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72

Loom-Widow's Parlor

RoomParley / Mini-BossHard (contingent)Arachne's Weave (W12)3 exits
Illustration: Room 72 — Loom-Widow's Parlor

Somebody has made a room in here. Not a lair — a room: a swept floor, a low couch, two stools set at a conversational angle, a lamp burning good oil. On the wall opposite the door hangs a tapestry eleven feet across, half finished, and it is the best thing you have seen in your life.

The loom stands beside it, and the weaver sits at the loom, and she has four more arms than she should and the patience of someone who has been waiting a while for company.

"Sit down," she says. "Somebody tell me something true."

DM summary. A half-fey weaver who charges a story for safe passage, and means it — an honest, warm, mannered negotiation with something that could kill the party and would prefer not to. The fight is the failure branch and it starts in the ceiling.

Terrain & Features

Battle-map thumbnail: The Great Room

Battle map: The Great Room — page 43, 55 × 75 ft (one half of The Villa)

The villa great room, walled down to 25 × 25 ft, is her parlor: couch, stools, and table sit where the carpet is. Everything above 8 ft is web — note it; don't draw it until someone looks up.

The Toll

She wants a true story that the teller has not told before, and she wants it told properly. That is the whole price of safe passage for the whole party.

What safe passage buys. She names the exits, tells the party which of the three her daughters do not use, and gives them the skein (see Loot). She keeps her word exactly, and if the party comes back through this room later in the session she remembers them and charges nothing.

Two ways to lose it: touching the loom or the tapestry, and refusing to pay while also refusing to leave. She gives one warning — the lamp is turned down — and then the ceiling comes into the conversation.

Encounter

Hard · Contingent — this fight only happens if the parley or skill approach fails. · Arachne's Weave (W12) · Budget at APL 9: 9,600 XP

Only if the parley fails. Four spiders out of the ceiling and a weaver who re-spins the floor between them.

Count Creature XP each
4Weaver Spider700
1Web-Fey Spinner1,800

Base 4,600 XP; ×2 for five bodies = 9,200 adjusted, just under the APL 9 Hard budget of 9,600. What makes it worse than the number is the ceiling: five creatures that all attack from above in a room the party cannot back out of quickly.

Round 1. The lamp is turned down — that is the warning and it costs a round. If the party does not use it, the Spinner re-spins the doorway first: the way the party came in becomes 10 ft of fresh web (difficult terrain, Athletics DC 13 to pull through) before anything attacks. Then the four Weaver Spiders drop, one per corner, and restrain rather than kill.

Tactics. They aim to have the whole party restrained and nobody dead — she is not a murderer, she is a collector of stories, and a bound party can still talk. If the party is reduced to two conscious characters she stops the fight and asks again, and the price has gone up: now she wants a story from each of them. Nothing here pursues past the door; her parlor is the point.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Pay in something other than a story

Not everyone has words, and she is a reasonable creature.

  • The check: Persuasion DC 15 to substitute a keepsake — a real inventory item with a real history, handed over and explained. Coin does not work. A magic item works and is an appalling trade; she will say so and take it anyway if offered.
  • Success: the same safe passage, and she weaves the object's history into the tapestry while the party watches, which takes four minutes and is the best scene in the room.
  • Failure: she takes the item as a gift and does not consider the toll paid. The party is now out an heirloom and still standing in her parlor, which is exactly the right punishment for trying to buy your way out of a conversation.
  • Cost: the object, permanently. She does not give things back.
Bypass — The rafters

Fourteen feet up, above the furniture and under the web, and her sight-lines are all along the floor.

  • Getting up: Athletics DC 15 on the loom-frame's uprights or the wall brackets — and touching the loom is one of the two things that ends the parley, so it must be the brackets.
  • Crossing: group Stealth DC 15 along the beams to the high vent in the south wall (exit C). The Weaver Spiders in the ceiling are dormant and will not react unless a strand is plucked.
  • One failure: a strand goes. She looks up, and says — not shouting — "Who is in my roof?" This does not start the fight. It starts the parley over, from offended, which means DC 15 instead of DC 13 and no advantage available.
  • Two failures: a beam creaks, a spider wakes, and the party is fighting from a 6-inch-wide cedar beam. Give them the option to drop to the couch and take the conversation instead.
  • Cost of withdrawing instead: the door behind them is never blocked while the parley is live, and she does not pursue. The party may leave the way they came at any point in the conversation, and she will wish them well and mean it. Cost: the skein, the room's clue, and the tapestry, which is the best piece of intelligence in the deck.

Traps / Puzzles / Checks

The tapestry. Not a trap. Investigation DC 14 to see that the red thread running through the weave is a route rather than an ornament, and Investigation DC 16 or ten minutes with her permission to work out that the thread's near end is where the party is standing.

She will explain it for free if asked politely and after the toll is paid, and what she says is: she has been weaving what she can hear, and she cannot hear the exits — only the thread. This does not give the party a map and the DM should not let it become one. It tells them that the maze has a through-line and that somebody else's thread is already in it.

Exits

AObviousThe doorway they came in by, hung with a curtain she wove, standing open. No check.
BObviousThe parlor's other door, opposite, with a bead-fringe across it. No check.Rider: this is the one her daughters use, and she will say so if the toll is paid — the party arrives with web on their shoulders, which anything of Arachne's Weave in the next room reads as hers, and hesitates one round before attacking.
CConditionalA vent at 14 ft in the south wall, reachable from the rafters. Requires the climb (Athletics DC 15) whether the party is sneaking or invited.Rider: you leave above the level you entered, through clean air, and arrive with your feet off the floor — the first character through drops in alone and is unsupported for one round.
Loot

Room-specific: a skein of the Widow's thread. Off the loot table, and it never consumes a d100 slot. Given freely once the toll is paid, and not otherwise — it cannot be looted from her, because in her hands it is part of her.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Two Weaver Spiders in the ceiling. Toll DCs −2, and she is gentler about a bad story — one retry, free
9As written
12Six Weaver Spiders, and the Spinner re-spins one 10-ft square of floor every round instead of only the doorway. Toll DCs +1
15Eight Weaver Spiders, two Web-Fey Spinners (a daughter grown), and the parlor's web is layered enough that the rafters are inside it — the climb bypass costs a Stealth check per beam. Toll DCs +3, and she wants a story from every character before she lets anyone through
DM Notes

Creature Cards

Both belong to Arachne's Weave (W12) and recur across the deck, so the numbers live in the bestiary. The Loom-Widow is a Web-Fey Spinner with a name, a parlor, and a price; her toll, her manners, and the ceiling's patience are this room's and stay here.

Shared across rooms, so the full cards live in the bestiary: Weaver Spider, Web-Fey Spinner. Every mention above opens the numbers here on this page.

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