u/Safe_Perspective9633

Toil & Trouble - Hag Deals

So, Maud is supposed to attempt to make a deal with the party in order to not have them kill her.

>Dark Bargains, per the Monster Manual states: "Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell.

>Hags enjoy watching mortals bring about their own downfall, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dear — especially if the thing lost diminishes or negates the knowledge gained through the bargain."

Now, the module doesn't say this is a Dark Bargain, but what if it was? How can I twist it for my party without changing too much in the module? Any ideas?

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u/Safe_Perspective9633 — 3 days ago

Let me know what you think. Is it interesting? Should I change anything? Should I include anything? Ask me anything if you want more clarification.

NOTE: My party started in Waterdeep and are making their way to Icewind Dale. I've been giving subtle hints to their secrets/backgrounds along the way. In our next session, the party will be in Neverwinter. This is my idea for the Alagondar Scion hint.

SECOND NOTE: There is another party member who is a secret assassin that is under a geas to kill the Alagondar Scion at a specific moment. They are unaware of this geas and do not know who their target is. Lord Neverember is unaware of this secret assassin as a Red Wizard did it on his behalf.

>Read Aloud Text:
The teleportation circle flares to life in the marble atrium of the Hall of Justice. The air smells faintly of sanctified incense and ozone from the spell’s discharge. Guards in polished armor turn sharply, hands instinctively resting on their weapons.

>A moment later, a captain steps forward.

>“Welcome to Neverwinter. Lord Neverember requests your presence immediately. Please, this way.”

>The escort is formal, not hostile — the guards move with disciplined precision, their boots echoing evenly against the stone. They lead you through vaulted corridors lined with banners of the city’s crest until you reach a chamber lit by tall windows and a single brazier burning low.

>Lord Dagult Neverember stands near the hearth, dressed impeccably in deep blue and silver. His expression is calm, his posture relaxed.

As the party enters, the Blod Stone in Lord Neverember's pocket begins to pulse.

A faint warmth spreads through the gem, growing hotter with each step [the Alagondar Scion] takes toward the dais. Neverember’s jaw tightens imperceptibly. He shifts his stance, thumb brushing the diamond’s surface as if testing its temperature.

  • Passive Perception 15+: They catch his subtle fidgeting — a momentary twitch of discomfort before his expression smooths again.
  • Perception DC 18 (rolled): A player notices a flicker of crimson light between Neverember’s fingers or the faint scent of iron in the air.

Neverember’s voice is smooth when he speaks, betraying nothing.

>Read Aloud Text:
“Unannounced teleportation is… bold. I admire boldness. Neverwinter welcomes travelers of all kinds — some more than others.”

>He gestures for you to approach.

>“You’ve come far. Tell me, what brings you to my city?”

When [the Alagondar Scion] steps forward, Neverember’s gaze sharpens.

>Read Aloud Text:
“Remove your mask, if you would. I prefer to see the faces of those I speak with.”

If [the Alagondar Scion] complies, the Blod Stone flares again — a heartbeat of heat and crimson light that Neverember hides with a slow exhale. His smile never falters.

  • Passive Insight 15+: They feel a subtle tension in the room, as if the lord’s politeness is a mask of its own.
  • Insight DC 17 (rolled): A player senses that Neverember’s calm is forced — a man suppressing a powerful reaction.

Inside, Neverember’s thoughts race.

He knows. The heir of Alagondar stands before him — living proof of the bloodline he buried to secure his throne. To reveal that knowledge would be to invite ruin.

>Read aloud text:
His smile widens, voice steady.

>“You have come on a good day.  We have a Market Day celebration once per month.  Perhaps you will find something that suits your unique tastes. Enjoy your stay. I trust it will be… memorable.”

As the party departs, the warmth fades from the Blod Stone. Neverember watches them go, hand still in his pocket, expression unreadable.

When the door closes, he turns to his scribe.

“Send word to our Thayan associates,” he murmurs. “The stone has found its mark.”

  • Passive Perception 15+: A player can hear words being spoken as soon as they leave the room and the door closes.
  • Perception DC 17 (rolled): A player might hear pieces of what was said. "Thayan" and "found its mark".
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u/Safe_Perspective9633 — 7 days ago

EDIT: Issue Resolved

Vecna Eve of Ruin is shared with me from a player (as shown by the image). When I click on it to read it, it takes me to the Marketplace and won't let me access the contents.
Is this a sitewide issue or is it just me?

u/Safe_Perspective9633 — 9 days ago
▲ 58 r/DnD+1 crossposts

I was just thinking about this. The spell itself doesn't state that anything happens. But if the Wizard dies and is unable to give the Simulacrum commands, what happens to it?

>Spell as written:

>You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can’t cast this spell.

>The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can’t gain levels, and it can’t take Short or Long Rests.

>If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair.

>The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.

>* - (powdered ruby worth 1,500+ GP, which the spell consumes)

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u/Safe_Perspective9633 — 10 days ago

Have you used the Player Secrets in your campaigns? If so, did you use them as written or did you add supplemental materials? What did you like about them? What did you hate about them? How did they play out in your campaign? Tell me your thoughts.

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u/Safe_Perspective9633 — 15 days ago