I have this written out in my journal, but I'm not actually sure if it's any good or if it actually is anything at all, really. What I'm describing is a very small group of damaged people - after all, this is a refugee community - whose stakes are very very low. There may be a bit of interpersonal drama, ut on the whole nobody's life is at risk.
It's certainly not an adventure, and I don't even think I'm sure if it has many points of interaction in the way that the Ass-End does with its encounter table. I think the single common thread among the hags of Bhel Grove is that they all want to be safe and will come together to defend themselves, but they're all different people from different places. ]Oh well. I will write it anyway.
Residents of the Grove
Spells everyone knows: Disguise Self, Ghost Sound, Hypnotism, Bestow Curse, Ray of Enfeeblement, Scorching Ray (re-typed to deal acid damage). All hags can cast every spell they know twice a day.
Eoin & Delila Willard - Twin annis sisters, they live in a Georgian-style manor. Both maintain an image of a beautiful young giantess and look exactly like each other. They endeavor to only have one sister seen at a time. The Willard Manor has a field of sgian jute, which is just jute but sharper, worked by twenty zombie Buadaks. Eoin and Delila know the spells Scrying, Animate Dead, and Invisibility, and cast as 9th level spellcasters, save DC 13 + spell level.
Ametrine Croft - A green hag who maintains her normal form sans illusions because she "believes in her own inner beauty". She keeps a small garden for personal use and shares her home with her incubus lover, Ohmed. Ametrine dislikes the Willard sisters because she feels that their home is overly ostentatious and not in the spirit of the community. She is also deeply and legitimately communist. Ametrine casts as a 7th level spellcaster, save DC 11 + spell level, and knows the spells Web and Color Spray.
Esme Brack - Green hag, prefers to look like an elderly woman. She's very shy and keeps to herself. She has a greenhouse made of especially transparent quartz and sun rock where she grows mandrakes for personal use. Currently she's rather upset because she believes that Marigold has been stealing from her greenhouse. Esme casts as an 11th level spellcaster with save DC 13 + spell level and knows the spells Animate Object, Phantasmal Killer, Baleful Polymorph, and Mind Fog, as well as all divination spells up to fourth level.
Marigold LeFleur - Green hag, maintains the form of a young, blonde woman. She's a total hippie, but in the bad way where she performs all the right theory about togetherness and whatnot but ultimately only takes without giving anything back. Did you ever watch an anime called B Gata H Kei? I promise this is relevant. There's a character in said anime called Kyoka Kanejo who has a secret room dedicated, like a shrine but horny, to her brother. Marigold has one of these secret wank rooms in her basement, but for Eoin. Marigold is murderously yandere for Eoin and hits on her shamelessly whenever the opportunity arises. Marigold casts as a level 6 spellcaster with a save DC of 12 + spell level, and knows the spells Ghoul Touch, Hold Person, and Symbol of Pain.
Armina Fryt - An annis who doesn't bother putting on a glamour because frankly she couldn't give a fuck. She's been stealing from everyone else's gardens and is entirely unapologetic, because she doesn't consider other people to be people. She's got a fortified room under her house, and she grows a red variety of nightshade in her garden.
Aster Masneau - Night hag, prefers to maintain the form of an older woman. She had a near death experience and is terrified of both humans and being burned alive. She has a few zombie workers that help tend her small fields of tea species as well as care for her hives of bhelian wasps, which is a misclassification as they are bees and produce honey. She keeps to herself and is unaware of any of the drama of the other Grove residents. Aster casts as a 6th level spellcaster with a DC 11 + spell level save DC. She knows the spells Dispel Magic, Dimension Door, and Haste.
Myrna Twilp - Green hag, prefers to appear as a teenage gnome because she really really likes gnomes. Very outgoing but doesn't like "snooty people", she doesn't get along with the Willards or Marigold, but is good friends with Ametrine. She has a few hives of bhelian wasps and enjoys delivering the trolls their meals. Myrna casts as a 7th level spellcaster with save DCs of 12 + spell level. She knows the spells Mass Enlarge Person, Shout, and Summon Monster V.
Devi Sivar - Night hag, maintains an image of a young woman. Devi is pursuing studies in summoning magic and rarely interacts with the other Grove residents. While the community comes together every once in a while to perform ritual sacrifices, Devi is much more active and performs sacrifices frequently. Knows all conjuration spells up to third level and casts as a 7th level spellcaster with a DC 13 + spell level save DC.
Sköge - A 7th level troll barbarian who lives with four other trolls in a pen near the center of the Grove. For clarity, they built the pen themselves as a sort of territorial marker and live here because they want to - they're in a cave, no roof is necessary. The trolls have a deal with the hags to be fed in exchange for helping protect the community when necessary. Sköge knows no spells. Sad.
Ideas for Curses
- The recipient of the curse can't sleep for more than 30 minutes every two hours. Yes it blocks full rests.
- The recipient of the curse attracts insects. Insect swarms spawn and attack the cursed party once a day.
- The recipient of the curse spawns a mirror demon with all their same spells and abilities once a day.
- The recipient of the curse cannot eat and be satisfied by anything except themselves. Autocannibalism.
- The recipient of the curse is only able to breathe while they are also bleeding. Lowers maximum hp by 1 for every hour the curse is active from exsanguination, assuming the character maintains a slow trickle to keep breathing.
- The recipient of the curse's spells all have an additional 50% miscast chance on top of any existing. Reductions cannot bring the miscast chance below 50%.
- The recipient of the curse must steal, specifically steal an item worth at least 10 gp every day or take 1d6 charisma damage. This damage, even after the curse is lifted, may only be restored by stealing more items, at a rate of 1 charisma damage regained per 10 gp item stolen.