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The Robes Beneath the Well - AI-generated fantasy Quest

The Robes Beneath the Well

5 scenes · about 4 hours · 3 encounters

The Robes Beneath the Well

A saint's gift rises from the well, but something beneath the water is collecting pilgrims.

Read aloud

At the hostel in Weaving Well, a priest asks you to find a missing pilgrim before nightfall. A child insists that her parents vanished at the Weaver's Well, and that she heard something climbing out of it after dark. The townsfolk will not go near the water tonight, but another pilgrim has just arrived.

Run the session

Scene
1/5
A Bed for the Road
Objectives
0/4

Objectives

A complication

Cheat sheet

Objectives

  1. 1Learn why pilgrims vanish from Weaving Well.
  2. 2Find the route from the holy well to the underground river.
  3. 3Confront the source of the disappearances and secure the captives' release.
  4. 4Give the hostel proof of what happened to the missing pilgrims.Optional

The clock

Nightfall brings another opportunity for the spiders to hunt. If the party delays, a new pilgrim may disappear before they can descend into the caves.

Scenes

  1. 0:00A Bed for the Road
  2. 0:45Something at the Rim
  3. 1:30The Road Below
  4. 2:30The Weaver's Work
  5. 3:30What the Road Remembers

Cast

  • Brother HalvenQuestgiver
  • Tessa ReedWitness
  • The WeaverAntagonist

The hook

Set the scene

The party arrives at the hostel near sunset. Pilgrims crowd the common room while Brother Halven quietly explains that one traveler has not returned from the well. Tessa waits until the priest is distracted, then tells the party that she heard scratching stones and a wet clicking sound on the night her parents disappeared. Outside, the well is already in shadow.

How Brother Halven asks

Brother Halven asks for discreet help at the hostel.

Rumours

Roll a rumour

1“A robe from the well is so fine that it seems to shine even in poor light.”
2“The priest's hostel has more children than Weaving Well has families, because the road takes people who never return.”
3“Some say the Weaver's robes are proof that the saint still watches over pilgrims.”
4“The locals avoid drawing from the well after dark, but no one agrees on who first made that rule.”
5“A traveler swears that the river below the well runs in the wrong direction.”

Scenes

about 4 hours
  1. 0:00

    45 min

    socialThe table is here

    1. A Bed for the Road

    The pilgrim hostel and its common room, with the Weaver's Well visible in the nearby square.

    Introduce the hostel, Brother Halven's request, and Tessa's account. The party can question residents, inspect the well in daylight, or prepare for nightfall.

    NextAs dusk falls, a late pilgrim heads toward the well, giving the party a chance to keep watch or follow at a distance.

  2. 0:45

    45 min

    combat

    2. Something at the Rim

    The stone well and the dark square at the edge of town.

    The party witnesses a spider emerge from the well and attempt to seize a pilgrim. They can fight it, rescue the target, or follow the silk trail down.

    The Well's Night Visitors

    NextThe spider's trail, a dangling silk line, or a rescued victim points down into the well and toward water below.

  3. 1:30

    60 min

    exploration

    3. The Road Below

    The underground river and the branching caves beneath the well.

    Descend into the caves and follow signs of captives, spiders, and washed silk. The party must cross the river or find a safer route along its banks.

    The River's Moving Thread

    NextThe current carries white robes toward a larger chamber, where the party hears a captive or the Weaver speaking.

  4. 2:30

    60 min

    combat

    4. The Weaver's Work

    The broad cavern beside the underground river, webbed between stone pillars.

    The party reaches the Weaver's chamber, discovers the cocooned captives and robe pile, then chooses whether to negotiate, fight, or focus on rescue.

    The Chamber of White Silk

    NextWith the captives recovered or the danger contained, the party can return to Weaving Well and decide how much of the truth to share.

  5. 3:30

    30 min

    social

    5. What the Road Remembers

    The hostel common room, now filled with waiting pilgrims and anxious children.

    Back at the hostel, Brother Halven and the residents react to the party's account. Tessa asks for the truth about her parents, and the party can choose what the town does next.

    NextResolve the reward and leave the town's future, the Weaver's fate, and the pilgrims' beliefs open for the campaign.

Behind it

What people believe

Weaving Well is a stopping place on the Saint's Way, known for a holy well associated with the Weaver, a saint famed for her skill at weaving.

Background

Weaving Well is a small settlement on the Saint's Way, a pilgrim road that crosses lonely country.

The stakes

If the party does nothing, the spiders will continue taking pilgrims at night, and the hostel's children may lose their remaining caretakers or be targeted themselves.

Encounters

3
  • The Well's Night Visitors

    Combat or tense rescue

    The stone rim and narrow apron around the well are slick with dew. The shaft is deep, the stones are uneven, and silk lines can be anchored to the masonry. Falling or being dragged into the shaft leads to the underground river, not an instant death.

    Foes

    • Three-foot silk-spiders

    ComplicationThe spiders try to pull isolated targets toward the well shaft or a cave crevice rather than fight to the death. A loud noise or a rescued captive may draw them off.

    ScalingFor a smaller or less experienced party, use two spiders and let them retreat when injured. For a larger or more capable party, use four spiders or add a fifth that arrives after several rounds. Keep the danger focused on restraint and separation rather than overwhelming damage.

  • The River's Moving Thread

    Exploration and environmental challenge

    A low cavern follows an underground river. White robes snag on rock shelves. The banks are slippery, the water is cold and fast, and a narrow ledge leads toward the Weaver's chamber.

    Foes

    • None required

    ComplicationRising water can carry away robes, separate the group, and reveal a submerged side passage. The party can cross by timing the flow, securing a line, or finding a higher route.

    ScalingFor an easier passage, make the rising water slow and provide obvious handholds. For more pressure, have the water rise during the crossing and force the party to choose between a stranded captive and a bundle of clues.

  • The Chamber of White Silk

    Combat, negotiation, or rescue

    A broad chamber opens beside the underground river. Robes lie in pale heaps near the waterline, while thick webbing connects stalagmites and the ceiling. Cocooned captives hang above a dry shelf. The river's current threatens to sweep away anyone who falls in.

    Foes

    • The Weaver

    ComplicationThe Weaver attempts to bind intruders in silk and bargain for the return of her privacy. She fights if attacked or if the party threatens her captive or the robe pile.

    ScalingFor an easier confrontation, the Weaver is weakened by a recent flood and does not pursue anyone who retreats. For a more dangerous one, add one silk-spider that guards the entrance. The Weaver can be defeated, persuaded to release captives, or driven away without requiring a lethal fight.

Cast

3
  • Brother Halven

    QuestgiverQuestgiver, priest and keeper of the pilgrim hostel

    WantsKeep the hostel open and protect the children in his care, while preserving the pilgrims' faith in the Weaver.

    “The well has given comfort for generations. I will not let fear turn it into a thing of shame.”
  • Tessa Reed

    Witness, an orphan at the hostel

    WantsFind out what happened to her parents and make sure other children are not left alone.

    “My parents went to fetch water after sunset. Everyone says they wandered off, but I heard something climb out.”
  • The Weaver

    Antagonist, immortal human-spider hybrid in the cavern depths

    WantsProtect the well's secret and keep the town from disturbing the caves, which she regards as both prison and home.

    “The river gives and takes. Do not mistake a gift for an invitation.”

How it ends

Rewards

Experience: Award an amount appropriate to the chosen system for resolving a low-difficulty mystery, rescuing captives, and confronting the cave threat.
Gold: A modest purse from Brother Halven and grateful townsfolk, enough to cover basic travel expenses.
In the story: The party earns the gratitude of Weaving Well's hostel and the rescued pilgrims. Their account may change how travelers speak of the Weaver's Well.
Standing: The hostel and local pilgrims owe the party a favor. If the party handles the truth sensitively, their standing with the faithful improves; if they publicly ridicule the Weaver's legend, some pilgrims may distrust them.

Items

  • A clean white silk robe, if the party recovers one and chooses to keep it. It has no assumed magical properties.

  • A pilgrim's token belonging to one rescued traveler, which may be returned to their family.

On a win

The party exposes the source of the disappearances, rescues any surviving captives, and stops the immediate threat at the well through force, negotiation, or a plan to seal or guard the passage.

What it leaves open

If the Weaver survives, she may ask the party to retrieve a particular robe washed far downstream, promising in return to keep the spiders from the well.
A recovered robe bears a distinctive pattern that matches an old roadside shrine, suggesting the Weaver's curse began somewhere else along the Saint's Way.
Tessa may decide to travel with the party when she is older, hoping to learn what happened to other children who lost their parents on the road.

If it fails

The party does not secure the well before nightfall.
The party fails to stop a night attack. One more pilgrim is taken, and Brother Halven loses the trust of the town unless the party can follow the trail and rescue them.
The party fails to cross the flooded river or reach the captive in time.
A captive is swept downstream or remains cocooned. The party can return later to search a farther stretch of river, but the captive's condition worsens with time.
The party's confrontation ends without a bargain, rescue, or decisive victory.
The Weaver escapes deeper into the caves, and the disappearances may resume. The town can still be warned and the well guarded, but the mystery remains unresolved.

Complications (d6)

  1. 1A pilgrim arrives at dusk and insists on drawing water before continuing the journey. They must be persuaded to wait, escorted, or protected.
  2. 2A sudden shower swells the underground river, washing a cluster of silk robes toward a narrow channel and making nearby ledges slick.
  3. 3A frightened child slips away from the hostel to leave a token at the well for a missing parent.
  4. 4A trapped pilgrim calls from below, but the echo makes their location difficult to judge and the call draws spiders closer.
  5. 5A spider's silk snare catches one character's pack or equipment, leaving it suspended over a drop or the river.
  6. 6A robe snagged on a rock bears a fresh, personal possession from one of the missing pilgrims, proving someone was taken recently.

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