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Tier
2
Type
Traversal
Difficulty
16
Impulses
Aid its master, confuse, crush, drown

Environment overview

The cursed, winding lair of a Tide Hag, inexplicably connected to the depths of the ocean, even on dry land.

Potential adversaries

Depths Destroyer, Reef Raker, Shallows Striker, Tide Thrall, Wave Weaver

Features

Passives

passive
  • Illusory Domain

    The lair appears like a normal place of residence or business, and the entrance to the watery paths beneath are hidden by powerful illusions. A PC can see through the illusions with a successful Knowledge or Instinct Roll. If a PC succeeds, all other PCs can see through the illusion as well, and you gain 2 Fear.

    Questions
    • What appearance has the hag choosen for their lair?
    • What feeling does the party have as the illusion fades?

Actions

action
  • Crushing Waters

    Spend 1 Fear to cause water to come crashing into the room the party is in, without disturbing the Hags belongings. Each PC must succeed on a Strength Reaction Roll or take 1d20+3 physical damage and become Vulnerable until their next roll with Hope.

  • MINIONS!

    Once per scene, spend X Fear to summon X Adversaries, based on the Fear spent, within Close range of a PC.

    • 1 Fear: A number of Tide Thralls equal to the number of PCs. If you only spend 1 Fear, you may use this ability again.

    • 2 Fear: Additionally; 1 Depths Destroyer and Shallows Striker.

    • 3 Fear: Additionally; 2 Wave Weavers, 2 Reef Rakers, and 1 Shallows Striker.

  • Torment the Cursed

    Deal 2d8 magic damage to all Cursed targets in the lair.

Reactions

reaction
  • Dark Tidings

    When a PC rolls with Fear, they must mark 2 Stress or you gain an additional Fear.

About this environment

Tide Hag (https://heartofdaggers.com/homebrew/adversaries/tide-hag/ )

Tide Hag Lair

Tier 2 Traversal

The cursed, winding lair of a Tide Hag, inexplicably connected to the depths of the ocean, even on dry land.

Impulses: Aid its master, confuse, crush, drown

Difficulty: 16

Potential Adversaries: Depths Destroyer, Reef Raker, Shallows Striker, Tide Thrall, Wave Weaver

Features

Illusory Domain - Passive: The lair appears like a normal place of residence or business, and the entrance to the watery paths beneath are hidden by powerful illusions. A PC can see through the illusions with a successful Knowledge or Instinct Roll. If a PC succeeds, all other PCs can see through the illusion as well, and you gain 2 Fear.
  • What appearance has the hag choosen for their lair?
  • What feeling does the party have as the illusion fades?
Crushing Waters - Action: Spend 1 Fear to cause water to come crashing into the room the party is in, without disturbing the Hags belongings. Each PC must succeed on a Strength Reaction Roll or take 1d20+3 physical damage and become Vulnerable until their next roll with Hope.
MINIONS! - Action: Once per scene, spend X Fear to summon X Adversaries, based on the Fear spent, within Close range of a PC.
  • 1 Fear: A number of Tide Thralls equal to the number of PCs. If you only spend 1 Fear, you may use this ability again.

  • 2 Fear: Additionally; 1 Depths Destroyer and Shallows Striker.

  • 3 Fear: Additionally; 2 Wave Weavers, 2 Reef Rakers, and 1 Shallows Striker.

Torment the Cursed - Action: Deal 2d8 magic damage to all Cursed targets in the lair.
Dark Tidings - Reaction: When a PC rolls with Fear, they must mark 2 Stress or you gain an additional Fear.

Discussion

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