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Witch’s Cottage A 1st Level Dungeon

Written and Designed by Jesse Gazic

Summary of the world’s most popular fantasy roleplaying game.


(The word “dungeon” is used here to refer to a set of
This dungeon details the cottage of Halia Whitethorn, linked encounters in the same time and place.) GMs
a witch who lives deep within a thick and dangerous are encouraged to adjust any element of this dungeon
wood. Halia has spent the last few decades learning to better suit their needs.
the art of potion brewing, creating potent concoctions The first section of this text provides a breakdown
through a combination of forest plants and her own of each area of the dungeon and any encounters
arcane powers. PCs can explore her yard and the therein. Italicized text at the start of each entry should
interior of her cottage before discovering the trapdoor be read aloud to players. Shaded boxes contain
to her hidden underground workshop, where they additional notes.
will confront the witch of the forest herself! The subsequent section contains a map of
all encounter areas, as well as short profiles for
characters appearing in this dungeon. GMs should
How to Use This Dungeon familiarize themselves with all of the information in
this document before introducing this dungeon into a
This dungeon is suitable for use with the 5th edition campaign.

1
Approaching the Cottage roof. The trip wire suspended 3 inches above the porch
floor is strung between two posts. It’s a DC 14 Wisdom
“The trees clear to reveal a squat, ramshackle cottage (Perception) check to notice the trip wire. A DC 15
in the dead centre of a small meadow. On the west side Dexterity check using thieves’ tools disables the trip
of the house, a figure slowly tends a large vegetable wire successfully. A character without thieves’ tools
garden. At the northern edge of the clearing stands a can attempt the check with a sharp implement at a
decrepit outhouse, and to the south you see a low stone disadvantage. A failed check triggers the trap.
well.” Anyone examining the ceiling of the porch can
see that the bottom sheet of tin is held up by beams
The following section details the exterior and first floor wedged into place. The dusty floor, signalling disuse,
of the cottage, which is 15 feet wide, 30 feet long, and can also clue in players to the danger here. (Halia uses
10 feet tall.The well and the outhouse are functional the secret door to the north, which is a DC 20 to spot.)
but contain nothing of interest. When triggered, the trap causes the bottom
section of the roof to fall open, and a hail of rusty
daggers and forks rains down upon the porch. Anyone
1. Garden
on the porch must make a DC 14 Dexterity saving
throw, taking 6 (1d10) damage on a failed save, or half
“The garden is quite large, spanning the entire length
as much on a successful one.
of the cottage. Colourful flowers and fat mushrooms
grow in dutiful rows, while bushes bearing swollen
berries droop from raised planters. A tired gnome 3. Living Room
woman stands here, idly raking up fallen leaves.”
“This large room takes up most of the interior of the
This garden is where Halia grows plants that are rare, cottage. Every available surface is covered in boots,
valuable, or otherwise require a lot of attention. Several trowels, shovels, shears, books, jars, seeds, and plenty
of the specimens are grown in wire cages or raised of mud. A hallway in the northwest corner of the room
wooden planters. The gnome is Rowan, who was exiled leads further into the cottage.”
from her village for murder. She now lives in the forest
and thinks of herself as Halia’s apprentice, spending There are no hostile creatures or traps in this room,
several hours a day maintaining the witch’s gardens though combat with Rowan (area 1) or the rats (area 4)
and fetching her ingredients. Halia has no interest in may continue into this area. Any PC who stops to look
rewarding Rowan for her efforts, and plans to poison for treasure finds none, but their searching alerts the
the gnome once she has outlived her usefulness. rats in the next room. All of the tools and books are
mundane. Halia keeps her valuables in her workshop.
Encounter: If approached peacefully, Rowan (pg. 5) is
hostile and insists the PCs leave at once. If they seek an 4. Bedroom
audience (or claim to have one already), Rowan assures
them that Halia is very busy, “and if she had business “This tiny room is sparsely decorated in comparison
with the likes of you—or anyone—I’d have known of to the clutter of the living room. The walls are covered
it!” If the party refuses to leave, she inititates combat. 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
2. Front Porch trapdoor set in the floor.”

“The front porch of the cottage is rather dirty and This is where Halia sleeps. In the mornings, she leaves
dusty. The steps are crudely built, and the cottage’s via the secret door to work in her garden, and in the
screen door hangs limply off one hinge. An old tin roof afternoon and evening works tirelessly in her lab.
covers the length of the porch.” This room is therefore empty for most of the day, save
for Halia’s roommates (see encounter). Beneath the
Encounter: The front entrance of the cottage is trapdoor is a 20 ft. tall ladder that leads to the network
trapped, using a trip wire to collapse a section of the of tunnels underneath the cottage.

2
Encounter: When the PCs enter this room, three giant Treasure: With a DC 12 Wisdom (Perception check),
rats (pg. 5) crawl out from under the cot and attack. PCs can discover a potion of healing, a dose of oil of
slipperiness, and a potion of poison.
Treasure: Under her cot, Halia keeps some coin
stashed for when she sends Rowan to town to buy 7. Workshop
supplies. A small silk bag contains 60gp.
“This room has a low ceiling of packed earth.
Beneath the Trapdoor Long worktables hold clusters of ceramic and glass
instruments, most of which are spattered with
This section details the basement of the cottage. The strange and sour-smelling liquids. At the far end of
ceilings are 6 feet high, and there is no light unless the chamber, flickering candles perch on the rim of a
otherwise noted. (Halia uses her goggles of night to massive iron cauldron.”
navigate.)
Halia spends most of her time here, tirelessly labouring
to create new potions. The cauldron is currently full of
5. Milking Room
potion of healing (amounting to about 8 doses), which
Halia brews to barter with forest creatures.
“This large room is coated in thick, stringy webbing.
Through the darkness, you can make out deep gouges
Encounter: Halia (pg. 6) can be found here when the
along the walls and floor, and the room stinks of
PCs arrive at the cottage. She is intensely focused on
droppings and decay.”
her work, and won’t be alerted to the PCs’ presence
unless they make a significant amount of noise in the
In this padlocked chamber, Halia keeps a giant spider
other underground chambers. If she is made aware of
she raised from a young age to farm for venom. The
intruders, she drinks her potion of heroism.
spider is not tame, but Halia heavily doses its food
with opiates that keep it sluggish and docile. In her
busy operations, however she hasn’t fed the spider in a This Dungeon in Your Campaign
while, so it is alert and quite angry.
Halia’s motivations are kept unspecified in this text so
Encounter: If the giant spider (pg. 5) detects the PCs that GMs can easily integrate this dungeon into their
through bright light or loud noise, it climbs to the own campaigns. If you’re unsure of how to incorpo-
ceiling of its pen, hoping to pounce on anyone who rate the scenario here, below are a few suggestions:
comes looking in this room.
•  A valuable object (or an allied NPC) has been
Treasure: The spider’s last meal (a trespassing elf) wore stolen by Halia for use in a potion. The PCs must
an amethyst ring (200 gp) which now lies in the corner. retrieve their quarry before it’s too late!
•  The PCs desperately need a certain potion brewed
6. Supply Room (perhaps an antidote or poison) and Halia is the
nearest or likeliest hope. Bargaining with the spiteful
“This room is barely bigger than a broom closet, but witch is sure to be dangerous!
the walls are lined with floor-to-ceiling shelves stuffed •  Tension rises in the forest as Halia claims more
with all manner of potion ingredients. Dried plants land in order to expand her gardens. Why could the
and jars of brightly coloured powder crowd the room.” crone possibly need so many potion ingredients at
once?
This is where Halia keeps her preserved potion •  The PCs are sent to track down Rowan, an exiled
supplies. Most of the supplies are worth little (1d10 sp), murderer last seen in the forest, and capture her
but Halia has stashed some emergency potions here. alive. In this case, consider placing Rowan in area
A secret door (DC 15 to notice) behind a shelf leads 7 and putting several Awakened Shrubs in the
directly to the workshop (area 7). vegetable garden.

3
N


← N
S
T
4

3
2

Halia’s Cottage
1 square = 5 feet

5 6 S

The Workshop
4
Appendix: Enemy Statistics roll against a creature if at least one of the rat’s allies
is within 5 feet of the creature and the ally isn’t
incapacitated.
Rowan
Small humanoid (gnome), Lawful Evil Druid 2 Actions
Armor Class 14 Bite. Melee weapon attack: +4 to hit, reach 5 ft., one
HP 17 (2d8 + 4) target. Hit: 4 (1d4 + 2) piercing damage.
Speed 25 ft.
STR DEX CON INT WIS CHA Giant Spider
9 (-1) 16 (+3) 15 (+2) 14 (+2) 16 (+3) 11 (+0) Large beast, unaligned
Armor Class 14
Saving throws Intelligence +4, Wisdom +5 HP 26(4d10 + 4)
Skills Nature +4, Survival +5 Speed 30 ft., climb 30 ft.
Senses darkvision 60ft., passive Perception 13 STR DEX CON INT WIS CHA
Languages Common, Gnome 14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)
Challenge 1 (200 XP)
Skills Stealth +7
Spellcasting. Rowan is a 2nd-level spellcaster. Her Senses blindsight 10 ft., darkvision 60ft., passive
spellcasting ability is Wisdom (spell save DC 13, spell Perception 10
attacks +5 to hit). She has prepared the following Languages —
spells: Challenge 1 (200 XP)
Cantrips (at will): druidcraft, mending, shillelagh
1st Level: cure wounds, entangle, thunderwave Spider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing to
Actions make an ability check.
Quarterstaff. Melee weapon attack. +1 to hit, reach 5 Web Sense. While in contact with a web, the spider
ft., one target. Hit: 4 (1d8 -1) bludgeoning damage. knows the exact location of any other creature in
Sling. Ranged weapon attack. +5 to hit, range 30/120 contact with the same web.
ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Web Walker. The spider ignores movement
restrictions caused by webbing.
Rowan is a natural lackey who craves power but fears
responsibility. She entangles foes, then attacks with her Actions
sling, casting shillelagh on her staff if caught in melee. Bite. Melee weapon attack: +5 to hit, reach 5 ft., one
Giant Rat creature. Hit: 7 (1d8 + 3) piercing damage, and the
Small beast, unaligned target must make a DC 11 Constitution saving throw,
Armor Class 12 taking 9 (2d8) poison damage on a failed save, or half
HP 7 (2d6) as much damage on a successful one. If the poison
Speed 30 ft. damage reduces the target to 0 hit points, the target is
STR DEX CON INT WIS CHA stable but poisoned for 1 hour, even after regaining hit
7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3) points, and is paralyzed while poisoned in this way.
Web (Recharge 5–6). Ranged weapon attack: +5 to
Senses darkvision 60ft., passive Perception 10 hit, range 30/60 ft., one creature. Hit: The target is
Languages — restrained by webbing. As an action, the restrained
Challenge 1/8 (25 XP) target can make a DC 12 Strength check, bursting
the webbing on a success. The webbingcan also be
Keen Smell. The rat has advantage on Wisdom attacked and destroyed (AC 10; hp 5; vulnerability to
(Perception) checks that rely on smell. fire damage; immunity to bludgeoning, poison, and
Pack Tactics. The rat has advantage on an attack psychic damage).

5
Halia Whitethorn
Medium Humanoid (human), Neutral Evil Warlock 4
Armor Class 14
HP 28 (4d8 + 8)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 14 (+2) 16 (+4) 15 (+2) 18 (+4)

Saving throws Wisdom +4, Charisma +6


Skills Arcana +5, Nature +5,
Senses passive Perception 12
Languages Common, Sylvan
Challenge 2 (450 XP)

Spellcasting. Halia is a 4th-level spellcaster. Her


spellcasting ability is Charisma (spell save DC 14, spell
attacks +6 to hit). She has two available spell slots and
knows the following spells:
Cantrips (at will): eldritch blast, mage Hand, true
strike
1st Level: expeditious retreat, hellish rebuke, unseen
servant
2nd Level: darkness, hold person
Actions
Dagger. Melee or ranged weapon attack. +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
2) piercing damage.

Other
Eldritch invocations: agonizing blast, beast speech
Familiar: Ajax (bat, noncombatant)
Gear: In addition to any items listed above, Halia
carries a potion of heroism, a potion of resistance
(poison), a potion of water breathing, and a pair of
goggles of night.

Halia Whitethorn is a witch studying the art of potion


brewing. Unscrupulous in her quest for knowledge,
Halia is willing to sacrifice anything (or anyone) for a
deeper understanding of the arcane arts. She regularly
traffics with the fey of the forest, and has no problem
using lethal force to protect the many gardens and
mushroom beds she cultivates throughout the region.

In combat, she attempts to control the battlefield with


darkness or hold person, then attacks with eldritch blast.
If reduced to 10 or fewer HP, she casts expeditious
retreat if able and attempts to flee through her secret
door.

6
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