Sea Hag

Sea Hag

Challenge Rating: 4

Size: Medium

Type: Monstrous Humanoid

Initiative: +1

 

Defense

Hit Points: 19 (3HD)

Armor Class: 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)

Saves: Fort +2 Ref +4 Will +4

Weaknesses: –

 

Offense

Speed: 30ft, swim 40ft

Base Attack: +3

Melee: 2 claws +7 melee (1d4+4)

Special Attacks: Horrific appearance, evil eye

Sanity Effects: First Encounter 1/1d4

 

Statistics

Abilities: STR 19, DEX 12, CON 12, INT 10, WIS 13, CHA 14

Skills: Acrobatics +1, Athletics +4,  Awareness +3, Endurance +1, Knowledge +0, Persuasion +2, Spellcraft +6, Survival +1, Thievery +1

Talents: 2 points or recommended: Alertness, Toughness

Special Qualities: Amphibious, spell resistance 14, darkvision 60’

Ecology

Environment: Temperate Aquatic

Organization: Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants)

Treasure: Standard

 

Amphibious

Although sea hags are aquatic, they can survive indefinitely on land.

 

Evil Eye

Three times per day, a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a DC 13 Will save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a DC 13 Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag’s evil eye. The save DCs are Charisma-based.

 

Horrific Appearance

The sight of a sea hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a DC 13 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag’s horrific appearance for 24 hours.

 

Secton

  • Statistics: Crime 2; Danger 2; Economy 6; Law 8; Knowledge 5; Magic 5
  • Highest Stat is 10, lowest 1 
  • Size: Village
  • Government: Mayoral, Aristocracy
  • Economic System: Capitalist
  • Population: 89 (Diversity: 90% Human, 6% Elf, 3% Dwarf, 1% other)

 

Secton was once just Tower Six, one of the many guard towers along the borders of Kowal. Due to its location on the main road between Kowal and Fort Utliest, a small town sprang up next to it. After the great War and the Uthgard kingdom fell, the tower was no longer manned by soldiers, but the small town continued on. 

In current day it is a town in change again. The Uthgard kingdom in its alliance with Kowal, has marked Secton as a place of interest. Uthgard and the Unelesia Church have begun construction on a school for those touched by God and blessed with powers. The Red Dragoons have also started to build a Keep here to fortify the road to the north.

Some of the  old residents are unhappy about this, as they do not wigs to see their town change so much, while others see this expansion as a welcome growth. 

Notable NPC’s:

Mayor Margery Ellebeth – the elected mayor of the town, Margery has made the Kowal government happy with ridgid tax collections, but has also gained the love of her citizens as she has been very fair and honest with them. She is strict to the rule of law, but has a kind heart and may look the other way if her people need it. 

Lady Lanafar – Headmistress of the Divine Academy

Knight Hurst – the head of the Red Dragoons in Secton. He was appointed by the king to make the town and the school a stronghold for Uthgard

Notable Places:

Tower Market

Merchants:

  • Eva Harls – Blacksmith and weaponsmith
  • Gurdris Gemstone – Jeweler
  • Sol – Rye distiller
  • Margery Ellebeth – Carpenter
  • Theodoric Predrow – Book, map and paper seller

 

The Dusty Shield Inn

The innkeeper is a male dwarf named Kjorni. He was once an adventurer, but retired to marry and raise a family. He is married to Margery.

A large wood and stone building, it was once the barracks for the tower. Old shields of Uthgard and Kowal adorn its walls.

 

Menu:

  • Roasted Mutton and Pinenut Bread, Tankard of Stout (9 cp)
  • Wheat Biscuits and Curd Cheese, Mug of Stout (2 cp)
  • Boiled Eggs and Oat Bread, Tankard of Ale (8 cp)
  • Vegetable Stew, Mug of Ale (5 cp)
  • Stewed Boar and Mushrooms, Tankard of Bitter (10 cp)
  • Stewed Deer and Barley Biscuits, Tankard of Stout (8 cp)
  • Salted Whitefish and Cabbage, Tankard of Beer (8 cp)

Other NPCs

  • Aledyn – A druid who is visiting the town to find out more about the school being built.
  • The Forgelighters – a feral elfling tribe. They are staying outside of town, but came in to trade.

Setting Sun Trade

Setting Sun is a newer company that controls most trade from Ferryport to the South Keep. It is run by a group of old mercenaries.

Shadows of the Swordspynes Adventurers

Helfen’s List of Adventurers

Past Adventurers:


  • Lisabeth –
  • Level 1 Bard
  • Discord: DnDungeonMaster

Lisabeth is an independent and inquisitive young woman who is trying to learn about the world and herself.


  • Marrik Stonesplitter
  • Level 1 Rogue
  • Discord: Lionheart the 1st

I am a grizzled and scarred Half Dwarf, with shoulder length black hair and a beard halfway down my chest. My blue eyes peer out from under thick black eyebrows. My nose has been broken multiple times, and there is a white streak through my beard where a scar runs from the edge of my mouth down to my neck.

I appear to be what a human would consider middle aged, and am 5’5″ in height. A keen observer would notice that I walk much lighter on my feet than any of my full-blooded Dwarven brethren. I wear cobbled together hide armor/clothes, and carry a pickaxe across my back.

My gruff/grouchy demeanor is not easy to be around. Mostly I attempt to keep quiet while spending time around others, but my deep angry voice issues forth short terse answers when forced into conversation.


  • Matrick
  • Level 1 Ranger
  • Discord: Joe Slucher#2310 

Despite his height of 6’4, Matrick, still looks more like a boy than a man at only 18 years of age. A gangly pencil-necked boy with a desperate attempt for a beard growing on his face and a head of hair that looks like a pile of springs that bounce wildly with every movement. His clothes are of good quality and designed for utility rather than appearance. He has a leather-wrapped notebook strapped to his thigh at all times. If you have seen him around town, he always seems to be in a hurry.


  • Ripley
  • Level 1 Wylder
  • Discord: Bludias

Human, Male, around 40 years. Wylder Battle Mage. For hire, but when the family calls for aid, will leave party for the time it takes to settle the need. Wanderer, doesn’t try to form lasting bonds but won’t deny them if they happen.


  • Tilda Ironforge
  • Level 1 Rogue
  • Discord

Tilda stands about two inches shy of five feet tall, with a ruddy brown complexion and shockingly bright blond hair. Her eyes are deep blue and have a perpetual look of sadness about them. She is well-muscled, especially about the arms that look to have been worked at a Dwarven Forge. She perpetually carries a forging hammer that looks older than she is.

Shamans

The shamans are less an organized group , than a type of magic user defined by their part as wise folk and leaders in the wilds and outskirts of the lands.

They know the legends of the lands that surround them and offer those who seek their knowledge freely. They are Wylders by trade, though when tribes meet, some may gain the abilities of a Druidic Luminar.

Silas Monta’s Estate

Silas Monta does not descend from nobility or riches, so when he became one of the more successful farmers in Ferryport, he built his estate outside of the Noble District. It is a plain two story house, but unlike other houses in this district, it sits on a larger piece of property and is surrounded by gardens that Silas himself planted and maintains.

Silver

Silver is a common form of money in Atheles. Ten silver pieces equal one gold piece.

As a Special Material

Metal weapons can be infused with silver by master smiths. This allows the weapon to strike supernatural creatures and ignore specific damage reduction. Silver weapons also add 1d4 damage to most undead creatures.

Silver armor prevents withering damage.
A successful parry with a silver shield prevents withering damage from the parried attack.

Type of Silver itemItem cost modifier
Armor / Shield+400 gp
Other Items and Weapons+100 gp/lb

Sirin

Sirin

 

Sirin

Challenge Rating: 2

Size: Medium

Type: Navirite Fey

Initiative: 3

 

Defense

Hit Points:  12 (3d6)

Armor Class: 15, touch 14, flat-footed 11 (+3 Dex, +1 dodge, +1 natural)

Saves: Fort 1 Ref 6 Will 4

Weaknesses: Salt, runed circle, silver

 

Offense

Speed: 30’ Fly 50’ (Out of body in incorporeal form)

Base Attack: +3

Melee: +3 Sword (1d6)

Ranged: +6

Special Attacks: (4 times per day) Ear Piercing Scream

 

Statistics

Abilities: STR 10, DEX 17, CON 10, INT 13, WIS 12, CHA  14

Skills: Acrobatics +3, Athletics +0,  Awareness +2, Endurance +0, Knowledge +1, Persuasion +3, Spellcraft +2, Survival +1, Thievery +3

Talents: Weapon Dexterity

Special Qualities: DR 5/cold iron or silver; Possess; incorporeal Form; Immune poison; Resist acid 10, cold 10; immortal;  fast healing 2

 

Ecology

Environment: Any

Organization: Single

 

Treasure: Standard

 

Sirin Elder

Challenge Rating: 3

Size: Medium

Type: Navirite Fey

Initiative: 4

 

Defense

Hit Points:  24 (5d6)

Armor Class: 17, touch 14, flat-footed 11 (+3 Dex, +3 dodge, +1 natural)

Saves: Fort +1 Ref +7 Will +4

Weaknesses: Salt, runed circle, silver

 

Offense

Speed: 30’ Fly 50’ (Out of body in incorporeal form)

Base Attack: +3

Melee: +4 Sword (1d6)

Ranged: +6

Special Attacks: (4 times per day) Ear Piercing Scream

 

Statistics

Abilities: STR 10, DEX 17, CON 10, INT 13, WIS 12, CHA  14

Skills: Acrobatics +3, Athletics +0,  Awareness +2, Endurance +0, Knowledge +1, Persuasion +3, Spellcraft +2, Survival +1, Thievery +3

Talents: Weapon Dexterity

Special Qualities: DR 5/cold iron or silver; Possess; incorporeal Form; Immune poison; Resist acid 10, cold 10; immortal;  fast healing 4; Spell-Like abilities Constant – detect magic, 3/day suggestion (DC 16 Will)

 

Ecology

Environment: Any

Organization: Single

 

Treasure: Standard

 

Ear Piercing Scream

 

Range 40’

Duration instantaneous; see text

Saving Throw Fortitude partial (see text)

The sirin unleashes a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 2d6 points of sonic damage. A successful DC 14 Fort save negates the daze effect and halves the damage.

 

Possess

A sirin can possess the body of a living or dead humanoid. They must be in incorporeal form to attempt to possess the creature. Once per day, a living creature can try a will save to expel the Sirin. A NPC must succeed at a DC 12 Will save to resist being possessed.

 

Incorporeal Form

A sirin can leave the host body it possesses at any time. The only way to trap a sirin in a body is with a circle of salt, or with a runed circle. This form looks like a green mist.

 

Immortal

A sirin is immortal and can not be slain, unless it is trapped within a body using salt or a runed circle. Then a silver dagger must be thrust into its host’s heart.

 

Skeleton

Skeleton

 

Skeleton

Challenge Rating: 1/3

Size: Medium

Type: Undead

Initiative: +3

 

Defense

Hit Points: 6hp (1d12)

Armor Class: 13, touch 11, flat footed 12 (+1 Dex, +2 Natural)

Saves: Fort +0 Ref +1 Will +2

Weaknesses: Bludgeoning weapons

 

Offense

Speed: 30

Base Attack: +0

Melee: Short Sword +1 (1d6+1), or 2 Claws +1 (1d4+1)

Ranged: Short Bow +2

Special Attacks: –

Sanity Effects: First encounter 0/1

 

Statistics

Abilities: STR 13, DEX 13, CON 0, INT 0, WIS 10, CHA 1

Skills: Acrobatics +1, Athletics +1,  Awareness +0, Endurance +0, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery +1

Talents: Improved Initiative

Special Qualities: DR 5/Bludgeoning, Darkvision 60’, immune to cold

 

Ecology

Environment: Any

Organization: Any

 

Treasure: Standard