Thursday, May 29, 2025

Adventure Module: The Whispers of Contagion

 

Adventure Module: The Whispers of Contagion



Part 2: Infiltration of Mizzrym's Quay / Striking at the Heart

(This section details the infiltration of the main facility. The layout and room descriptions remain consistent, but the faction objectives, enemies, and discoveries are clearly differentiated.)

Overall Goal:

  • Vrael-Aligned PCs: Infiltrate Mizzrym's clandestine facility, rescue gnome captives (including Click), gather proof of their plague-spreading operation, and disrupt it, seeking damning evidence of Mizzrym's deeper heresy to stop the slave trade.
  • Mizzrym-Aligned PCs: Infiltrate the gnome resistance's clandestine facility, eliminate key gnome operatives (or prevent Click's escape), gather proof of their anti-Mizzrym operations, and disrupt it, exposing Vrael's true treachery to stop the Gnome liberation movement.

I. Strategic Overview: The Two-Pronged Assault

Recognizing the heavily guarded nature and the combat-heavy environment of Mizzrym's Quay / The Gnome Stronghold, a coordinated two-team strategy is proposed by either Mouse (Vrael) or Matron Mother Nyssia/Lord Kaelen'thar (Mizzrym). This approach is designed to create a critical diversion, allowing the main objective to be achieved with greater efficiency and less direct resistance.

A. Vrael-Aligned Path: The Resistance's Assault to Stop the Slave Trade

  • Team 1: The Diversionary Force (Mouse & Company)

    • Composition: Mouse will lead a powerful contingent of resistance fighters, including Thalin (her loyal dwarf bodyguard), Cynthia (whose divine magic and panther, Talon, are invaluable), and the eccentric but effective Fizzlebop (for crowd control and healing). They may be joined by other trusted resistance members.
    • Entry Point: This team will execute a frontal assault via corridor 'c' into Area 4 (The Outrider's Post).
    • Objective: To create maximum noise, disruption, and chaos, drawing the bulk of House Mizzrym's Drow guards, beast-masters, and infected horrors away from the vital captive holding areas. They are prepared for a brutal, sustained engagement.
  • Team 2: The Rescue & Disruption Team (The Player Characters - PCs)

    • Composition: The player characters (PCs) will form this team.
    • Entry Point: The PCs will enter Mizzrym's Quay via corridor 'w', making their way to Area 7 (The Lower Security Outpost). This provides a discreet, flanking route to their objectives.
    • Objective: To infiltrate the less-guarded holding areas while the Drow are distracted. Their mission is critical:
      • Rescue Key Captives: Prioritize rescuing any intelligent gnome captives, especially Click, the alchemist, who may possess crucial knowledge of the curse or its countermeasures. This is central to stopping the slave trade.
      • Confirm the Operation: Gather definitive proof of Mizzrym's smuggling and infection activities.
      • Disrupt the Operation: Halt the current infection process and prevent further infected carriers from being unleashed into the city.
      • Find Damning Evidence: Specifically locate documents, journals, or artifacts that reveal the true scope of Mizzrym's ambition, including any subtle hints of a pact with a demon lord or a betrayal of Lolth. This evidence is crucial for later use in exposing Mizzrym.

B. Mizzrym-Aligned Path: The Counter-Infiltration to Stop the Gnome Liberation Movement

  • Team 1: The Diversionary Force (Mizzrym Drow & Allies)

    • Composition: A powerful contingent of House Mizzrym's elite Drow warriors and loyal beasts, including Drow Taskmaster Vaelen (a formidable Drow Elite Warrior) and the cunning Spider Tamer Xy'lar (a Drow Beast Handler with a Giant Spider). They may be joined by other trusted Mizzrym operatives.
    • Entry Point: This team will execute a frontal assault via corridor 'c' into Area 4 (The Resistance's Watchpost).
    • Objective: To create maximum noise, disruption, and chaos, drawing the bulk of the gnome resistance's fighters, their surface-world allies, and any captured Drow away from the vital intelligence and captured operative holding areas, thereby aiding in stopping the gnome liberation movement.

    • Krag

    • Goliath Fighter 4
    • Proficiency Bonus: +2
    • AC: 16
    • HP: 44/44
    • Initiative: +2
    • STR: 17 (+3) DEX: 15 (+2) CON: 18 (+4)
    • INT: 8 (-1) WIS: 8 (-1) CHA: 8 (-1)
    • Save Proficiencies: Strength +5, Constitution +6
    • Skill Proficiencies: Animal Handling +1, Athletics +5 (adv), Initiative +2 (adv), Intimidation +1, Nature +1
    • Senses: passive Perception 9
    • Attacks
    • Maul, +1: Attack: +6 to hit. Hit: 2d6ro<3+4 [magical bludgeoning] damage.
    • Unarmed Strike: Attack: +5 to hit. Hit: 4 [bludgeoning] damage

NPC's 


Rakasha

Custom Lineage Sorcerer 4
Proficiency Bonus: +2
AC: 10
HP: 22/22
Initiative: +0
STR: 10 (+0) DEX: 11 (+0) CON: 12 (+1)
INT: 14 (+2) WIS: 12 (+1) CHA: 18 (+4)
Save Proficiencies: Constitution +3, Charisma +6
Skill Proficiencies: Arcana +4, Deception +6, History +4, Insight +3, Investigation +4, Perception +3, Persuasion +6
Senses: passive Perception 13
Attacks
Unarmed Strike: Attack: +2 to hit. Hit: 1 [bludgeoning] damage.

Rakasha knows 17 spells.
DC
14
Spell Attack Bonus
6
Spell Slots
1 ◉◉◉◉ 2 ◉◉◉
Cantrips
Friends, Guidance, Mind Sliver, Minor Illusion, Sorcerous Burst
1st Level
Arms of Hadar, Charm Person, Comprehend Languages, Detect Magic, Disguise Self, Dissonant Whispers, Sleep
2nd Level
Calm Emotions, Detect Thoughts, Hold Person, Invisibility


Neon Knight

Custom Lineage Paladin 4
Proficiency Bonus: +2
AC: 19
HP: 40/40
Initiative: +1
STR: 14 (+2) DEX: 12 (+1) CON: 17 (+3)
INT: 12 (+1) WIS: 10 (+0) CHA: 10 (+0)
Save Proficiencies: Wisdom +2, Charisma +2
Skill Proficiencies: Arcana +3, History +3
Senses: passive Perception 10
Attacks
Greatsword, +1: Attack: +5 to hit. Hit: 2d6+3 [magical slashing] damage.
Unarmed Strike: Attack: +4 to hit. Hit: 3 [bludgeoning] damage.

Neon Knoght knows 10 spells.
DC
10
Spell Attack Bonus
2
Spell Slots
1 ◉◉◉
Cantrips
Chill Touch, Shocking Grasp, Toll the Dead, Word of Radiance
1st Level
Bane, Cure Wounds, Divine Smite, False Life, Hunter's Mark, Searing Smite

Alister

Eladrin (Variant) Wizard 4
Proficiency Bonus: +2
AC: 11
HP: 22/22
Initiative: +1
STR: 10 (+0) DEX: 12 (+1) CON: 13 (+1)
INT: 19 (+4) WIS: 12 (+1) CHA: 12 (+1)
Save Proficiencies: Intelligence +6, Wisdom +3
Skill Proficiencies: Arcana +8 (expertise), History +6, Investigation +6, Perception +3
Senses: passive Perception 13
Immunities: magical sleep
Attacks
Unarmed Strike: Attack: +2 to hit. Hit: 1 [bludgeoning] damage.

Alister has 12 spells prepared and knows 15 spells.
DC
14
Spell Attack Bonus
6
Spell Slots
1 ◉◉◉◉
2 ◉◉◉
Cantrips
Acid Splash, Chill Touch, Poison Spray, Toll the Dead
1st Level
Feather Fall, Mage Armor, Magic Missile, Ray of Sickness, Shield, Witch Bolt
2nd Level
Misty Step, Tasha's Mind Whip

Sly

Custom Lineage Rogue 4
Proficiency Bonus: +2
AC: 15
HP: 27/27
Initiative: +3
STR: 10 (+0) DEX: 14 (+2) CON: 13 (+1)
INT: 14 (+2) WIS: 10 (+0) CHA: 13 (+1)
Save Proficiencies: Dexterity +5, Intelligence +5
Skill Proficiencies: Arcana +5, Deception +4, History +5, Initiative +3 (adv), Investigation +5, Perception +3, Performance +4, Persuasion +4, Sleight Of Hand +7 (expertise), Stealth +7 (expertise)
Senses: passive Perception 13
Attacks
Crossbow, Light, +1: Attack: +5 to hit. Hit: 1d8+3 [magical piercing] damage.
Dagger, +1: Attack: +5 to hit. Hit: 1d4+3 [magical piercing] damage.
Dagger, +1 2: Attack: +5 to hit. Hit: 1d4+3 [magical piercing] damage.
Unarmed Strike: Attack: +2 to hit. Hit: 1 [bludgeoning] damage.

  • Team 2: The Capture & Disruption Team (The Player Characters - PCs)

    • Composition: The player characters (PCs) will form this team.
    • Entry Point: The PCs will enter the gnome stronghold via corridor 'w', making their way to Area 7 (The Lower Supply Cache). This provides a discreet, flanking route to their objectives.
    • Objective: To infiltrate the less-guarded intelligence and holding areas while the resistance is distracted. Their mission is critical:
      • Eliminate/Prevent Escape of Key Operatives: Prioritize locating and eliminating or preventing the escape of any intelligent gnome resistance members, especially "Click," the alchemist, who is known to possess crucial knowledge of their network and counter-Mizzrym agents. His escape would be a failure. This is vital to stopping the gnome liberation movement.
      • Confirm the Operation: Gather definitive proof of the gnome resistance's smuggling and intelligence-gathering activities.
      • Disrupt the Operation: Halt their current subversive operations and prevent further intelligence or smuggled goods from being disseminated through the city.
      • Expose Vrael's Treachery: Specifically locate documents, journals, or artifacts that reveal the true scope of House Vrael's collaboration with the gnome resistance, including any subtle hints of heresy against Lolth. This evidence is crucial for later use in condemning House Vrael.
NPCs

Mouse

Custom Lineage Rogue 1/Wizard 3
Proficiency Bonus: +2
AC: 12
HP: 28/28
Initiative: +2
STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2)
INT: 16 (+3) WIS: 10 (+0) CHA: 12 (+1)
Save Proficiencies: Dexterity +4, Intelligence +5
Skill Proficiencies: Arcana +7 (expertise), History +5, Investigation +5, Perception +2, Sleight Of Hand +6 (expertise), Stealth +6 (expertise, adv)
Senses: passive Perception 12
Attacks
Dagger, +1: Attack: +5 to hit. Hit: 1d4+3 [magical piercing] damage.
Dagger, +1 2: Attack: +5 to hit. Hit: 1d4+3 [magical piercing] damage.
Sling, +1: Attack: +5 to hit. Hit: 1d4+3 [magical bludgeoning] damage.
Unarmed Strike: Attack: +3 to hit. Hit: 4 [bludgeoning] damage.

Mouse has 17 spells prepared and knows 24 spells.
DC
13
Spell Attack Bonus
5
Spell Slots
1 ◉◉◉◉
2 ◉◉
Cantrips
Guidance, Message, Minor Illusion
1st Level
Disguise Self, Feather Fall, Jump
2nd Level
Invisibility, Rope Trick, Shadow Blade, Suggestion
Unknown
Arcane Disruption, Elemental Strike, Expedient Construction, Mimic, Split Shot, Twinned Blades, interrogation

Thalin
Dwarf Fighter 3
Proficiency Bonus: +2
AC: 22
HP: 34/34
Initiative: +2
STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3)
INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0)
Save Proficiencies: Strength +6, Constitution +6
Skill Proficiencies: Athletics +6 (adv), Initiative +2 (adv), Intimidation +3, Stealth +4, Survival +3
Senses: passive Perception 11
Resistances: poison
Attacks
2-Handed Battleaxe, +1: Attack: +6 to hit. Hit: 1d10+4 [magical slashing] damage.
Battleaxe, +1: Attack: +6 to hit. Hit: 1d8+4 [magical slashing] damage.
Unarmed Strike: Attack: +5 to hit. Hit: 4 [bludgeoning] damage.



Cynnthia
Custom Lineage Cleric 3/Ranger 1
Proficiency Bonus: +2
AC: 20
HP: 28/28
Initiative: +2
STR: 10 (+0) DEX: 15 (+2) CON: 12 (+1)
INT: 10 (+0) WIS: 17 (+3) CHA: 10 (+0)
Save Proficiencies: Wisdom +5, Charisma +2
Skill Proficiencies: Insight +5, Nature +2, Religion +2
Senses: passive Perception 13
Attacks
2-Handed hunters strike: Attack: +3 to hit. Hit: 1d8 [magical piercing] damage.
Longbow, +2: Attack: +6 to hit. Hit: 1d8+4 [magical piercing] damage.
Unarmed Strike: Attack: +2 to hit. Hit: 1 [bludgeoning] damage.
hunters strike: Attack: +3 to hit. Hit: 1d6 [magical piercing] damage.

Cynnthia has 11 spells prepared and knows 65 spells.
DC
13
Spell Attack Bonus
5
Spell Slots
1 ◉◉◉◉
2 ◉◉◉
Cantrips
Elementalism, Sacred Flame, Starry Wisp, Thaumaturgy
1st Level
Bless, Cure Wounds, Entangle, Hunter's Mark, Protection from Evil and Good
2nd Level
Aid, Lesser Restoration

Zephyr
Custom Lineage Fighter 4
Proficiency Bonus: +2
AC: 16
HP: 36/36
Initiative: +4
STR: 15 (+2) DEX: 15 (+2) CON: 15 (+2)
INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0)
Save Proficiencies: Strength +4, Constitution +4
Skill Proficiencies: Athletics +4 (adv), Initiative +4 (adv), Intimidation +2, Stealth +4, Survival +2
Senses: passive Perception 10
Attacks (will attack with Charge from a distance, knockdown, or Bite, or will use 2 claw attacks
Bite, +2: Attack: +6 to hit. Hit: 1d10+4 [magical piercing] damage.
Charge, +2: Attack: +6 to hit. Hit: 2d6+4 [magical bludgeoning] damage.
Claw, +2: Attack: +6 to hit. Hit: 1d6+4 [magical slashing] damage.
Claw, +2 : Attack: +6 to hit. Hit: 1d6+4 [magical slashing] damage.

Fizzlebop
Custom Lineage Bard 4
Proficiency Bonus: +2
AC: 14
HP: 27/27
Initiative: +2
STR: 10 (+0) DEX: 12 (+1) CON: 12 (+1)
INT: 11 (+0) WIS: 14 (+2) CHA: 17 (+3)
Save Proficiencies: Dexterity +4, Charisma +6
Skill Proficiencies: Animal Handling +5, Insight +5, Medicine +5, Nature +3, Performance +8 (expertise), Religion +3, Stealth +6 (expertise, adv), Survival +5
Senses: passive Perception 14
Attacks
Dagger: Attack: +3 to hit. Hit: 1d4+1 [piercing] damage.
Dagger 2: Attack: +3 to hit. Hit: 1d4+1 [piercing] damage.
Unarmed Strike: Attack: +2 to hit. Hit: 1 [bludgeoning] damage.

Fizzlebop knows 14 spells.
DC
14
Spell Attack Bonus
6
Spell Slots
1 ◉◉◉〇
2 ◉◉◉
3 ◉◉
Cantrips
Guidance, Mage Hand, Spare the Dying, Starry Wisp, Vicious Mockery
1st Level
Animal Friendship, Cure Wounds, Healing Word, Speak with Animals
2nd Level
Aid, Hold Person, Lesser Restoration
3rd Level
Leomund's Tiny Hut, Mass Healing Word

II. Mizzrym's Quay / The Gnome Stronghold: Layout & Room Connections

(This section details the logical flow and connections between rooms. The physical layout remains consistent regardless of faction perspective.)

  • From Area 1: The Main Holding Cells:
    • To Area 3 (The Nexus of Decay / The Rebel Nexus) via Corridor 'i' (door).
    • To Area 8 (The Experimentation Chamber / The Gnome Workshop) via Corridor 'y' (door, leading to a Significant Stairs/Ramp).
    • To Area 5 (The Quay) via Corridor 'm' (door).
    • To Corridor 'z' (via door).
    • To Corridor 'e' (via door).
  • From Area 2: The Overflow Cells:
    • To Area 10 (The Sorting Cavern / The Intelligence Sorting Room) (via door).
    • To Area 5 (The Quay) via Corridor 'l' (door).
  • From Area 3: The Nexus of Decay / The Rebel Nexus:
    • To Area 1 (The Main Holding Cells) via Corridor 'i' (door).
    • To Area 2 (The Overflow Cells) via Corridor 'l' (door).
    • To Area 4 (The Outrider's Post / The Resistance's Watchpost) via Corridor 'e' (door).
    • To Area 9 (The Contraband Cache) via Corridor 'm' (door).
  • From Area 4: The Outrider's Post / The Resistance's Watchpost (Diversionary Force Entry Point):
    • To Area 10 (The Sorting Cavern / The Intelligence Sorting Room) via Corridor 'a' (door, leading to Stairs/Ramp).
    • To Corridor 'c' (via door, External Entry Point for Diversionary Team).
    • To Area 3 (The Nexus of Decay / The Rebel Nexus) via Corridor 'e' (door).
  • From Area 5: The Quay (Circular Docking Area):
    • To Area 2 (The Overflow Cells) via Corridor 'l' (door).
    • To Area 7 (The Lower Security Outpost / The Lower Supply Cache) via Corridor 'n' (door).
    • To Area 1 (The Main Holding Cells) via Corridor 'm' (door).
    • To the Underground River (The Gloomflow) via the barred archway.
  • From Area 6: The Waste & Disposal Chute / The Resistance's Waste & Disposal Chute:
    • To Corridor 'u' (via door).
    • To Corridor 's' (via door).
    • To Area 9 (The Contraband Cache) via Corridor 't' (via door).
  • From Area 7: The Lower Security Outpost / The Lower Supply Cache (PCs' Entry Point - "Click"'s Location):
    • To Area 5 (The Quay) via Corridor 'n' (via door).
    • To Corridor 'w' (via door, External Entry Point for PCs).
    • To Area 6 (The Waste & Disposal Chute / The Resistance's Waste & Disposal Chute) via Corridor 'u' (via door).
    • To Corridor 'v' (via door).
  • From Area 8: The Experimentation Chamber / The Gnome Workshop:
    • To Area 1 (The Main Holding Cells) via Corridor 'y' (door, coming from Significant Stairs/Ramp).
    • To Area 11 (The Contagion Cells / The Resistance's Secure Cells) via Corridor 'r' (via door).
    • To Area 9 (The Contraband Cache) via Corridor 'p' (via door).
    • To Corridor 'z' (via door).
  • From Area 9: The Contraband Cache:
    • To Area 3 (The Nexus of Decay / The Rebel Nexus) via Corridor 'm' (via hidden door).
    • To Area 8 (The Experimentation Chamber / The Gnome Workshop) via Corridor 'p' (via door).
    • To Area 6 (The Waste & Disposal Chute / The Resistance's Waste & Disposal Chute) via Corridor 't' (via door).
  • From Area 10: The Sorting Cavern / The Intelligence Sorting Room:
    • To Area 2 (The Overflow Cells) (via door).
    • To Area 4 (The Outrider's Post / The Resistance's Watchpost) via Corridor 'a' (door, coming from Stairs/Ramp).
    • To an unmapped corridor (via door, near hatched area).
  • From Area 11: The Contagion Cells / The Resistance's Secure Cells (Research & Testing):
    • To Area 8 (The Experimentation Chamber / The Gnome Workshop) via Corridor 'r' (via door).
    • To Area 6 (The Waste & Disposal Chute / The Resistance's Waste & Disposal Chute) via Corridor 's' (via door).

III. Mizzrym's Quay / The Gnome Stronghold: Room-by-Room Guide

(Note: The facility contains no traps, as forces need to move quickly. Combat is the primary challenge, and strategic avoidance is possible. DCs for locks/checks remain consistent unless specified.)

1. Area 4: The Outrider's Post (Vrael) / The Resistance's Watchpost (Mizzrym)

  • Purpose: Forward security post and staging area.
  • Appearance/Atmosphere: A rough-hewn cavern with cots, weapon racks, and crude maps.
    • Vrael: Smells of Drow sweat and stale rations. Maps show Periphery routes with "delivery zones."
    • Mizzrym: Smells of unwashed gnomes and stale rations. Maps show Periphery routes with gnome symbols.
  • Obstacles: Door to corridor 'a' heavily barred (DC 16 Str or DC 15 Dex (Thieves' Tools)).
  • Enemies:
    • Vrael: Three Drow Warriors (CR 1) and one Giant Spider (CR 1/4).
    • Mizzrym: Three Gnome Warriors (CR 1) and one Giant Badger (CR 1/4).
  • Discoveries/Lore:
    • Vrael: Discarded, partially burned map shows "delivery zones." Ledger notes "incoming shipments" of "unregistered organic material" (gnomes).
    • Mizzrym: Discarded, partially burned map shows "drop zones." Ledger notes "incoming shipments" of "surface-world supplies."
  • Loot: Basic equipment, 2d4 mundane potions of healing, 35 gp.

2. Area 10: The Sorting Cavern (Vrael) / The Intelligence Sorting Room (Mizzrym)

  • Purpose: Initial sorting and processing area.
  • Appearance/Atmosphere: Large, echoing cavern with crude cells.
    • Vrael: Air thick with the metallic tang of fear and despair. Cells contain scraps of cloth or fresh bloodstains.
    • Mizzrym: Air thick with the metallic tang of fear and determination. Cells contain scraps of cloth or fresh bloodstains (from captured Drow).
  • Obstacles: Main heavy iron door (corridor 'a') jammed (DC 18 Str to force).
  • Enemies:
    • Vrael: Two Drow Elite Warriors (CR 5).
    • Mizzrym: Two Gnome Elite Warriors (CR 5).
  • Discoveries/Lore:
    • Vrael: Small, discarded Deep Gnome doll. Scratched crude map of facility by gnome.
    • Mizzrym: Small, discarded Drow ceremonial dagger. Scratched crude map of facility by Drow captive.
  • Loot: Drow/Gnome chain mail (uncommon), a potion of heroism, 50 gp.

3. Area 3: The Nexus of Decay (Vrael) / The Rebel Nexus (Mizzrym)

  • Purpose: Central junction and processing area.
  • Appearance/Atmosphere: Large, square chamber with multiple exits.
    • Vrael: Walls slick, dark veins pulse, faint sickly sweetness (contagion).
    • Mizzrym: Walls slick, vibrant moss pulses, faint sweet scent (growth/resilience).
  • Obstacles: Door to corridor 'z' heavily barred (DC 18 Str to break).
  • Enemies:
    • Vrael: One Drow Mage (CR 7) and two Ghasts (CR 2).
    • Mizzrym: One Gnome Arcanist (CR 7) and two Guard Drakes (CR 2).
  • Discoveries/Lore:
    • Vrael: Discarded vial with infection agent residue. Note from Mizzrym agent references "efficiency of new strain."
    • Mizzrym: Discarded vial with alchemical stimulant residue. Note from gnome operative references "efficiency of new intelligence network."
  • Loot: A scroll of animate dead (Vrael) / sending (Mizzrym), a potion of greater healing, and 150 gp worth of rare alchemical reagents and fine silk.

4. Area 1: The Main Holding Cells (Vrael) / The Main Holding Cells (Mizzrym)

  • Purpose: Primary holding area for captives.
  • Appearance/Atmosphere: Series of rough, damp cells with heavy iron doors. Muffled sounds, stench.
    • Vrael: Whimpers and scratching, stench of unwashed bodies.
    • Mizzrym: Drow curses and scratching, stench of unwashed Drow bodies.
  • Obstacles: Each cell door magically locked (DC 15 Dex (Thieves' Tools) with disadvantage or knock, DC 16 Str to break).
  • Enemies:
    • Vrael: Two Drow Beast Handlers (CR 2) with two Giant Spiders (CR 1/4). One cell has a newly infected Deep Gnome (Were-rat, CR 2).
    • Mizzrym: Two Gnome Beast Handlers (CR 2) with two Giant Weasels (CR 1/4). One cell has a recently captured Drow Agent (Drow, CR 2).
  • Discoveries/Lore:
    • Vrael: Tiny, carved moon-dancer (Eilistraee symbol). Gnome might whisper about "the mad gnome with the potions" (Click) in Area 7.
    • Mizzrym: Tiny, carved Drow spider (Lolth symbol). Captured Drow might whisper about "the insane gnome with the potions" (Click) in Area 7.
  • Loot: Drow/Gnome hand crossbows, 1d4 mundane potions of healing, 15 sp.

5. Area 8: The Experimentation Chamber (Vrael) / The Gnome Workshop (Mizzrym)

  • Purpose: Active experimentation/research chamber.
  • Appearance/Atmosphere: Cold, chemical smell, fear. Stone tables, shackles/tools. Dark bloodstains. Hatched corridor 'y' (ramp/conveyance).
    • Vrael: Vials of strange, pulsating liquids.
    • Mizzrym: Vials of strange, pulsating liquids (alchemical).
  • Obstacles: Door to corridor 'r' heavily barred and magically sealed (DC 15 dispel magic or DC 18 Str to break).
  • Enemies:
    • Vrael: One Drow Priestess of Lolth (CR 2), two Drow Elite Warriors (CR 5). One or two Were-rats (CR 2, in reinforced cage).
    • Mizzrym: One Gnome Alchemist (CR 2), two Gnome Elite Warriors (CR 5). One or two Giant Rats (CR 1/4, in reinforced cage).
  • Discoveries/Lore:
    • Vrael: Detailed, chilling notes on lycanthropic infection. Log indicates "Subject Click" has unusual resistance but "still viable." Subtle hints of a pact with a demon lord or a betrayal of Lolth. (e.g., a symbol of a demon etched subtly on a note, or a mention of "power beyond the Spider Queen's grasp").
    • Mizzrym: Detailed, chilling notes on Drow interrogation and countermeasures. Log indicates "Subject Vaelen" (a Drow warrior) has unusual resistance but "still viable." Subtle hints of House Vrael's true heresy against Lolth. (e.g., a fragmented symbol of Eilistraee hidden, or a coded message discussing "false gods" or "breaking chains" in a way that implies disloyalty to Lolth).
  • Loot: Priestess's/Alchemist's holy symbol (50 gp), 100 gp, 1d2 potions of resistance (poison), and a Scroll of Cure Wounds (3rd Level).

6. Area 11: The Contagion Cells (Vrael) / The Resistance's Secure Cells (Mizzrym)

  • Purpose: Highly secured cells for valuable individuals.
  • Appearance/Atmosphere: Dark, reinforced cells. Stifling air, sickly odor/fear. Guttural sounds.
    • Vrael: Sickly odor of transformation.
    • Mizzrym: Sickly odor of Drow fear and blood.
  • Obstacles: Each cell door magically locked (DC 15 Dex (Thieves' Tools) with disadvantage or knock, DC 18 Str to break).
  • Enemies:
    • Vrael: Two Minotaur Skeletons (CR 2). One aggressive Were-rat (CR 2) in a cell.
    • Mizzrym: Two Gnome Warforged Sentinels (CR 2). One aggressive Drow Scout (CR 2) in a cell.
  • Discoveries/Lore:
    • Vrael: Crude diagrams by former captive. Discarded vials of Mizzrym's infection agent, or note on were-rat resilience.
    • Mizzrym: Crude diagrams by former gnome captive. Discarded vials of gnome truth serum, or note on Drow mind resilience.
  • Loot: Few mundane items, 1d2 antitoxin vials.

7. Area 6: The Waste & Disposal Chute (Vrael) / The Resistance's Waste & Disposal Chute (Mizzrym)

  • Purpose: Waste disposal.
  • Appearance/Atmosphere: Rough, damp, smells of refuse and decay. Dark gaping hole.
  • Obstacles: Door to corridor 'u' barred from other side (DC 16 Str to force).
  • Enemies: One Ochre Jelly (CR 2).
  • Discoveries/Lore:
    • Vrael: Among refuse, surface-dweller items. Hidden compartment (DC 14 Int (Investigation)) with smuggler's log detailing deliveries from House Mizzrym to other Drow cities or cults in the Underdark.
    • Mizzrym: Among refuse, Drow clothing/trinkets. Hidden compartment (DC 14 Int (Investigation)) with smuggler's log detailing deliveries from the gnome resistance to other surface factions or cults opposing Drow.
  • Loot: Mundane items, disguised pouch with 50 gp and 2 potions of water breathing.

8. Area 7: The Lower Security Outpost (Vrael) / The Lower Supply Cache (Mizzrym) - "Click"'s Location

  • Purpose: Secondary security outpost/supply cache.
  • Appearance/Atmosphere: Functional guard post with signs of struggle/abandonment. Air thick with stale smoke and alchemical reagents.
    • Vrael: Click is found here, holed up, likely hiding.
    • Mizzrym: Signs of recent hasty escape. Click is not present but evidence of his presence is.
  • Obstacles: Door to corridor 'n' locked (DC 14 Dex (Thieves' Tools) or DC 16 Str).
  • Inhabitants:
    • Vrael: Click (Gnome Alchemist/Artificer, were-rat infected). Lucid but weak, wary but desperate for rescue.
    • Mizzrym: No combatant. Click has just escaped. The area shows fresh signs of his recent presence and rapid departure. Perhaps a minor, easily defeated minion (e.g., a Animated Armor CR 1 he used as a distraction) or a Minor Air Elemental CR 1 from a failed gadget.
  • Dialogue/Actions:
    • Vrael: Click, if approached carefully, explains Mizzrym's infection plot. Explains his condition, counter-madness potion. Will heal party (1d4 potions of healing or Cure Wounds (3rd level)). Offers insights into layout.
    • Mizzrym: The PCs find evidence of Click's escape. They might hear faint sounds of a struggle or a distant explosion (from his escape) as they approach. They might find a hastily scribbled note about "rendezvous point with Mouse" or "surface contact." Their objective here shifts to tracking Click (DC 15 Wisdom (Survival) to follow his desperate trail, or DC 14 Intelligence (Investigation) to piece together his escape route from discarded items) or gathering intel on why he's important to the resistance. They fail to capture him directly here, but gain clues.
  • Discoveries/Lore:
    • Vrael: Scattered notes detailing his potion formula and Mizzrym's infection process. Crude map of Experimentation Chamber (Area 8) and Main Holding Cells (Area 1).
    • Mizzrym: Scattered notes (DC 14 Intelligence (Investigation)) detailing his plans for disrupting Mizzrym's supply lines, or communications with other gnome liberation cells. A crude map might be tucked away, showing his escape route and potential safe houses in the Periphery for the resistance. A key piece of evidence proving Vrael's direct involvement in the gnome liberation might be here (e.g., a coded message from Cynthia or Mouse explicitly naming Vrael agents).
  • Loot:
    • Vrael: Click's satchel: 5d4 potions of healing, 1d2 potions of invisibility, formula for his counter-madness potion.
    • Mizzrym: Some discarded gnome supplies. 1d2 partially used antitoxin vials (evidence of his work). A single, critical encrypted message from Mouse or Cynthia (DC 16 Intelligence (Investigation) to find, DC 18 Intelligence (Arcana/Investigation) to decrypt, hints at Vrael's direct involvement). No invisibility potions for Mizzrym PCs from this room.

9. Area 9: The Contraband Cache

  • Purpose: Hidden storage for illicit goods.
  • Appearance/Atmosphere: Cramped, irregularly shaped, crates, barrels, sacks. Dry air, various non-perishable goods.
  • Obstacles: Hidden entrance (DC 15 Wis (Perception) or DC 14 Int (Investigation)).
  • Enemies: One Grick (CR 2).
  • Discoveries/Lore:
    • Vrael: Crates of rare, surface-world items. Documents suggesting surface contacts or illicit trade with other Underdark factions. Hidden compartment with coded message about a future "delivery" of a magical item for Mizzrym.
    • Mizzrym: Crates of rare, surface-world items. Documents suggesting surface contacts or illicit trade with other Underdark factions. Hidden compartment with coded message about a future "delivery" of an important magical item for the gnome resistance.
  • Loot: 1d4 potions of greater healing, a Wand of Detect Magic (5 charges, uncommon), and fine, non-Drow silk (100 gp).

10. Area 5: The Quay (Circular Docking Area) - Main Dock

  • Purpose: Central docking area for secret ingress/egress.
  • Appearance/Atmosphere: Vast, circular cavern, open to underground river. Mooring posts, boats/rafts. Damp, cool air, fresh water mixed with metallic tang.
  • Obstacles: River access archway barred by magically reinforced gate (DC 20 Str or dispel magic DC 17).
  • Enemies:
    • Vrael: Two Drow Elite Warriors (CR 5) and one Drow Priestess of Lolth (CR 2). Might have a Giant Spider (CR 1/4).
    • Mizzrym: Two Gnome Elite Warriors (CR 5) and one Rebel Priest of Eilistraee (CR 2 - likely Cynthia or a powerful initiate). Might have a Giant Badger (CR 1/4).
  • Discoveries/Lore:
    • Vrael: Ledgers with detailed records of "produce" (gnomes) and "fertilizer" (plague components). Hidden compartment in mooring post with sealed letter detailing Mizzrym's next targets for infection on the surface.
    • Mizzrym: Ledgers with detailed records of "produce" (captured Drow) and "fertilizer" (smuggled resources). Hidden compartment in mooring post with sealed letter detailing the gnome resistance's next targets for infiltration on the surface.
  • Loot: Valuable river-borne trade goods (fine silks, rare minerals, 200 gp), a potion of water breathing (superior), and a Scroll of Control Water.

IV. Conclusion & Aftermath

Upon achieving their objectives (rescuing captives/gathering proof/disrupting operations, or eliminating/preventing escape of operatives/gathering proof/disrupting operations, and finding the deeper evidence), the party must make their escape. The diversion created by the frontal assault may still be ongoing, or enemy forces might begin to redirect their attention to the PCs' intrusion.

Once clear of the facility, the party will regroup at a pre-arranged resistance camp (Vrael) or Mizzrym rendezvous point (Mizzrym).

A. Vrael-Aligned Path: The Joyful Reunion & Path Forward

  • The Joyful Reunion: As the party delivers Click to Mouse, a deeply emotional moment unfolds. Mouse and Click were childhood friends before the Drow invasion, separated for many years. Their reunion is one of profound joy and relief, a poignant reminder of the personal stakes in this war.
  • Rewards & Future: Mouse, overjoyed and incredibly grateful for the party's success, rewards them very well for their services (e.g., 500-1000 gp, a minor magic item of their choice from a limited selection, and permanent enhanced standing with the Gnome Resistance and The Shroud), recognizing their critical contribution to the gnome resistance and the broader fight against Lolth's tyranny. Mouse, as second-in-command of The Shroud, makes it clear that money is not an issue for such vital work.
  • The Path Forward: The Ultimate Proof: Click's invaluable insights and potion formula will significantly bolster the resistance's efforts against the plague. More importantly, the subtle, yet damning, evidence retrieved by the PCs from Mizzrym's Quay (e.g., the cryptic references found in Area 8) will be crucial. Mouse confirms these hints align with other disturbing intelligence. She will then present the party with the next critical task: infiltrating the Crystal Spire to steal the Necromancer's Spellbook, as it is believed to contain the definitive, undeniable proof of Mizzrym's demon pact that the Drow Council would truly act upon. This sets the stage directly for the Crystal Spire module, leading into the grand climax at the Obsidian Throne.

B. Mizzrym-Aligned Path: The Stern Report & Unmasking Treachery

  • The Stern Report (Click's Escape): As the party reports on the mission to Lord Kaelen'thar or Commander Valen'ra, they confirm the disruption of the gnome liberation network. However, they must also report on Click's successful escape. While this is a setback, the Mizzrym leadership will focus on the intelligence gathered. "A worm has slipped away," Lord Kaelen'thar might sneer, "but you have gutted their nest. That gnome will be hunted down in time, but the greater victory is the intelligence you secured."
  • Rewards & Future: Lord Kaelen'thar, pleased by the party's success in disrupting the gnome liberation movement and securing critical intelligence, rewards them well for their services (e.g., 500-1000 gp, a minor magic item of their choice from a limited selection, and permanent enhanced standing with House Mizzrym), recognizing their critical contribution to Mizzrym's counter-insurgency efforts.
  • The Path Forward: The Ultimate Proof: The intelligence gathered, particularly the evidence pointing to Vrael's direct involvement in the gnome liberation (e.g., the coded message or other discoveries in Area 7 or Area 8), will be crucial. Lord Kaelen'thar will confirm these hints align with other Mizzrym intelligence. He will then present the party with the next critical task: infiltrating the Crystal Spire to steal a key Necromancer's Spellbook (perhaps Alister's or a Vrael-aligned necromancer's), as it is believed to contain the definitive, undeniable proof of House Vrael's treason against Lolth that the Drow Council would truly act upon. This sets the stage directly for the Crystal Spire module, leading into the grand climax at the Obsidian Throne.

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