“The Well and the Web” is a captivating encounter that emphasizes the significance of the home field advantage, where the environment can greatly influence the outcome of a fight and compel players to prioritize their survival above all else. This encounter was skillfully crafted as the entrance to the infamous thieves’ guild in the elven city of Isteria. The absence of natural light sources within the guild, due to the members’ dark vision, adds to the atmosphere of tension and secrecy.

Delving into a thieves’ guild is a daring and dubious choice, bordering on madness or even self-destruction. As a Dungeon Master, I ensured that my players understood the gravity of their decision, while also presenting the opportunity during a major operation when a significant portion (98%) of the guild’s members were occupied elsewhere. This mitigated some of the risks and made the endeavor slightly less foolhardy.

By setting the stage with careful consideration, “The Well and the Web” immerses players in a high-stakes scenario, where their survival instincts and strategic thinking are put to the test.

Intro/Description:

The “Well” is an ancient drainage pipe, roughly 10 feet in diameter. Ordinarily, water flows in from all sides through this pipe, but someone has strategically erected a dam, creating a section that enables a medium-sized creature to navigate down the interior. To facilitate the descent, small iron spikes have been positioned, providing a degree of assistance. Venturing down this turbulent pipe ladder serves as a testament to the determination and resolve of any guild member, while also affording the guild the flexibility to dispatch someone equipped with a sledgehammer to dismantle the dam, effectively closing and concealing this entrance.

It is worth noting that no skill checks were required for descending this ladder. Instead, the emphasis lies in one’s willingness to undertake this challenging feat rather than its inherent difficulty.

Beneath the 50-foot descent of the Well lies the domain known as the “Web.” What was once an iron gate, serving as a cap for the pipe, now hangs as a makeshift stairway leading to this area. The Web encompasses a vast underground cistern, with a substantial expanse of open space above swirling waters, extending further to a shelf designed as an overflow zone. The term “Web” aptly describes the intricate network of catwalks that the thieves guild has meticulously constructed, anchored to the chamber’s ceiling. These interconnecting platforms and ropes facilitate movement, connecting the Well to the remainder of the guild complex.

However, the Web is not only a means of passage but also a treacherous deathtrap for intruders and a formidable line of defense for the guild. It has been ingeniously engineered to eliminate unwelcome guests through various lethal mechanisms and perils.

Adjustments can be made to the systems and challenges described here to suit the level of your party. The details provided below were tailored for an 11th level group.

Deliberate Progress: Traversing the precarious catwalks demands a cautious pace, limiting movement to a walking speed. It takes approximately 6 rounds to reach the exit. Should the party choose to maintain stealth while crossing, the time required doubles to 12 rounds. Additionally, if they opt to search for traps along the way, it further extends the duration to 18 rounds. The roaring water serves as a discouragement to stealthy movement.

Balancing Act: Each round, every party member must succeed on an athletics check to continue advancing. Two difficulties are introduced: a DC 6 to avoid falling and a DC 10 to make tangible progress. Abilities such as Spider Climb or flight can bypass this mechanic. The intention is to foster cooperation among the party members, encouraging them to assist one another or spread out across the Web.

Subtle Peril: Although no direct traps exist, the catwalks have been “repaired” using copious amounts of wax, providing support for the walkway but little else. Stepping on these wax-repaired sections would result in an immediate fall. Detecting these areas requires a search check with a DC of 15, while successfully crossing them demands a dexterity check of the same difficulty to avoid tumbling.

Sentries: Three level 8 rogues, well-versed in navigating the Web, serve as sentries. Their expertise allows them to effortlessly move across this terrain. With a stealth rating of 26 and keen perception, which includes darkvision due to their elven heritage, they maintain constant vigilance over the area. Armed with daggers, longbows, and strangle bags (described below), they are positioned strategically, maintaining visual contact with each other. Once they spot the party, they silently close in, taking advantage of the party’s likely focus on trap detection.

Please note that these details can be adjusted according to your specific campaign and party dynamics.

Author’s Note: The following description contains a disturbing tool known as the “Sinister Sack.” It is entirely optional and should only be used if you believe your players can handle such content.

The Sinister Sack is a wicked contraption, resembling a bag large enough to cover a person’s head, accompanied by a set of robes that can be tightly fastened. This macabre device serves a nefarious purpose: it blinds the victim by engulfing their head, while the interior is coated with a potent inhalation poison. The attached rope allows the attacker to tighten the bag, making it difficult for the target to remove it, effectively suffocating and strangling them. This lethal tool is reserved for only the most ruthless members of the thieves guild.

Mechanically, the Sinister Sack operates as follows: When used from a stealth position, the attack is made with advantage. Dropping the bag itself does not cause direct damage, but it initiates an automatic grapple. The victim must then make a Fortitude save against a DC of 15 (Constitution), or be poisoned and suffer 3d10 poison damage (half damage on a successful save). While being choked, a creature can endure a number of rounds equal to its Constitution modifier (minimum of 1 round). On its next turn, the creature drops to 0 hit points and enters a dying state. The most effective means of escape is to sever the rope with a slashing weapon, requiring an attack roll at disadvantage due to the blinded condition caused by the bag over their head. The AC to hit the rope is 16.

Please exercise caution when introducing such a tool to your game, ensuring it aligns with your players’ comfort levels and the tone of your campaign.

The Fall: The first segment of the web extends above the water, presenting a perilous drop. Falling in this area without assistance would prove fatal. The subsequent portion hovers above the overflow line, inhabited by two Otyughs. Should a creature plummet forty feet downward, they will not only contend with the Otyughs but also suffer 1d6 bludgeoning damage for every 10 feet of the fall.

Interaction Summary: As the party descends the Well and enters the Web through the grate, they are immediately confronted by the challenges of navigating the precarious catwalks. This may prompt them to find ways to make their movements easier. The first trap is either triggered or noticed, shifting the party’s focus to trap detection. Meanwhile, the rogues position themselves for an ambush. This provides the party with some time to familiarize themselves with the catwalk mechanics, potentially experiencing near-falls. Two rogues engage in close-quarters combat using Sinister Sacks, while the third rogue remains at a distance, armed with a longbow.

Common Snags and Considerations: The rogues possess knowledge of safe catwalks, meaning choosing a catwalk occupied by a rogue should not lead to a trap. Without walls to anchor to, the safety of the anchored catwalks becomes crucial, requiring the party to test each step carefully. The catwalks can be damaged, and critical failures or intentional attacks may be used to induce falls.

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ABOUT AUTHOR
GM Rob

I am a published game designer with two decades of experience running games. I take a lot of pride in helping people take their games to the next level.

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