The last session ended with an unexpected mid game boss fight as the player's negotiations with an elder hag who has been a long running background antagonist boiled over into a deadly fight that ultimately saw a major NPC killed and the hag escaping into dark woods with the legendary artefact the characters were looking for.
The players are now intending to hunt the hag and try to reclaim the artefact and I'm trying to find the ways to make the hunting sequence challenging and interesting without just resorting to minor combat encounters. The hag is an elder had from the expanded monster manual number 1, and while she previously had a small number of ogres and trolls and one Oni serving as her bodyguards, they were all killed in the unintended fight.
The hag is on the run, out of her lair, and in an unfamiliar environment. The only minions she has left at her disposal are a couple of Hill Giants that the players have seen hinted at in previous sessions but never encountered.
Any thoughts on encounters of a more mystical/creepy nature to make the hunt more than just a chase and fight?
Little twig constructions and figures, hanging from branches or arranged on the ground. Each is basically a mine, holding a single spell. You could select spells that don't have an immediate obvious effect, e.g. a delayed Tasha's hideous laughter, have the player roll to save (whatever) but let them have a few minutes to sweat until you trigger the effect.
The hag could use prestidigitation (not sure I have that right, not at PC) to create sounds around the party.
Here's what I recommend... have the Hag contact individual party members psychically. Something where they have to communicate with her because she's not physically close enough for anyone to attack her. Maybe she's on the ethereal plane and she's actually traveling alongside the party without them knowing it. One of the most interesting things about Hags, to me, is their ability to manipulate and make deals with others. Their in-combat skills aren't particularly interesting, its more the Lore around them. Think about what your players want... you have the benefit of being the DM so you know the players well enough to craft interesting offers from her. I'd say be realistic... don't try to convince the players to completely betray one another, but just see if you can get one or more of them to let her escape. If at all possible, do these negotiations in private with each PC she contacts so even the players don't fully know what's happening.
If you have access to old Dragon magazines, look at Dragon #125 for an article called "The Ecology of the Green Hag" or Dragon #324 for "The Ecology of Night Hags". While 5e changed all the stats of monsters, the 'ecologies' articles in those old magazines are still really relevant and will give you some ideas.
The last session ended with an unexpected mid game boss fight as the player's negotiations with an elder hag who has been a long running background antagonist boiled over into a deadly fight that ultimately saw a major NPC killed and the hag escaping into dark woods with the legendary artefact the characters were looking for.
The players are now intending to hunt the hag and try to reclaim the artefact and I'm trying to find the ways to make the hunting sequence challenging and interesting without just resorting to minor combat encounters. The hag is an elder had from the expanded monster manual number 1, and while she previously had a small number of ogres and trolls and one Oni serving as her bodyguards, they were all killed in the unintended fight.
The hag is on the run, out of her lair, and in an unfamiliar environment. The only minions she has left at her disposal are a couple of Hill Giants that the players have seen hinted at in previous sessions but never encountered.
Any thoughts on encounters of a more mystical/creepy nature to make the hunt more than just a chase and fight?
Ever seen the Blair Witch Project?
Little twig constructions and figures, hanging from branches or arranged on the ground. Each is basically a mine, holding a single spell. You could select spells that don't have an immediate obvious effect, e.g. a delayed Tasha's hideous laughter, have the player roll to save (whatever) but let them have a few minutes to sweat until you trigger the effect.
The hag could use prestidigitation (not sure I have that right, not at PC) to create sounds around the party.
A mysterious fog rolls in.
Just some ideas :D
Here's what I recommend... have the Hag contact individual party members psychically. Something where they have to communicate with her because she's not physically close enough for anyone to attack her. Maybe she's on the ethereal plane and she's actually traveling alongside the party without them knowing it. One of the most interesting things about Hags, to me, is their ability to manipulate and make deals with others. Their in-combat skills aren't particularly interesting, its more the Lore around them. Think about what your players want... you have the benefit of being the DM so you know the players well enough to craft interesting offers from her. I'd say be realistic... don't try to convince the players to completely betray one another, but just see if you can get one or more of them to let her escape. If at all possible, do these negotiations in private with each PC she contacts so even the players don't fully know what's happening.
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If you have access to old Dragon magazines, look at Dragon #125 for an article called "The Ecology of the Green Hag" or Dragon #324 for "The Ecology of Night Hags". While 5e changed all the stats of monsters, the 'ecologies' articles in those old magazines are still really relevant and will give you some ideas.
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