Aeolius said:Your most valuable NPC is the swamp itself. The marsh is a living amalgamated entity. Its breath emerges as dank air afoul with the stench of rotting flesh. It reaches out with twisted tree branch fingertips draped in a cloak of sphagnum moss. When it speaks, you are mesmerized by the cacophonous melody of leaves rustling in the distance, water cascading over hidden river stones, and whispering winds sharing secrets in the distance. How will the adventurers travel, within the darkness of the woods? Do they dare travel on foot within the perilous marsh? Will they instead travel by boat, a ready source of curiosity to the indigenous alligators, snakes, and unnaturally large catfish.
Hags are notoriously fond of the taste of human flesh. Such creatures see humans as naught by cattle; dumb animals to be deceived, demoralized, and destroyed. Her lair would thusly be strewn with the skeletal remains of past victims, her cauldron bubbling as flesh falls from the dismembered limbs within. Her root cellar would be filled with earthen pots containing the pickled remains of fingers, toes, ears, and eyes. Her attic adorned with strips of human skin drying by the smoke of the central fire. Ever resourceful, the greenhag would use the skulls of past repasts to mark the edges of her territory; warding away the weak while beckoning the foolhardy to their inevitable deaths. Wind chimes made from bleached finger bones echo eerily in the treetops.
Her lair would no doubt be near a ready source of water, as the greenhag is comfortable therein. Envision a massive beaver lodge, it’s submerged entrance hidden beneath stagnant waters emerging within a hollowed thicket of thorns and ivy. Her innate powers of mimicry would serve her well, here, luring the innocent into a maze of inescapable roots and branches.
great stuff - I especially like the dried bone wind chimes. I wonder if I could pick up some wood chimes at a Michael's or a Wal-Mart to mimic the sound at the table?
And, yes, her lair was going to be kind of at the intersection of two streams within the swamp/marsh, and there was a good several rows of bog type ground in the non-stream area that would prevent any sort of charging or fast movement (shallow bogs cost 2 squares of movement, deeper ones cost 4 squares) The ogres are actually merrow, the aquatic ogres who would normally guard the streams.
I have the Dragon magazine CD somewhere that had issues 1-250 on it, but I'd have to dig it up - it's been years since I used it.