Witch's Cottage: A 1st Level Dungeon Written and Designed by Jesse Gazic
Witch's Cottage: A 1st Level Dungeon Written and Designed by Jesse Gazic
Witch's Cottage: A 1st Level Dungeon Written and Designed by Jesse Gazic
Summary
1. Garden
The garden is quite large, spanning the entire length
of the cottage. Colourful flowers and fat mushrooms
grow in dutiful rows, while bushes bearing swollen
berries droop from raised planters. A tired gnome
woman stands here, idly raking up fallen leaves.
This garden is where Halia grows plants that are rare,
valuable, or otherwise require a lot of attention. Several
of the specimens are grown in wire cages or raised
wooden planters. The gnome is Rowan, who was exiled
from her village for murder. She now lives in the forest
and thinks of herself as Halias apprentice, spending
several hours a day maintaining the witchs gardens
and fetching her ingredients. Halia has no interest in
rewarding Rowan for her efforts, and plans to poison
the gnome once she has outlived her usefulness.
Encounter: If approached peacefully, Rowan (pg. 5) is
hostile and insists the PCs leave at once. If they seek an
audience (or claim to have one already), Rowan assures
them that Halia is very busy, and if she had business
with the likes of youor anyoneId have known of
it! If the party refuses to leave, she inititates combat.
2. Front Porch
The front porch of the cottage is rather dirty and
dusty. The steps are crudely built, and the cottages
screen door hangs limply off one hinge. An old tin roof
covers the length of the porch.
Encounter: The front entrance of the cottage is
trapped, using a trip wire to collapse a section of the
3. Living Room
This large room takes up most of the interior of the
cottage. Every available surface is covered in boots,
trowels, shovels, shears, books, jars, seeds, and plenty
of mud. A hallway in the northwest corner of the room
leads further into the cottage.
There are no hostile creatures or traps in this room,
though combat with Rowan (area 1) or the rats (area 4)
may continue into this area. Any PC who stops to look
for treasure finds none, but their searching alerts the
rats in the next room. All of the tools and books are
mundane. Halia keeps her valuables in her workshop.
4. Bedroom
This tiny room is sparsely decorated in comparison
to the clutter of the living room. The walls are covered
in patches of pale green mold, and a cot is crammed in
the back of the room, just on the other side of a large
trapdoor set in the floor.
This is where Halia sleeps. In the mornings, she leaves
via the secret door to work in her garden, and in the
afternoon and evening works tirelessly in her lab.
This room is therefore empty for most of the day, save
for Halias roommates (see encounter). Beneath the
trapdoor is a 20 ft. tall ladder that leads to the network
of tunnels underneath the cottage.
5. Milking Room
This large room is coated in thick, stringy webbing.
Through the darkness, you can make out deep gouges
along the walls and floor, and the room stinks of
droppings and decay.
In this padlocked chamber, Halia keeps a giant spider
she raised from a young age to farm for venom. The
spider is not tame, but Halia heavily doses its food
with opiates that keep it sluggish and docile. In her
busy operations, however she hasnt fed the spider in a
while, so it is alert and quite angry.
Encounter: If the giant spider (pg. 5) detects the PCs
through bright light or loud noise, it climbs to the
ceiling of its pen, hoping to pounce on anyone who
comes looking in this room.
7. Workshop
This room has a low ceiling of packed earth.
Long worktables hold clusters of ceramic and glass
instruments, most of which are spattered with
strange and sour-smelling liquids. At the far end of
the chamber, flickering candles perch on the rim of a
massive iron cauldron.
Halia spends most of her time here, tirelessly labouring
to create new potions. The cauldron is currently full of
potion of healing (amounting to about 8 doses), which
Halia brews to barter with forest creatures.
Encounter: Halia (pg. 6) can be found here when the
PCs arrive at the cottage. She is intensely focused on
her work, and wont be alerted to the PCs presence
unless they make a significant amount of noise in the
other underground chambers. If she is made aware of
intruders, she drinks her potion of heroism.
6. Supply Room
This room is barely bigger than a broom closet, but
the walls are lined with floor-to-ceiling shelves stuffed
with all manner of potion ingredients. Dried plants
and jars of brightly coloured powder crowd the room.
S
4
1
3
2
Halias Cottage
1 square = 5 feet
S
7
The Workshop
4
Rowan
Actions
Bite. Melee weapon attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.
DEX
CON
INT
WIS
CHA
9 (-1)
16 (+3)
15 (+2)
14 (+2)
16 (+3)
11 (+0)
Actions
Giant Rat
DEX
CON
INT
WIS
CHA
7 (-2)
15 (+2)
11 (+0)
2 (-4)
10 (+0)
4 (-3)
Giant Spider
DEX
CON
INT
WIS
CHA
14 (+2)
16 (+3)
12 (+1)
2 (-4)
11 (+0)
4 (-3)
Skills Stealth +7
Senses blindsight 10 ft., darkvision 60ft., passive
Perception 10
Languages
Challenge 1 (200 XP)
Spider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.
Web Sense. While in contact with a web, the spider
knows the exact location of any other creature in
contact with the same web.
Web Walker. The spider ignores movement
restrictions caused by webbing.
Actions
Halia Whitethorn
DEX
CON
INT
WIS
CHA
10 (+0)
13 (+1)
14 (+2)
16 (+4)
15 (+2)
18 (+4)
Actions
Other
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