Trap 2 — The Lid of Lead A hag-coven weir set on the forest path

Lower WoodsForest PathHag WeirEnvironmental Hazard

The heavens above are a lid of lead —
You're lost within the murk instead.
Our candles die in the damp air. — Witch's Song / Verse 1

A natural dell where the path crosses low ground. Knee-high mist pools in the hollow and the canopy closes overhead into a flat grey ceiling. The dell is a hag weir — a small working laid by the three Aunts to drink light and breath out of any traveler who lingers. Every open flame guttering out is the cue. The trap is broken by finding and unmaking the buried lead disk at the dell's center; the disk is sitting on top of the coven's stash, which is what the party finds when they pry it up.

The Scene

A 30-ft-wide depression in the woods, ringed by leaning birches whose bark looks like wet paper. Mist sits at knee height and does not move with the wind. The air smells faintly of lead — old coins, gunmetal, a coffin lining. The path runs straight through the middle of it. There is no way around without bushwhacking a quarter-mile detour through bramble (which the Aunts have, of course, also salted).

As any creature steps into the dell, every open flame they carry — torches, lanterns, the cleric's holy fire — guts out within one round. Cantrip light (Light, Druidcraft sparks, dancing lights) winks out a round later. Magical light from a spell slot still works but only as dim light, and only inside the radius of the spell.

Spotting It

The Press

Each round a creature spends inside the dell, they make a DC 13 Constitution save. On a failure, they take 1d6 cold damage and are Slowed until the start of their next turn (speed halved, no reactions, disadvantage on attack rolls and Dex saves). On three failures in one visit they gain one level of Exhaustion.

Spellcasting tax

Any spell with a Verbal component cast inside the dell forces a DC 13 Constitution save or the spell fails (the slot is still spent). Eleil, Seraphina, HollyGo, and Garrick should all feel the muffling before they cast. "My faith dissolves like salt."

DM only — pacing the dell

The dell is meant to be uncomfortable, not lethal. A party that walks straight through takes one or two failed saves and crosses out the other side with a level of Exhaustion on someone careless. A party that stops to fight in the dell — because the Aunts cued an encounter on top of the weir — is in real trouble. If you want to escalate, drop one disguised succubus scout into the mist near the disk; she gets the spellcasting tax too (telepathy is fine), but she is dressed as a weeping lost pilgrim trying to wave the party in.

The Lid Itself

The lead disk is 22 inches across, an inch thick, set just below the leaf-mould at the geometric center of the dell. The hag-runes are arranged in three rings: the outer ring drinks light, the middle drinks breath, the inner drinks warmth. Cracking any one ring weakens the corresponding effect; cracking all three collapses the weir entirely and the dell becomes ordinary forest within one round (mist lifts, flames re-light, sky returns).

The Way Out — Three Solutions

DM only — what the Aunts hear

Every weir is connected to the eldest of the three Aunts (Nettle) the way a trip-wire is connected to a bell. Lifting the disk: Nettle notices, but thinks it was a deer; no narrative cost. Cracking the runes: Nettle notices, knows it was an intruder, and from now on the hags' attitude toward the party starts one notch worse. Dispelling: she doesn't notice. Use this to color the riddle scene later — the Aunts know more about a "crack-the-runes" party than a "Dispel" party.

Read aloud — when the weir breaks The mist falls in one slow rush, like a sheet dropped from a high window. The canopy unbraids overhead and you can see grey-green sky through it. Every flame the party still carries flares back into life at once, as though somebody just took a hand off the wick. The dell smells of rain and earth again. Where the disk had been, there is a small dry cavity in the ground, and something at the bottom of it is looking up at you.

After Breaking the Weir — What's Underneath

The lead disk was sitting on a shallow earthen cavity about the size of a soup pot, lined with old, dry moss. The Aunts buried their anchor for the weir here — the working's payment and its eye on the dell. The cavity holds three things, plus a small ivory casket the size of a child's fist.

DM only — the eye looks back

The moment the disk comes off, the Hag's Eye (at the bottom of the cavity) sees whoever is leaning over it. The hag whose turn it is on the coven's eye-rotation gets a single round of clear sight before the party reacts — long enough to recognize the lead face, count heads, and note who is carrying what. Then the party realizes what it is and the choice is theirs: smash it, pocket it, or leave it. Each choice is a different leverage path with the Aunts later. Don't railroad — let the table decide.

The Cavity Beneath the Lid

Deflate / Smart Plays