Mission 1: The Spreading Blight & Perilous Descent
Campaign: Shadowstone: Seeds of Retribution Levels: 6 Overall Premise: The PCs, having just thwarted Malice's immediate plans in Narathzul, are now the direct targets of her furious, personal pursuit. Their flight leads them through the treacherous Periphery, where they receive crucial, if desperate, aid from the resistance, setting them on a path of immediate heroism in the Grimstone Quarry, and subtly pointing them towards Shadowstone.
Part 1: Overview
Setting: Narathzul's Periphery. A colossal, 100-mile subterranean "suburb" of the Drow city, serving as its dangerous frontier for resource gathering and military projection. While heavily patrolled by Drow forces, especially around key arteries, its vastness allows for significant wilderness zones. Atmosphere: Desperate flight, claustrophobia, looming threat, strange bioluminescence, the distant sounds of battle and industry, and a growing sense of the Underdark's immense scale. Themes: Escape, Survival, Pursuit, Incidental Heroism, The Unveiling of a Greater Threat. Party Level: 6 Expected Duration: 3-4 hours (adjust based on party's pace and combat length)
Part 2: Hook & Goals
Hook: Having just defeated (but not killed) Matron Malice Mizzrym in Narathzul, the PCs witnessed her desperate escape, grabbing a nearby Drow guard as she vanished. Now, they are the prime targets of her wrath. As they plunge into the Periphery, the relentless pursuit by Malice herself, accompanied by her elite forces, is immediate and personal. Their every step is haunted by the echoes of her fury, pushing them onward into the vast, dangerous Underdark. They have only vague knowledge of Shadowstone as Malice's new stronghold, making it a destination of both dread and desperate hope.
Goals:
- Execute a harrowing escape through Area 3: The Bioluminescent Groves, using its unique environment to evade Malice's direct pursuit.
- Benefit from the resistance's diversion, specifically Mouse's attack on Malice, allowing the PCs to push ahead.
- Meet Cynthia in Area 2: The Moonless Grotto, receiving immediate news of a disaster at the mines.
- Descend into The Grimstone Quarry (Area 7) to rescue trapped miners from a cave-in and confront a lurking fiend.
- Defeat the fiend threatening the miners, enabling their escape.
Part 3: Scene-by-Scene Progression
(Refer to "Narathzul Periphery.jpg" map for locations)
Starting Point: The adventure begins in media res, with the PCs having just exited Narathzul City. They are fleeing quickly, likely through Area 1: The Sunken Ascent Shipping Hub or another immediate exit, putting them on a path directly towards Area 3: The Bioluminescent Groves.
Scene 1: Flight Through the Bioluminescent Groves
- Location: Area 3: The Bioluminescent Groves.
- Description: The cavern glows softly with the diverse hues of bioluminescent fungi, casting eerie but beautiful light. The air is humid and smells of rich earth and damp spores. Paths are often squelchy, and some fungi can be waist-high, creating natural cover and obstacles.
- Encounter: The PCs find themselves in a desperate, high-stakes chase. Matron Malice Mizzrym (use Drow Matron Mother stat block, but emphasize she is focused on pursuit and delaying them rather than a full-on fight to the death here) leads a furious elite Drow pursuit squad (e.g., 2-3 Drow Elite Warriors, 1 Drow Mage or Priestess, 1-2 Giant Spiders). They are closing in, shouting threats and vows of vengeance.
- Chase Mechanics: Use a chase sequence (DMG p. 252) or a series of contested ability checks (Acrobatics to navigate squelchy paths, Stealth to use fungal cover, Athletics to clear obstacles, Perception to spot hidden Drow traps or shortcuts). Success means gaining distance; failure means Malice's forces close in, forcing a skirmish or further resource expenditure.
- Tactical Opportunity: Encourage players to use the environment: topple large fungi, create temporary blinding effects from glowing spores, or force Drow into difficult terrain.
- Dynamic Element: The Resistance's Diversion: Just as Malice begins to close the distance or corner the PCs, a section of the cavern ahead erupts in chaos. Mouse, leading a small, elite strike team of Deep Gnome resistance fighters (perhaps 4-6 Deep Gnome Scouts/Warriors, using appropriate stat blocks), ambushes Malice's lead elements. This is a dramatic, tactical skirmish intended solely to draw Malice's direct attention and buy the PCs crucial time. Mouse might briefly make eye contact with the PCs, shouting a command or pointing them urgently towards the west, towards Area 2. Malice, enraged by this new interference, shifts her focus to breaking through Mouse's ambush, allowing the PCs to slip away.
- Transition: The PCs, having gained precious moments, continue their desperate flight towards Area 2.
Scene 2: Respite and Urgent Plea at the Grotto
- Location: Area 2: Resistance Territory / Hidden Encampments (The Moonless Grotto).
- Description: Having used the resistance's diversion to escape Malice's immediate sight, the PCs make their way to the tranquil, eerily beautiful Moonless Grotto. This natural cavern is almost perfectly circular, its ceiling high above, with faint, silvery lichen patterns mimicking moonlight. The air is still, clean, and carries a subtle, calming energy. Here, they find Cynnthia (Drow Cleric of Eilistraee, use Drow Priestess of Lolth stat block, but lawful good alignment and Eilistraee spells), performing a quiet ritual at a small, unadorned shrine. She appears focused but aware of her surroundings.
- Encounter: Cynnthia senses their approach. She is wary but not hostile, her devotion to Eilistraee making her sympathetic to those pursued by Lolth's tyranny. She offers them temporary sanctuary and a moment to catch their breath. She may offer minor healing or spiritual guidance if they speak to her.
- Plot Twist: News from the Mines: As the PCs converse with Cynnthia, or as they recover, desperate, dust-covered runners (e.g., 2 injured Duergar commoners or desperate Deep Gnome commoners) from the Grimstone Quarry (Area 7) burst into the grotto. They are panicked, breathless, and terrified. They report a massive, unexpected cave-in at the quarry, trapping dozens of enslaved miners. Worse, they scream of a terrifying, "grinding beast" that has emerged from the depths and is preying on the survivors amidst the rubble. The miners are slowly trying to dig themselves out, but they are helpless against the creature.
- Cynnthia's Plea: Cynnthia, witnessing their plight and sensing the PCs' heroic potential, urgently appeals to them. "The miners... they need immediate help! I will follow as fast as I can with what healing I can offer, but this 'beast' needs to be dealt with now. The path to the Grimstone Quarry is swift from here, but dangerous. You are their only hope." She can quickly point them to the quickest, most direct (and likely treacherous) route to Area 7.
- Transition: The PCs, compelled by the immediate crisis, head towards Area 7: The Grimstone Quarry.
Scene 3: Rescue in the Grimstone Quarry
- Location: Area 7: The Grimstone Quarry.
- Description: The PCs arrive at a scene of chaos and despair. The air is thick with dust, the metallic tang of blood, the acrid smell of burning rock, and the desperate cries of enslaved miners (Deep Gnomes, Dwarves, Duergar, etc.). A massive section of the quarry ceiling has collapsed, creating a vast field of unstable rubble. Drow overseers (e.g., Overseer Vran, a zealous and petty Drow) are present, but seem more concerned with maintaining order among the non-trapped slaves than with aiding those under the rubble. The ominous "grinding noise" is palpable, and fresh gouges on the rock indicate something large and powerful is active.
- The Descent: To reach the main pocket of trapped miners and confront the creature, the PCs must climb down a treacherous mine shaft that has opened up due to the cave-in. This requires a successful DC 13 Athletics (Climb) or DC 15 Acrobatics (to navigate unstable handholds) check. Failure might result in falling 10-20 feet (1d6 bludgeoning damage per 10 feet), or attracting unwanted attention from Drow overseers if they are still present.
- Encounter: The Fiend of the Quarry: At the bottom of the shaft, amidst the rubble, the PCs confront the source of the danger: a grotesque Hezrou (Demon, CR 8). The demon is actively preying on trapped or injured miners. Its noxious Stench (DC 14 Con save or poisoned) immediately assaults the PCs, filling the confined cavern with a truly horrid odor.
- Simultaneous Action: While the PCs fight the Hezrou, the remaining enslaved miners (especially the Deep Gnomes) will focus on desperately digging themselves out from under the rubble. This can be represented by a simple timer (e.g., the PCs have 3-4 rounds to defeat the Hezrou before more miners are lost or successfully escape, reducing the pool of those who can give them info later).
- The Rescue & Revelation: Upon defeating the Hezrou, the PCs have secured the area. The miners, now able to free themselves more safely, are deeply grateful. Cynnthia arrives shortly after the battle, offering her healing magic to the survivors. Among the rescued, a Deep Gnome miner (e.g., "Shift-Slave" Elara, a terrified young Deep Gnome, or "Dusty" Gorgrim, a grizzled veteran dwarf who witnessed it) is particularly thankful. This Deep Gnome (or other miner) offers a direct, chilling warning about Shadowstone:
- "Thank you, outsiders... you saved us from that thing... but go no further towards Shadowstone! That city... Malice's plague... it makes our people monsters. Not just the Drow, but us. During the full moon, we... we change. It's a curse, worse than death. Malice... she's bringing more of our people there, to be changed."
- This is the definitive reveal of the curse's true nature, directly from a victim, establishing a profound moral imperative for the PCs' journey to Shadowstone.
- Conclusion: The mission concludes with the PCs having accomplished a significant rescue, understanding the true horror of the lycanthropic curse, and their path now clearly defined towards Shadowstone.
Part 4: Aftermath & Transition to Mission 2
- Experience Points: Award XP for defeating the Hezrou, successfully evading Malice's pursuit, and the successful rescue of the miners.
- Rest: The PCs are likely exhausted. Cynnthia and the liberated miners (who will quickly seek safer hidden resistance spots in the Periphery, likely Area 2 or 4) will ensure the PCs can take a short rest or even a long rest in a secure, hidden spot before continuing.
- Next Steps: The PCs now have a clear, urgent reason to proceed to Shadowstone. The logical next step is to head directly towards Area 11: Trail towards Shadowstone's Shadow / Drow Border Outpost, which they heard about from their contact in the hook and now understand as the next major barrier. This will directly lead into Mission 2: Shadowstone's Outer Veil.