of its mother. As the adventurers track down the thieving 
  haglings, they encounter much more than they bargained for.
  
  Encounter
  5
  amBush in The rainsTorm
  As the party makes camp for the evening, a light storm 
  blows in over the mountain, pelting their campsite with 
  rain. This rainfall causes the area to be lightly obscured, 
  extinguishes uncovered flames, and imposes disadvantage 
  on Wisdom (Perception) checks that rely on hearing. It is 
  in these conditions that the haglings attack, first using flash 
  spells to blind the party and then moving in for melee. The 
  haglings are unaffected by the stormy conditions due to their 
  blindsight. There are seven haglings in all, but one hagling 
  hangs back in the shadows and darts in to steal unattended 
  items during the fray, gathering what she can via filch, and 
  coming near only for valuable items that are too large to 
  steal with the cantrip. The hagling then flees back to her 
  mother’s lair to bring her these gifts.
  If three or more haglings fall in combat, the survivors 
  will attempt to flee in random directions. With the stormy 
  conditions, at least one is likely to get away. As soon as the 
  characters notice their missing gear, they may be inclined to 
  track the missing haglings back to their mother’s lair. This 
  won’t be easy, as the rain makes following tracks on the dirt 
  challenging. However, the haglings are prone to dropping 
  various items in their scramble to escape, which can be of 
  assistance in tracking their movements. A successful DC 10 
  Wisdom (Survival) check, made at disadvantage, allows the 
  party to follow the trail, or find the trail after ten minutes 
  if it is lost. 
  The hag’ s Lair
  If all seven of the haglings were caught or killed, then the 
  characters must wait until the storm subsides and the sun 
  rises before they can find enough evidence to track down 
  the hag’s lair, a cavern.
  The hag lives in a large cave hidden among the rocky recesses 
  of the mountainside, reached by a narrow slope along the 
  mountain ridge. The slope that leads up to the cave appears 
  to be a run-off gully, a low point where water runs down 
  the mountainside. This slope is considered difficult terrain.
  The hag is very disappointed that her children have run 
  away and is looking for a scapegoat. When the adventurers 
  come near her cave, she calls her children to her. The sound 
  of her screeching voice can be heard through the rainstorm 
  as the characters approach the cave entrance. She then 
  climbs to the top of her cave 40 feet above the ground and 
  awaits the adventurers, launching her full complement of 
  spells at them before descending to do battle. Meanwhile, 
  the three haglings (two if the party managed to kill all seven 
  from the first battle) in the cave use their own spells and 
  sneak attacks to help their mother. The hag and her brood 
  fight to the death to defend their home.
  If the adventurers defeat all of the creatures, they can search 
  the cavern in which they lived. There are two caverns, one large 
  main cavern and a smaller cavern where the creatures slept. 
  The hag owns a large kettle in which she brews foul smelling 
  concoctions, and many bones (identifiable as human with 
  a successful DC 10 Intelligence (Medicine) or Intelligence 
  (Nature) check) are piled near it. The whole place stinks of 
  rot and decay that emanates from a variety of stone pots and 
  vials that contain various bodily fluids extracted from the 
  hag’s prey. The hag’s treasure can be found underneath a 
  loose pile of stones in the smaller chamber with a successful 
  DC 12 Intelligence (Investigation) check. This treasure stash 
  contains a gold and platinum brooch (575 gp value), 283 gp, 
  2 potions of greater healing, 1 potion of poison, and a +2 dagger.
  rewards
  In addition to the treasure found in the hag’s lair, the 
  adventurers can also make friends with the local population 
  by proving they have ended the kidnapping menace. If they 
  do this successfully, the locals consider them friends and 
  give them shelter and food any time they pass through. The 
  GM is free to give other non-monetary rewards to the party 
  as they see fit. 
  scaLing The encounTer
  scaLing The encounTer
  Parties as low as levels 4-5 can probably handle the encounter 
  with the haglings at their camp, but for weaker parties the GM 
  may wish to reduce the number of haglings. For parties below 
  level 8, the cavern hag should be reduced using the adjusted 
  traits as follows:
  HP: 77 (9d10 + 27)
  Int: 17
  CR: 6 (2300 xp)
  Saving Throws INT +6, WIS +4
  Skills Arcana +6, History +6
  Spellcasting. The cavern hag is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14*, +6 
  to hit with spell attacks). The cavern hag has the following 
  wizard spells prepared:
  Cantrips (at will): enumerate, filch, mage hand, minor illusion
  1st level (4 slots): detect magic, mage armor, magic missile, 
  shield
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): chill wind, counterspell, penumbral trap
  4th level (3 slots): greater invisibility, stone shape
  5th level (1 slots): wall of stone
  *Adjust horrific appearance and illusory appearance DCs to 
  match.
  Higher level parties can still be challenged by this encounter 
  by adding additional haglings to both the ambush and the 
  hag’s lair.
  
  The Hag’s Feast
  6
  concLusion
  If any of the haglings escaped the party, they could continue 
  to follow the adventurers for some time, menacing villages 
  through which the group travels. Before long, word that the 
  characters’ presence brings death and missing goods spreads 
  to the towns on their path. They must solve the mystery of 
  the haglings before being welcomed again into any town in 
  the region.
  creaTures
  The following creatures appear in this adventure. 
  hagLings
  Haglings are children who have been subjected to the 
  potions and rituals normally used to turn adults into hags. 
  These dark rites twist the child into a hag-like creature, 
  stunting its aging and bestowing mystical power onto the 
  unfortunate creature. 
  hagLing (cavern)
  Small fey (titanspawn), chaotic evil
  Armor Class 13 (Hide Armor)
  Hit Points 26 (4d6 + 12)
  Speed 25 ft., burrow 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1)
  Skills Arcana +3, Stealth +5
  Condition Immunities Blinded
  Senses Blindsight 60 ft. (blind beyond this radius), Passive 
  Perception 11
  Languages Common, Giant, Terran
  Challenge 1/2 (100 XP)
  Horrific Appearance. Any humanoid that starts its turn 
  within 30 feet of the hagling and can see the hagling must 
  make a DC 13 Wisdom saving throw. On a failed save, 
  the creature is frightened for 1 minute. A creature can 
  repeat the saving throw at the end of each of its turns, with 
  disadvantage if the hagling is within line of sight, ending 
  the effect on itself on a success. If a creature’s saving throw 
  is successful or the effect ends for it, the creature is immune 
  to the hagling’s Horrific Appearance for the next 24 hours.
  Unless the target is surprised or the revelation of the 
  hagling is sudden, the target can avert its eyes and 
  avoid making the initial saving throw. Until the 
  start of its next turn, a creature that averts its 
  eyes has disadvantage on attack rolls against 
  the hagling.
  Keen Smell. The hagling has advantage on 
  Wisdom (Perception) checks that rely on smell.
  Sneak Attack. Once per turn, the hagling 
  deals an extra 3 (1d6) damage when it 
  hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target 
  is within 5 feet of an ally of the hagling that isn’t 
  incapacitated and the hagling doesn’t 
  have disadvantage on the attack roll.
  Spellcasting. The hagling 
  is a 2nd-level spellcaster. Its 
  spellcasting ability is Charisma 
  (spell save DC 11, +3 to hit 
  with spell attacks). The hagling 
  knows the following sorcerer 
  spells:
  Cantrips (at will): enumerate, filch, fire bolt, mage 
  hand
  1st level (3 slots): detect magic, disguise self, flash
  Actions
  Multiattack. The hagling makes two claw attacks. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (2d4 + 1) slashing damage.
  
  Creatures
  7
  hag (Cavern)
  Large fey (titan), any evil alignment
  Armor Class 12 (15 With Mage Armor)
  Hit Points 102 (12d10 + 36)
  Speed 30 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  14 (+2)
  17 (+3)
  18 (+4)
  12 (+1)
  11 (+0)
  Saving Throws INT +7, WIS +4
  Skills Arcana +7, History +7
  Damage Resistances Damage from Spells
  Condition Immunities Blinded
  Senses Blindsight 60 ft. (blind outside this radius), Passive 
  Perception 11
  Languages Any four languages
  Challenge 8 (3,900 XP)
  Horrific Appearance. Any humanoid that starts its turn 
  within 30 feet of the cavern hag and can see the hag’s 
  true form must make a DC 15 Wisdom saving throw. On 
  a failed save, the creature is frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each 
  of its turns, with disadvantage if the hag is within line of 
  sight, ending the effect on itself on a success. If a creature’s 
  saving throw is successful or the effect ends for it, the 
  creature is immune to the hag’s Horrific Appearance for 
  the next 24 hours. Unless the target is surprised or the 
  revelation of the hag’s true form is sudden, the target can 
  avert its eyes and avoid making the initial saving throw. 
  Until the start of its next turn, a creature that averts its eyes 
  has disadvantage on attack rolls against the hag.
  Spellcasting. The cavern hag is a 12th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 15, +7 
  to hit with spell attacks). The cavern hag has the following 
  wizard spells prepared:
  Cantrips (at will): chill touch, enumerate, filch, mage hand, 
  minor illusion
  1st level (4 slots): detect magic, mage armor, magic 
  missile, shield
  2nd level (3 slots): misty step, shadow evocation, 
  suggestion
  3rd level (3 slots): chill wind, counterspell, penumbral trap
  4th level (3 slots): greater invisibility, shadow traitor, stone 
  shape
  5th level (2 slots): lavaform, wall of stone
  6th level (1 slot): disintegrate
  Actions
  Multiattack. The cavern hag makes two melee attacks.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 3) slashing damage.
  Illusory Appearance. The cavern hag covers herself and 
  anything she is wearing or carrying with a magical illusion 
  that makes her look like another creature of Medium or 
  Large size and humanoid shape. The effect ends if the hag 
  takes a bonus action to end it or if she dies. The changes 
  wrought by this effect fail to hold up to physical inspection. 
  For example, the hag could appear to have no claws, 
  but someone touching her hand might feel the claws. 
  Otherwise, a creature must take an action to visually 
  inspect the illusion and succeed on a DC 15 Intelligence 
  (Investigation) check to discern that the hag is disguised.
  
  The Hag’s Feast
  8
  map: the hag’s Lair
  1 sq = 5 Ft.
  
  Maps
  9
  map: Campsite
  1 sq = 5 Ft.
  
  10
  10
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