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<blockquote data-quote="BASHMAN" data-source="post: 8995869" data-attributes="member: 8277"><p><strong>Take the Heroes on adventure to a place they've likely never been before: the ocean floor!</strong></p><p><a href="https://www.drivethrurpg.com/product/434371/The-Sea-Hags-Price" target="_blank"><img src="https://www.drivethrurpg.com/images/68/434371.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></a></p><p></p><p><strong><a href="https://www.drivethrurpg.com/product/434371/The-Sea-Hags-Price" target="_blank">The Sea Hag's Price</a></strong> begins with the PCs stranded on a rocky island. How they got there is up to you (a storm sinks their ship, marooned by pirates, a sea monster attack, etc.). The only way off the island is to have the sea hag raise a ship from the depths… but her cooperation will not come</p><p>cheaply.</p><p></p><p>She was forced to leave her home, a sunken castle in a network of caves, by a rival called the Merrow Queen. The Merrow Queen is a powerful denizen of the deep who is a powerful sorceress in her own right. Though her castle is completely submerged, the Sea Hag will make the PCs a potion that will allow them to breathe underwater and move and fight unrestricted for a day and a night. Then she will send them into</p><p>the caves that lead to her former home, the sunken remains of a coral castle.</p><p></p><p>This adventure is set in the aquatic environs of a magical island. If your campaign is in a fantasy world, it will fit in just fine. If you are running a less fantasy-based campaign, where mysteries, horrors, and wonders can still be found in remote locations, this is one of them. It is also possible you can bring your heroes into a fantasy world via a maelstrom that pulls them into this world of magic.</p><p></p><p><strong>Features of this product include:</strong></p><p></p><p> Compatible with Intriguing Options supplements, but they are not required for play.</p><p></p><p> Choose either full-color or printer-friendly pages.</p><p></p><p> Boldfaced keywords make running each section a snap as you don't need to spend as much time rereading the module text.</p><p></p><p> Randomly generated rooms, hazards, treasures, and encounters exist on each floor in addition to set events, allowing the GM to customize the length of this adventure. Finish it in one session, or make several nights of it!</p><p></p><p> A hyperlinked undersea adventure map, allowing you to point and click as your PCs navigate the depths.</p><p> An appendix with full stat blocks of each monster and NPC</p><p></p><p> Two full crews of sample PCs so you can dive right into the adventure. One set of human adventurers for a campaign set on Earth. and another set of nonhuman fantasy adventurers referencing the new options for Nonhuman Characters and Spells + Spellcasters</p><p></p><p> A new dueling style "Retiarius" featuring a net and trident.</p><p></p><p> Rules for acting underwater</p></blockquote><p></p>
[QUOTE="BASHMAN, post: 8995869, member: 8277"] [b]Take the Heroes on adventure to a place they've likely never been before: the ocean floor![/b] [url=https://www.drivethrurpg.com/product/434371/The-Sea-Hags-Price][img]https://www.drivethrurpg.com/images/68/434371.png[/img][/url] [b][url=https://www.drivethrurpg.com/product/434371/The-Sea-Hags-Price]The Sea Hag's Price[/url][/b] begins with the PCs stranded on a rocky island. How they got there is up to you (a storm sinks their ship, marooned by pirates, a sea monster attack, etc.). The only way off the island is to have the sea hag raise a ship from the depths… but her cooperation will not come cheaply. She was forced to leave her home, a sunken castle in a network of caves, by a rival called the Merrow Queen. The Merrow Queen is a powerful denizen of the deep who is a powerful sorceress in her own right. Though her castle is completely submerged, the Sea Hag will make the PCs a potion that will allow them to breathe underwater and move and fight unrestricted for a day and a night. Then she will send them into the caves that lead to her former home, the sunken remains of a coral castle. This adventure is set in the aquatic environs of a magical island. If your campaign is in a fantasy world, it will fit in just fine. If you are running a less fantasy-based campaign, where mysteries, horrors, and wonders can still be found in remote locations, this is one of them. It is also possible you can bring your heroes into a fantasy world via a maelstrom that pulls them into this world of magic. [b]Features of this product include:[/b] Compatible with Intriguing Options supplements, but they are not required for play. Choose either full-color or printer-friendly pages. Boldfaced keywords make running each section a snap as you don't need to spend as much time rereading the module text. Randomly generated rooms, hazards, treasures, and encounters exist on each floor in addition to set events, allowing the GM to customize the length of this adventure. Finish it in one session, or make several nights of it! A hyperlinked undersea adventure map, allowing you to point and click as your PCs navigate the depths. An appendix with full stat blocks of each monster and NPC Two full crews of sample PCs so you can dive right into the adventure. One set of human adventurers for a campaign set on Earth. and another set of nonhuman fantasy adventurers referencing the new options for Nonhuman Characters and Spells + Spellcasters A new dueling style "Retiarius" featuring a net and trident. Rules for acting underwater [/QUOTE]
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