The Nettle Baths
The Nettle Baths
Read aloud
The water at the Nettle Baths has turned cold, and last night it climbed the walls against gravity. The proprietor offers a reward for anyone who can find the cause before the frightened guests abandon the place for good.
Run the session
Cheat sheet
Objectives
- 1Discover why the baths have gone cold and why the water is behaving unnaturally.
- 2Find the missing key and learn what the old seal is meant to protect.
- 3Contain the danger beneath the baths.
- 4Preserve the baths' reputation as neutral, trustworthy ground.Optional
The clock
The spring grows colder and surges more violently each night. After three nights, the lower cistern floods enough to damage the baths and give the Brine Keeper a path into the ravine.
Scenes
- 0:00A Cold Welcome
- 0:35Tracks in the Steam
- 1:30The Surveyor's Measure
- 2:10The Spring's Claim
Cast
- Mara VennQuestgiver and proprietor
- Tovin ReedWitness and bath attendant
- Edrin SallowAlly
- The Brine KeeperAntagonist
The hook
Set the scene
The party arrives as staff carry buckets of lukewarm water from the bathing rooms. Mara Venn meets them beside the drained central pool, where the stone is slick despite the dry air. She explains that the spring began cooling three nights ago, and that a guest saw water crawling upward along a tiled wall. Tovin waits nearby, visibly shaken, while the remaining guests whisper behind closed screens.
How Mara Venn asks
Mara approaches the party directly if they are guests or travelers.
Otherwise, she asks the local innkeeper to recommend discreet investigators, emphasizing that the baths are a place of refuge and she wants the matter handled without public accusations.
Rumours
Scenes
about 3.5 hours0:00
35 min
socialThe table is here
1. A Cold Welcome
The reception room and drained central pool of the Nettle Baths.
Introduce Mara's request, establish the guests' concerns, and let the party choose whether to investigate openly or discreetly.
NextTovin offers to show the party where the water climbed the wall, while Mara gives them access to the staff passages.
0:35
55 min
exploration
2. Tracks in the Steam
Private bathing rooms, the nettle-lined courtyard, and the narrow service passages.
Collect testimony and physical clues. A careful investigation finds mineral residue above the old waterline and signs that someone removed a copper fitting recently. Tovin can describe the water's movement, while guests provide conflicting accounts.
The Flooded Service WalkNextThe trail leads toward the lower cistern, and Edrin Sallow admits that he knows the old mechanism.
1:30
40 min
social
3. The Surveyor's Measure
A cramped valve room where pipe diagrams and old restoration notes are kept.
Edrin explains that a copper key was removed from the seal and offers his knowledge of the lower controls. Pressing him reveals he removed it himself, though his reason is not yet clear unless the party has earned his trust.
NextEdrin leads the party to the cistern, or the party must find another way down if they reject his help.
2:10
80 min
combat
4. The Spring's Claim
The ancient cistern beneath the baths.
Face the Brine Keeper amid the surging water. The party can fight, bargain, or use the key and Edrin's instructions to restore the seal. A solution that preserves the spring's shared access earns the guardian's cooperation.
The Cistern WakesNextWith the cistern stable or breached, the party returns to the bathhouse to determine what the guests and Mara will learn.
Behind it
What people believe
The spring at the Nettle Baths has gone cold, and strange surges have damaged the lower service passages.
Mara Venn needs help tracing the problem, finding a missing copper key, and making the baths safe before guests and staff leave. The investigation will take the party from public bathing rooms to the old cistern beneath the building.
Background
The Nettle Baths are a secluded, steam-filled bathhouse built around mineral springs in a ravine.
Its namesake nettles grow thick along the paths, prized by locals for their sting-relieving salves. The baths have long served as neutral ground for merchants, travelers, and rival community leaders.
The stakes
If the party fails, the cistern may flood the bathhouse, the Brine Keeper may escape into the ravine's waterways, and the baths may close.
If the party succeeds carelessly, it could also destroy the trust that makes the baths a safe gathering place.
Encounters
2The Cistern Wakes
Combat or negotiation
A circular stone cistern beneath the bathhouse, with narrow maintenance ledges, ankle- to waist-deep water, steaming vents, and a central bronze seal.
Foes
Brine Keeper
2-4 Spring-Woken Figures
ComplicationSteam clouds visibility, and unstable grates shift underfoot. If the party fails to secure the area, the Brine Keeper can use surging water to separate characters or sweep loose objects away.
ScalingFor a smaller or less capable party, use the Brine Keeper alone and make the water's hazards predictable. For a larger or more experienced party, add Spring-Woken Figures or have the guardian call one additional figure from a side channel. The encounter can be resolved through combat, negotiation, or restoring the seal.
The Flooded Service Walk
Skill challenge or exploration
A narrow service passage lined with old copper pipes, nettle roots, and waist-high water.
Foes
None required; use the d6 complications table for pressure
ComplicationIf the party rushes past the evidence, Edrin cannot explain the old controls in time, and the cistern encounter begins with an active surge. If they protect the guests and examine the valve room, they can shut off one hazard before entering.
ScalingFor a low-pressure session, make the passage stable and the challenge about choosing a route. For a tense session, use a rising water level, slippery stones, and a time limit before the lower steps flood.
Cast
4Mara Venn
QuestgiverQuestgiver and proprietor
WantsKeep the baths open and protect the privacy of the guests who depend on them.
“The spring has never run cold in my lifetime. Find out what has changed, but do not turn my guests into suspects.”
Tovin Reed
Witness and bath attendant
WantsConvince people that the spring is dangerous before another worker gets hurt.
“I heard the stones singing under the floor. Then the water climbed the wall like it was looking for someone.”
Edrin Sallow
Ally, a retired surveyor who helped restore the bathhouse
WantsRecover a stolen copper key and contain the old mechanism beneath the baths, while avoiding blame for having concealed the truth.
“You are standing on a seal, not a spring. Help me close it properly and the water will settle.”
The Brine Keeper
Antagonist, an awakened guardian bound to the spring
WantsDefend the spring's buried source from those who would bind it to a single household.
“This water remembers every hand that has tried to own it.”
How it ends
Rewards
Items
A small tin of nettle salve that soothes irritation and minor stings; its exact mechanical effect is custom and should suit the system.
A stamped copper bath token granting the party welcome at the Nettle Baths.
On a win
The party identifies the cause of the cold water, reaches the cistern, and resolves the danger without allowing the spring to be claimed by one person or faction.
The baths reopen after repairs, and Mara publicly thanks the party while privately honoring any promise they made to protect the guests' privacy.
What it leaves open
If it fails
- The lower cistern floods and the baths close while repairs begin. The Brine Keeper escapes into the ravine's waterways, creating a future threat.
- The party cannot calm or contain the guardian before the seal fails.
- Mara loses trust in the party, and the baths' regulars refuse to share what they saw. The group can still investigate, but must rely on physical evidence and risk losing local goodwill.
- The party exposes private guest information or accuses an innocent visitor without evidence.
- Edrin attempts a hurried repair alone. The spring settles temporarily, but a later surge damages the baths and reveals that the underlying problem remains.
- The party chooses to leave the copper key in Edrin's hands without securing the seal.
Complications (d6)
- 1A burst pipe fills a passage with scalding water. The party must find the shutoff wheel or take a safer, longer route.
- 2A guest recognizes one character and insists on discussing a private grievance in the middle of the investigation.
- 3A cloud of nettle pollen sweeps through an outdoor walkway, causing painful welts and obscuring sight until it is cleared or avoided.
- 4The spring's water briefly reflects an old memory belonging to one character, distracting them and revealing a fragment of the bathhouse's past.
- 5A frightened attendant locks the wrong door, separating the group or cutting off their route to the lower cistern.
- 6A sudden surge washes the copper key toward a drain. Recovering it requires quick action before it disappears into the old channels.
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