All’s Well that ends Well

Overview: A nereid has made her home in an old well and lures unsuspecting men to their death. She has accumulated some treasure including the Sword of Mixed Blessings.

The Rumor: The old well at the edge of the village was a popular place for lovers to meet. However, the villagers have avoided the well after several men were found drowned near it. It is now called the “Widow’s Well.” 

The Well Entrance: If the players approach the well they will see a beautiful half-naked woman sitting on the edge watching them. Her name is Ariyo. She will say that she’s awfully lonely and attempt to lure any male in the party with a Charisma score of 14 or better closer for a kiss. If attacked, she retreats back into the well as a reaction.

The Well Floor: Climbing down the well using a rope requires a successful Athletics climb check (DC 10). Failure will result in falling into the well but since it’s a thirty foot drop into four feet of water there will be only 1d6 bludgeoning damage from the fall. The bottom of the well is a small cavern about 15 feet in diameter. The water in the well is four feet deep. Small creatures will either need to swim (a successful Athletics swim check DC 10) or climb on another player or  bring something that floats or they begin to drown. Three rounds of drowning and the player dies. The walls are slick with moisture and cannot be climbed. A tunnel leads further into the cave.

The Tunnel: The tunnel is narrow and low. There’s a point where it goes completely underwater and the players will be forced to hold their breath and swim to continue. This will require a successful Constitution save DC 10 to continue further. Failure results in the player taking 1d6 cold damage from breathing in the chill water and they will have to try the roll again until they succeed.

Ariyo’s Lair: Ariyo’s Lair is a large pool of water about forty feet long and thirty feet wide. The walls are sheer and extremely wet. They are treated as rough terrain if a player can climb or walk on walls. Players must push through the water to move. All base player movement speed is reduced to 10 feet unless a player has Freedom of Movement or some other ability that lets them move through water. At the far wall is a rocky throne where Ariyo collects her trophies. There are seven other rocky outcroppings scattered around the room with skeletons placed on them in various poses. A woman’s voice laughs as the players enter the room. “Oh good,” she says. “I’ve been so lonely.” Ariyo will attack and withdraw into the water on her turn. Players may hold their actions until she is visible but unless they are using ranged weapons they may have trouble reaching her. She will target lone players first.

Lair Actions: On initiative 20 and while Ariyo lives, she takes the following actions as a lair action. She takes them in order and if the battle lasts more than three rounds, they start over.

Round 1 – We Need Alone Time. All players must make a Constitution save DC 14. On a success, nothing happens. On a failure, the player is pushed 15 feet in random directions away from one another. Ariyo uses this action to separate the players so she can target them one at a time. 

Round 2 – Lover’s Kiss. Ariyo emerges from the water in front of all of the players. This action is not considered moving into their space because the figures are illusions. Each player must make an Intelligence save DC 14. On a success, they see through the illusion and it dispels into water in front of them. On a failure, Ariyo places her arms around the player and kisses them forcing water down their throats. Treat this action as the Drowning Kiss attack of the nereid.

Round 3 – Revenge of the Exes – The nereid cries out to her former “lovers” and 1d8+2 skeletons (see Monster Manual) emerge to join the battle. Their initiative will be the same as Ariyo. All skeletons immediately collapse if Ariyo is defeated.

Treasure: The following treasure can be found amongst Ariyo’s trophies:

  • 350 gp.
  • Various gems worth 800 gp.
  • Potion of barkskin
  • Wand of Person (20 charges)
  • Gilded plate with elven script (worth 200 gp)
  • Various rings (worth 120 gp)
  • Sword of Mixed Blessings

One thought on “All’s Well that ends Well

Leave a reply to sopantooth Cancel reply