In my regular Thursday night game, the players are exploring the Gloomy Forest—a hexcrawl sandbox with established encounter areas related to (3) factions: 1) Human bandits seeking to overthrow the local lord (whom they view as a usurper); 2) A green hag named Mamawaldi and her servant, a wight-lord known as "The Blackheart" (the undead form of an ancient warlord who once ruled this area); and 3) Ancient denizens of this forest, some of whom have fallen under Mamawaldi's wicked influence (if not her direct control).
At this point in the campaign, the player-characters have allied themselves with the local lord and largely neutralized the bandit threat. Now, they're searching a section of the forest looking for the last remnants of the surviving bandits and their leader. Although my players are relative novices to RPGs, they've quickly adopted some smart strategies in their exploration, including never entering the forest from the same direction twice in a row. As such, their map is now crisscrossed with paths and marked with notes. They're beginning to get a feel for the lay-of-the-land and discovering lots of the little details I've sprinkled across the forest (which is relatively contained at a mere 8 x 12 miles).
They found themselves following an old trail through an unexplored area after discovering an ancient stone marker that indicated the trail led to an elven shrine. As they went deeper, they began to notice the tops of the trees were draped with webs that became denser the farther down the trail they ventured (making the forest even gloomier). Undeterred, however, they came to a fork in the road where I had placed an encounter area that read, simply:
"A cozy cottage made of webbing hangs up in the trees here. It is the lair of an ettercap-matron named Etta Capp. She likes to spin spidersilk while she looks out the window overlooking the path. Her body can't be seen, but at the window she appears to be an old crone with a tiny wrinkled face and really long, silken silver hair. If she sees an elf, she mentions the shrine and directs the party down the east fork (where her children--(2) giant spiders and (2) spider swarms--will ambush the PCs). She steers them away from the west fork (to the shrine), warning them of a "dangerous forest spirit" down that path."
In case the PCs decided to attack her, I statted Etta out and gave her some minor "Legendary" powers, including the occasional ability to summon a spider swarm, a giant spider, or an ettercap to her defense.
The encounter went down pretty much as written. The girls were wary of Etta but engaged her in conversation and received her directions. They did not guess her true nature (or catch on to the pun in her name, even though Rachel shouted "Attercop, Attercop!" when I first mentioned the webs), and so followed the east path where they encountered the spider ambush. At the end of that session, the group seemed determined to return to the cottage and deal with Etta.
Over the intervening week, I had some thoughts about expanding the encounter a little bit and after some sketching and note-jotting, I felt I had a really good mini-dungeon on my hands. I drew out the map in better detail/quality—an unnecessary step since I redraw everything on the battlemat, but one which helps me refine the layout and figure out the various ways I can challenge the players. I then created a simple key for the interiors and added some notes about how the denizens of the expanded lair would react to the party's intrusion.
The next session, however, the party decided not to seek revenge and avoided her cottage on their return trip toward the shrine. To my chagrin, quite a few hours of hurried work between sessions vanished in the party's rear-view mirror. I'm saving it in the hopes they come back this way, but I was a little disappointed. It's certainly not the first time that's happened to me in my 40 years of DMing and it won't be the last.
I have dozens of such lairs and micro-dungeons in my folders and I do eventually get to use them (or pieces of them), but I really like this one so I'll share it here. I've always called these micro-dungeons "Lurid Lairs" (after the set of tables in Judges Guild's Wilderlands of High Fantasy, which I was enthralled by in my youth.) This blog might be a good spot to post all that content for anyone to use. I designed this for 5e, since that's the version we're playing, but I think it's easily adapted to any edition or OSR ruleset.
Etta Capp's Cottage
Three trees stand close together here at the forest’s edge, overlooking a fork in the path. Their leafy boughs are thick with spiderwebs. Suspended from the branches is a delicate, 3-story cottage with shingled roofs, shuttered windows, flowerboxes, cornices, etc.--all made entirely of webbing. The area at the base of the trees is also shrouded in heavy webs, except for a cave-like opening between two of the trunks.
Web Architecture. Any 5x5x5-ft. segment of webs (wall, ceiling, or floor) counts as AC 10 with 10 hp. It also has resistance to piercing damage (natural) and fire (an enchantment).
- Exterior walls are (2) segments thick; interior walls are (1) segment thick.
- Interior ceilings are 12-15 ft. high.
- Web floors and stepladders are springy and sticky (impede movement as difficult terrain).
- Attacking a web segment requires a DC 14 STR save to pull the weapon free.
- Anyone attempting to climb or run through a web segment is restrained (escape DC 14).
- Spiders (including ettercaps) can pass through any web segment as difficult terrain.
- Web furnishings are incredibly delicate, and will tear and break apart if touched. All such objects are attached to floor, walls, or ceiling.
- The spiders communicate silently by tapping the webs (Web Sense).
- One swarm repairs the damaged web for 1d6 hp.
- The other swarm can either repair the web (+1d6 hp) or attack a threat within 5 ft. of it.
- When the web segment is repaired to full-strength, the spider swarms disperse.
- At night, the interior is pitch-black (spiders and ettercaps have Web Sense and Darkvision).
- Furnishings. Inside, the ceiling is strung with old silken cocoons; animal and humanoid bones litter the dirt floor; a web “stepladder” ascends through a hole in the ceiling.
- Monster: A giant spider lurks among the cocoons above the entrance (DC 15 to spot). It silently signals its allies in area B and then drops down to attack.
- Furnishings. Several ornamental tables, a sitting couch, wall portraits and floor rugs, an elaborate chandelier-- even flowers in vases on the tables--all made of webs.
- Monsters. (2) giant spiders guard this room. They move to any area under attack on the ground or first floor (but only go upstairs if called by Etta).
- Loot. (8) 3x6-ft. spidersilk curtains (4 over west arch), each yielding 2 sq. yards. of cloth (see area L).
Six (actual) moldering skeletons dressed in noble (but archaic) garments, sit around a table arranged with a feast: An adult man at the head, an adult man and woman to his left, and two young girls and a boy at the far end.
- Furnishings. Dining table (including the "feast"), (8) chairs, “fireplace” hearth, side tables, elaborate chandelier--all made of webs. Curtained archways exit to the east and west (the east archway is wider).
- Loot. (6) 3x6-ft. spidersilk curtains (4 over east archway), each yielding 2 sq. yards of cloth (see area L).
- Backstory. Etta Capp was a noblewoman who lived centuries ago. She made a deal with a witch, then reneged on it. The witch cursed Etta and then killed her family (the skeletons).
- Furnishings. Two padded chairs sit before the window, a tea table between them; throw rugs on the floor; the walls are hung with "paintings." A door exits to the east; curtained archways exit to the west and south.
- The bones of a dog sit at the foot of one chair.
- The door is a hinged panel that easily swings open.
- The web paintings depict simplistic landscapes and still-lifes.
- Loot. The following treasure can be found...
- A porcelain and silver tea set (worth 50 gp) rests on the table.
- (6) 3x6-ft. spidersilk curtains (2 arches and window), each yielding 2 sq. yards of cloth (see area L).
This cramped passage connects areas C and D.
- Furnishings. A dozen web cocoons are stacked in the niche between tree branches. They (mostly) contain animal carcasses, but two hold goblin husks. Both goblins wear short swords and digging gear (picks, spades, gloves, helmets, etc.)
- Monsters. An ettercap and (2) spider swarms protect this room.
- Loot. One dead goblin has a pouch containing (3) silver nuggets (worth 1 gp each) and a crude map showing the route to their nearby mine.
This chamber is decorated like a children's bedroom
- Furnishings. A small bed and bunkbeds; dresser; toy box; a delicate mobile dangles over a crib.
- Monsters: (2) “adolescent” ettercaps and (1) giant spider dwell in this room.
- One ettercap hides in the toy box, the other hides in the shadows near the ceiling; the giant spider hides in crib.
- These ettercaps only have 22 hp and their weaker bite does 1d6+1p plus 1d6 poison.
- Furnishings. Web shelves containing (actual) books and scroll tubes line the interior wall; a roll-top desk sits against the north wall.
- Loot. The books and parchments mostly filled with Etta’s nonsense ramblings. Among them are a box of letters from a mysterious suitor (see area L) and a spell scroll: Speak with Dead
The walls are decorated with hundreds of (actual) animal and humanoid skulls stuck into the webbing like trophies on display. The room is otherwise empty.
A short passage leads to a stepladder that goes up through a hole in the ceiling.
- Furnishings. A floor runner; a credenza with various knickknacks; above it hangs a portrait of a severe- looking noble lady. Her gaze is unnerving.
The ceiling soars to 20 ft. high at its peak. Two windows on the south wall; a 10-ft. high balcony along the north and east walls overlooks the parlor.
- Furnishings. Padded couch, two chairs, coffee table, faux fireplace, wall portraits.
- The portraits are of an older nobleman and lady; a younger nobleman and lady; and four children (a boy, two girls, and an infant).
- Monsters. The room is empty at first, but as the PCs enter...
- (2) ettercaps and (2) giant spiders emerge through the north wall.
- (2) more giant spiders emerge from area L to defend each trunk (obvious path to the balcony). These shoot webs at PCs from above, but won’t move unless Etta commands it.
- Etta lurks on the balcony above (see area L).
This room is accessed via a trapdoor in area L.
- Furnishings. Large four-poster bed, dresser, ward- robe, vanity with mirror.
- Loot. In the wardrobe is (an actual) wooden coffer...
- Bag of (20) gems (5 x 10; 10 x 25; 5 x 50 gp)
- (6) jewelry (each worth 1d3 x 100 gp)
- A platinum and onyx spider brooch: 1/day each, the wearer can cast Spiderclimb, Web, and Summon Spider Swarm (lasts 1 min.; req. a bonus action to command the swarm).
- Backstory. On the vanity is a framed charcoal drawing and a heart-shaped tin of bon-bons.
- The drawing is of a fly-headed gentleman; if removed from the frame, a note on the back of the drawing reads: “All my love, B.”
- Only (5) “bon-bons” are left; they are not chocolates, but brightly- hued (hallucinogenic) mushrooms.
A 10-ft. high balcony overlooks area J. A trapdoor in the back of the loft leads down to area K.
- Furnishings. An (actual) spinning wheel stands in corner, surrounded by bundles of spidersilk cloth. The trapdoor is a simple hinged panel made of webs.
- Monster. Etta lurks here and joins the fight when the PCs become engaged in area J. She appears at the balcony railing, uses her Action, then withdraws out of sight again.
- Loot. (12) bolts of spidersilk, 10 sq. yards each. Spidersilk is worth 20 gp per sq. yd. Garments or robes made of it count as AC 11; spidersilk padded armor is AC 12.
She is a normal ettercap with a few changes…
16 DEX, 14 CON, 14 INT, 12 CHA
AC 14, 64 HP
Bite. +5 melee attack, 1d8+3 piercing plus 1d8 poison; DC 11 CON save or target is poisoned for (1) min (save at the end of each turn to end effect).
Summon Spider Swarm (Recharge 5-6)
Webline. +6 ranged attack; if it hits, the target must make a DC 13 STR save or be pulled up to area L, where she can then bite attack as a Bonus Action.
Legendary Action. Etta rushes at an enemy, forcing the target to make a STR roll-off (she is +5) or be knocked off the balcony to area J below.
Spells. Etta is a 4th-level caster using INT (+4, DC 12). Spells: Charm Person, Dissonant Whispers, Hold Person, Blur
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