Tuesday, November 20, 2012

On the Shores of Lake Quag: Hilda Mogh and Sons

"I don't care if the townsfolk hate me. I hate them right back."
     -Hilda Mogh

Hilda Mogh scratches out a meager existence in the highlands above Traft. She has a reputation as a filthy, angry hag, but there are some who value her skills. Brigands and other dishonest folk know of Hilda’s healing abilities and often seek her out. Her payment varies, but it’s rumored that compensation is often sexual in nature. This might account for her three sons.

     There isn’t much that Hilda doesn’t hate. She loathes the marauding humanoids from Iuz, judgmental Perrenlanders and the annoying gnomes who eye her with suspicion. Hilda spends a lot of time meditating in her cave, channeling all of the dark, swirling energies of the region. She taps into the malevolence of Vecna, Iuz, Nerull, Hextor and others. Hilda uses all of that negative energy to fuel her spells. She has even gone so far as to tattoo her body with the unholy symbols of Oerth’s evil gods.

     In addition to her rat familiar, Hilda lives with her three sons—Jesper, Tage and Goran. The young men (all sired by different vagabonds) make a living by breeding, training and selling dogs. Their hounds are most often purchased for use as watchdogs in the warehouse district of Traft. The brothers’ ruthless training regimen results in animals that are vicious, yet respond well to commands.

          The Mogh family lives in a cramped cave that reeks of wet dog and urine. The area around the cave entrance is littered with trash. Several snarling dogs ensure that no intruder will be able to advance unnoticed.

     The ceilings of the cave are only 6’ high, so some medium humanoids will have to lean down when walking. Weapons like spiked chains and two handed swords should be unusable due to the low ceiling. The cave’s floor is even and does not impede movement.

     During the day, bright illumination from the sun will penetrate 40’ into the cave. Beyond that is shadowy illumination. At night, the fire pit will create bright illumination for 20’, then shadowy illumination for 20’, then darkness.

     Hilda, her familiar, her sons and 5 dogs are an EL 4 encounter. In battle the hounds will swarm characters, while Hilda casts spells (her familiar will deliver Touch of Fatigue) and her sons will attack with crossbows.

Hilda Mogh, female human Adp3; Medium humanoid (5’ 6”, 130 lbs); CR 2; HD 3d6+6; hp 18; Init +5; Spd 30 ft; AL NE;

     Armor: AC 10, touch 10, flat-footed 10.

     Attacks: Base Atk +1, Grp +1; Melee: Dagger +1 (+1 BAB) (d4, 19-20/x2).

     Saves: Fort +4, Ref +1, Will +7.

     Abilities: Str 10, Dex 11, Con 11 (+1), Int 13 (+1), Wis 14 (+2), Cha 9 (-1).

     Languages: Common, gnome.

     Skills and Feats: Concentration +4, Heal +5, Hide +1, Knowledge (nature) +4, Listen +3, Search +2, Spot +3, Spellcraft +3, Survival +5; Improved Initiative, Iron Will, Toughness.

     Spells (3/3; save DC 12 + spell level, 0% divine spell failure chance): 0-Mending, Purify Food and Drink, Touch of Fatigue; 1-Burning Hands, Cause Fear, Cure Light Wounds.

     Possessions: Dagger, filthy clothing, Hand of the Mage, holy symbols, 10 gp.

Scrum the Rat; Tiny animal (1’, 2 lbs); CR 1/2; HD 3; hp 7; Init +6; Spd 15 ft; AL NE;

     Armor: AC 16 (+2 natural, +2 size, +2 dex), touch 14, flat-footed 14.

     Attacks: Base Atk +1, Grp -11; Melee: Bite +5 (d4-3).

     Space/Reach: 2 1/2 ft/ 0 ft.

     Saves: Fort +2, Reflex +4, Will +4.

     Abilities: Str 2 (-4), Dex 15 (+2), Con 10, Int 2 (-4), Wis 12 (+1), Cha 2 (-4).

     Languages: None.

     Special Qualities: Alertness, Deliver Touch Spells, Empathetic Link, Improved Evasion, Low-light Vision, Scent, Share Spells.

     Skills and Feats: Balance +10, Climb +12, Concentration +2, Heal +3, Hide +14, Move Silently +10, Survival +3, Swim +10; Weapon Finesse.

     Skills and Feats: Jump +7, Listen +5, Spot +5, Survival +1; Alertness, Track.

Jesper, Tage or Goran, male human Com2; Medium humanoid (5’ 8”, 175 lbs); CR 1/2; HD 2d4+2; hp 8; Init +1; Spd 30 ft; AL NE;

     Armor: AC 11 (+1 dex), touch 11, flat-footed 10.

     Attacks: Base Atk +1, Grp +2; Ranged: Light crossbow +2 (+1 BAB, +1 dex) (d8, 19-20/x2).

     Saves: Fort +1, Ref +1, Will -1.

     Abilities: Str 13 (+1), Dex 12 (+1), Con 12 (+1), Int 9 (-1), Wis 9 (-1), Cha 9 (-1).

     Languages: Common.

     Skills and Feats: Handle Animal +9, Listen +1, Spot +2; Animal Affinity, Skill Focus (handle animal).

     Possessions: Belt pouch with 1 gp, 6 sp.

Dog; Small animal (3’, 50 lbs); CR 1/3; HD 1d8+2; hp 6; Init +3; Spd 40 ft; AL N;

     Armor: AC 15 (+1 size, +3 dex, +1 natural), touch 14, flat-footed 12.

     Attacks: Base Atk +0, Grp -3;

     Melee: Bite +2 (d4+1).

     Space/Reach: 5 ft/ 5 ft.

     Saves: Fort +4, Reflex +5, Will +1.

     Abilities: Str 13 (+1), Dex 17 (+3), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2).

     Languages: None.

     Special Qualities: Low-Light Vision, Scent.

     Skills and Feats: Jump +7, Listen +5, Spot +5, Survival +1; Alertness, Track.


  1. Good stuff - easy to drop in almost anywhere!

    1. Thanks, Scott. I had Hilda prepped for our Greyhawk campaign, but the players were all aced before they met her. Years later, I used the encounter with a different group. I think that there was a dust-up with Hilda's sons and recall a bit of bloodshed.

    2. It does have that Mother's Day kind of vibe to it...