Hag's Hut

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Compendiums: Slimes, Spells, Story Mechanics, Monks
Misc: Monk Adventure, Warlock Tweaks, Stealth Rules
Fun: Goat Background, Hag Items, Mechs

The Hags Hut

How you identify objects is up to the DM's discretion, but it is advised that information is withheld from the players who obtain items enough so there can be some suspense when interacting with them. As a general rule of thumb, if an item has two pargraphs of description, the second paragraph is recommended to be kept hidden to some degree.

Equipment

Toothed Bracelet

This metal bracelet is decorated with teeth motifs and consists of two smaller bracelets that interlock by twisting together. Using an action, you can put the bracelet on and twist the two sections apart, disconnecting your hand from your arm painlessly. You control the hand, which has the stats and health of a Crawling Hand (Monster Manual, 44). Reversing this motion reattaches it.

Reducing the health of your hand to zero hit points destroys the bracelet. Destroying the bracelet while it is being used causes the hand to turn hostile.

Hangman's Rope

This otherwise unremarkable rope has a strangely expressive frayed end. On speaking a command word, the rope can be directed to complete some basic action, such as to turn into a whip, quarterstaff. It can be trained to tie itself into knots, and has personality not unlike an eager dog.

Occasionally when commanding the rope, it will disregard the command and tie itself into a hangman's noose. This happens more frequently when given complex tasks.

Bow of Sinew

It's current form is a green vial of liquid that pinches to a sharp point on the top, covered with sheepskin. A solitary worm, with a spiked mouth and ridges lashes about inside. Upon stabbing the point into your forearm, the worm and fluid flow into your arm. The next time you attempt to draw a ranged weapon, your current and maximum health points reduce by 2d6 and your bow arm explodes outwards rearranging muscle, bone, and sinew into a longbow. Drawing your other hand near the bow causes an thin bone arrow fletched with cartilage to extrude from your wrist. The bow accelerates arrows by flexing muscles in your new arm, dealing an additional 2 piercing damage on a hit. Upon exiting combat, your arm rearranges back into its normal form, with hairline cracks where the skin reconnects. You can now undergo the same transformation at will, and you will only regain the max hit points at the end of a long rest.

Fate's Grip

(Dagger/Throwing hammer/Scythe.) Gains thrown property 30/120 ft. This obsidian weapon is decorated with a beautiful spiral leather grip that wraps around the hilt with engraved the words "Forever bound..." in abyssal. Upon attuning with the weapon, the grip unravels with the end fading into the etherealness, and reappearing to wrap around your forearm. The words "...In fate's grip" appear engraved on the wielder's arm. While attuned to this item, thrown attacks with this weapon will deal 2d6 additional damage, and the weapon returns to you after it is thrown.

This weapon is cursed: upon attuning with the weapon, you attack with disadvantage when using any other weapon. On a missed thrown attack, the weapon is no where to be found. Upon losing the weapon (by throwing it or destroying it) the weapon inexplicably appears close at hand when you next roll initiative. This curse ends once you choose not to pick up the weapon when it appears nearby.

Consumables

Dust of Absentmindedness

This pouch contains 3 charges of dust which do not replenish. When the user throws a pinch of the dust in the air the nearest humanoid makes a Wisdom saving throw of DC13. On a success the target sneezes. On a failure, the target experiences an minute of absentmindedness, which fades from memory over the course of an hour. After the hour, the target fills the gap with whatever makes sense given the context (what happened before and after).

Resting Draught

A draught boosting vitality which upon inspection by someone proficient in medicine seems to have the effect of granting 2d4 temporary hitpoints after your next long rest.

Upon a successful medicine/nature/investigation check of DC20 it is evident that it will also provide disadvantage on perception checks until you finish your next long rest.

Mad Rat

This small squeaking rat is found attempting to steal some gunpowder and light itself on fire. It begs for the sweet release of death every day, but is constantly denied. Its head is red like a matchstick. When struck, it ignites, cheers, and charges 60 feet towards the nearest enemy, casting fireball centered on itself.

It speaks through squeaking that any creature that can cast the fireball spell can inexplicably understand.

Trinkets

Doll of Desire

This macabre doll is initially found with it's eerily grinning head lying a few inches from it. Attaching its head causes its teeth to chatter for 5 seconds before a crying sound is emitted. All creatures that can hear that are within 15 feet of the doll who fail a DC 15 Wisdom saving throw are overcome with a irresistible desire to obtain the doll until the end of the creatures next turn. They can't willingly move to a spot farther away from the doll and must use their action to attempt to take the doll from whoever is carrying it.

Zimmerman's Top

A simple wooden top, that cannot fall down as long as someone is watching it through magical or nonmagical means. Once no one is watching it, it falls in 1d4 turns.

Chest of There not There

A small wooden chest engraved with lichtenberg patterns. A number of small trinkets (see DMG) lie in it.

Every time the chest is opened and closed, each object has 50% chance of appearing.

Any item not native to the chest placed in the box has a 10% chance of appearing.

Rollable Table:

d6 Loot
1 A collection of useless magical scrolls (detect fire - range touch, detects if there is a fire; remove arm - range self, removes your own arm)
2 Zimmerman's Top or Resting Draught
3 Doll of Desire, Dust of Absentmindedness, or Mad Rat
4 Toothed Bracelet or Hang Man's Rope
5 Fate's grip or Bow of Sinew
6 A Chest of There not There with a couple of trinkets in it, and one of the items from this list.
Credits

Primary Author: Metabot

Other Content GenuineBeliever, for "Mad Rat."

Illustrations: Devin Plats, Antonio Garcia, and Erebus73

Resources: Brush sets and technique from Qalarvalar's watercolor guide

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