Campaign: The Obsidian Web - A Level-by-Level Progression
Narathzul: The Hidden City of the Drow - A Comprehensive Guide
Core Themes: Survival, Espionage, Intrigue, Moral Compromise, Rebellion vs. Tyranny.
Act I: Caught in the Web (Levels 1-5)
The Obsidian Web: Session 1 - The Chained Depths
The Chains of Narathzul
Setting:
The Chained Depths, a brutal Drow-controlled slave pit, lies deep within the insidious underworld city of Narathzul. This subterranean realm is a labyrinth of natural caverns and dark-elf architecture, reeking of fear and shadowed by the oppressive will of the Spider Queen.
Hook:
You awaken in a cramped, dark cell, bound by chains, a slave in the heart of Drow tyranny. But even in despair, the whisper of freedom calls, promising an escape from this living hell.
NPC(s):
- Mal'sar (Taskmaster): A cruel Drow guard responsible for overseeing the slave labor, quick with the whip.
- Skitter: A wily goblin black marketeer among the prisoners, known for acquiring anything for a price.
- Mistress Vel'dren: A high-ranking Drow priestess overseeing The Chained Depths.
Key Objectives:
- Endure the brutal daily routine of the Drow slave pits and survive their cruelties.
- Acquire critical information and a crucial item from within Drow-controlled areas.
- Execute a daring escape from the Chained Depths, guided by a shrewd informant.
Mission 1: The Miner's Toil
Synopsis:
Consciousness returns in a dizzying haze of pain. You are in a cramped, dark cell, Soon, you are brutally driven by the Drow taskmaster, Mal'sar, into the treacherous mining tunnels of the Chained Depths, forced into grueling, tedious labor. Mid-day brings the dreaded "Feedin' Time," where the sadistic Mal'sar might feed someone to the Quaggoths, a horrifying spectacle you must survive through wits or desperate acts. At day's end, you'll return to the barracks, weakened but perhaps having managed to scrounge something unnoticed, your determination for freedom burning brighter.
Campaign Start & Mission 1 Initiation (Precise Flow):
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Immediate Game Start: The game MUST begin without any preamble other than the provided introductory text. The very first output from the AI will be the direct initiation of "Mission 1: The Miner's Toil."
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Integrated Opening Scene and Dialogue: The following text represents the entire opening sequence and initial dialogue. It will be presented as a single, continuous narrative block to the player:
Consciousness returns in a dizzying haze of pain. You are in a cramped, dark cell, the air thick with the smell of damp earth and unwashed bodies. A faint, greenish glow from somewhere down the corridor barely pierces the gloom. The whisper of freedom, a desperate, defiant flicker, calls to you even in this despair, promising an escape from this living hell.
Suddenly, the heavy metal door of your cell grates open with a shriek of tortured iron. A tall, gaunt figure, cloaked in dark leather and wielding a wicked whip, fills the doorway. His skin is the color of volcanic rock, and his eyes glow with an unnsettling crimson light. This is Mal'sar, the Drow taskmaster. His voice, a harsh rasp, cuts through the stillness.
"On your feet, slave! The mines don't dig themselves. Today you earn your keep, or you earn the lash. Move! Now, get out there and survive a day in the treacherous mining tunnels of The Chained Depths, or you'll regret it!"
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Implicit Quest Initiation: The final line spoken by Mal'sar ("Now, get out there and survive a day in the treacherous mining tunnels of The Chained Depths, or you'll regret it!") serves as the direct and explicit initiation of the "Survive a day in the mines" quest. No separate "Quest Log" pop-up or additional AI text is needed immediately after this; the player understands their first objective directly from Mal'sar's command.
Between Mission 1 and 2:
Having endured the brutal day, whispers reach you of Skitter, the goblin black marketeer. He's known to have connections and can get anything, even forbidden knowledge. You hear he might know a way out, but he deals only for a price.
Mission 2: A Goblin's Ransom
Synopsis:
You seek out Skitter, the wily goblin, who acknowledges your resilience. He offers to reveal a significant secret about escaping the Chained Depths, but nothing comes for free. Skitter demands you retrieve a specific, sensitive item from the heavily guarded Drow Barracks. This mission requires infiltration, stealth, and navigating the patrols of Drow guards and their trained giant spiders, all to satisfy Skitter's terms and get closer to your freedom.
Between Mission 2 and 3:
With the item successfully delivered to Skitter, the goblin, true to his word, begins to unravel the full escape plan. He identifies a critical window of opportunity, details the most viable escape route, and provides key intelligence on Drow patrols and vulnerabilities.
Mission 3: The Ascent to Freedom
Synopsis:
The time for observation and preparation is over. Skitter, your goblin informant, presents the final, high-stakes escape plan: a precise route through the slave pits and mining tunnels, a crucial diversion to be created, and the exact moment to make a break for "The Lift," your only known way out. This climactic mission demands precision, courage, and perhaps the rallying of desperate fellow prisoners. You must overcome the final gauntlet of Drow guards, bypass the looming presence of Captain Xylos Vel'kyn, and face their trained giant spiders to finally reach "The Lift" and the desperate, but real, promise of freedom from the brutal Chained Depths.
Session 2: Shadows of the Bazaar
Session 1: Echoes in the Dark - A Foothold in Narathzul
Player Level: 2 Setting: Escaped Prison -> Homeless Camp in the Slums -> Haunted House -> Arena -> Thieves Guild Hideout.
I. Opening Scene: The Escape & The Camp
Initial Situation: PCs have just escaped a Drow prison, finding a hidden, makeshift homeless camp within the squalid Slums (The Sunken Warrens, The Gutterways).
Key Characters & First Contact:
Pip (Drow Street Kid - Leader of The Gutter Rats): A sharp-eyed, incredibly streetwise Drow child with bold ideas and big dreams. He immediately assesses the PCs, seeing them as potential assets, and becomes the primary initial quest-giver.
The Gutter Rats (Other Street Kids): Pip's loyal crew.
Fizzlebop (Goblin): A completely insane harmonica player present at the camp, providing chaotic joy and morale. He is notably protective of Pip.
Initial Mission (Given by Pip):
Quest: "The Thirsty's Last Drop"
Specific Objective: Locate and retrieve three filled, unbroken water skins from a specific, partially collapsed section of the Sunken Warrens (a designated nearby alley).
Context: Pip explains the urgent need for water for a sick child in the camp, seeing this as a test of the PCs' basic capability and willingness to help.
II. First Major Mission: The Haunted House Scavenge (Dungeon)
Motivation: Having secured water, the camp still desperately needs food. Pip reveals a rumor about an "Old Haunted House" near the Bazaar that always seems to have untouched food, but it's said to be guarded by things that never truly die.
Setting: The Old Haunted House, a decrepit, forgotten Drow dwelling on the outskirts of the Grand Bazaar of Shadows.
Quest: "The Spectral Pantry"
Specific Objectives:
Infiltrate the Old Haunted House.
Locate and retrieve at least 5 days' worth of non-perishable food supplies from the house's pantry or storage areas.
Dungeon Challenge: The house is guarded by undead (e.g., Drow Skeletons, Zombies, possibly a Ghoul). Players can choose to sneak past, outsmart, or directly confront these guardians. Environmental hazards like unstable architecture or eerie magical effects are also present.
Context: Pip challenges the PCs to acquire vital sustenance from a dangerous, supernatural location, proving their bravery and resourcefulness.
III. Second Major Mission: The Arena Gauntlet (Dungeon)
Motivation: After the Haunted House, the camp needs ongoing funds. Pip knows that gold can be won in the Arena by those brave and capable enough to fight. He’s observed the PCs' potential.
Setting: The Drow Arena, a brutal, gladiatorial spectacle deep within Narathzul.
Quest: "The Champion's Coin"
Specific Objective: Participate in at least one gladiatorial match in the Arena to win gold for the camp. Pip suggests a lower-tier match to start (e.g., against a Giant Spider or a Hobgoblin brute), emphasizing the prize money.
Dungeon Challenge: The Arena combat itself. This is a direct test of their fighting prowess against specific opponents within a controlled environment, with potential crowd and environmental elements. Players will primarily fight their way through this challenge.
Context: Pip pushes the PCs into a high-risk, high-reward situation, leveraging their combat skills for a significant financial gain for the camp.
IV. Gaining Access to The Shroud
Motivation: Their successes in the Haunted House and the Arena have proven the PCs' capabilities. Pip believes they've earned the attention of The Shroud and are ready for a bigger step towards security and influence.
Objective: Find a way to contact and prove themselves to The Shroud.
Quest: "Whispers of the Undercurrent"
Specific Objective: Locate Grizzleknot, a hunchbacked goblin fence, operating near the Outer Spire Market after dusk. Pip provides a specific coded phrase and instructions on how to approach discreetly.
Context: This is the bridge to Narathzul's organized underworld, with Pip acting as the crucial intermediary, vouching for the PCs' emerging reputation.
V. Final Major Mission: The Shroud's Retrieval (Dungeon)
Motivation: To formally join The Shroud and secure a permanent place in Narathzul's criminal underworld.
Setting: A specific, secured location within Narathzul (e.g., a private residence, noble's vault, or well-guarded merchant's storage).
Quest: "The Obsidian Heart Heist"
Specific Objective: Infiltrate the private, high-security chambers of Master Torvin, a minor Drow noble in the Mid-Spire district, and retrieve a specific, small obsidian carving ("The Serpent's Coil"). Grizzleknot provides intel on the location.
Dungeon Challenge: This is an infiltration/retrieval dungeon. Players can choose to infiltrate stealthily, bypassing locks and avoiding patrols, or directly confront guards (Drow, perhaps a house spider) to achieve the objective. Environmental challenges like traps or alarms may also be present.
Context: This is the ultimate test from The Shroud, assessing the PCs' ability to operate covertly or forcefully to acquire high-value targets. Successful completion means full membership.
Session 3: A Whispered Alliance
The Obsidian Web: Session 3 - A Whispered Alliance
Player Level: 3
Setting: Narathzul, expanding from the familiar Shadowed Reach (The Shroud's HQ, Area 3) to the more refined, yet equally dangerous, high society districts around House Vrael's Compound (Area 12) and the central city hubs: The Bloodied Crucible (Coliseum, Area 15), The Spire of Whispers (Mages' Quarter & Grand Library, Area 10), and The Abyssal Weave (Grand Temple of Lolth, Area 8). The atmosphere is thick with subtlety, political tension, and the pervasive Drow emphasis on loyalty (or ruthless ambition).
Hook: Having gained a foothold in Narathzul's underworld through The Shroud, a cryptic invitation or a veiled mission now leads the PCs to the precipice of a momentous decision. They are no longer merely surviving; they are being offered a choice: align with the hidden rebellion against Lolth's tyranny, or embrace the brutal power structure of the Drow elite. This session forces them to choose a side in Narathzul's deadly political game.
Key Objective:
- Choose a Faction: Make a definitive choice to either:
- Ally with House Vrael (Good/Rebellion): Dedicate themselves to undermining Lolth's tyranny and House Mizzrym's sinister plot, working towards liberation.
- Ally with House Mizzrym (Evil/Loyalty): Commit to serving Lolth and gaining power within her brutal hierarchy, actively supporting House Mizzrym's dark agenda and hunting "heretics."
Key Encounters:
- Meeting The Shroud Leadership (Area 3): Formal entry into The Shadowed Reach. PCs interact with Vexia, solidifying their position within the guild and receiving initial tasks that might subtly hint at deeper factions.
- The Invitation/Recruitment:
- For House Vrael: A discreet, veiled contact (perhaps through Nanna, Lyra, or a subtle message orchestrated by Nyssia) arranges a clandestine meeting at or near House Vrael's Compound (Area 12).
- For House Mizzrym: An opportunity arises (e.g., encountering Commander Valen'ra Mizzrym at the Iron Citadel (Area 19) recruiting, or witnessing a brutal Mizzrym-sanctioned act that appeals to their darker impulses) to gain the attention of Matron Malice's forces.
- The Faction Summit/Offer:
- Nyssia's Alliance (Good Path): A tense, high-stakes social encounter with Matron Mother Nyssia at House Vrael's Compound. She reveals her true allegiance to Artemis/Eilistraee, the threat of Mizzrym, and offers a dangerous alliance. (Features Lyra and Vaelen's internal dynamics).
- Malice's Proposition (Evil Path): A chilling, potentially intimidating encounter with Commander Valen'ra Mizzrym (or even a distant, imposing Matron Malice if they've impressed early). They are offered a path of power and favor within the Drow hierarchy by serving Lolth and eradicating heresy.
- Initial Faction Mission: The PCs are given a first, definitive mission that cements their choice and launches them into the chosen campaign arc.
Potential Hooks (Class/Playstyle Dependent - Where the Choice is Made/Solidified):
- For Melee/Warrior Types: Fight in the Pits (Area 15: The Bloodied Crucible)
- Hook: Seeking fame and wealth through gladiatorial combat under Brak "Spinebreaker" or Vaelen (Nyssia's son, a Drow warrior). This path can lead to recognition, which in turn draws the attention of either Nyssia (impressed by their skill for her cause) or Commander Valen'ra Mizzrym (seeking powerful enforcers for Lolth).
- Choice Point: A choice might arise in the arena – refuse to kill a specific captive (good) or execute them brutally (evil).
- For Casters/Scholars: Do Some Research (Area 10: The Spire of Whispers)
- Hook: Seeking advanced magical knowledge, rare scrolls, or a new spell. Interacting with Master Tholgar or Acolyte Seraphina.
- Choice Point: Discovering a hidden text about Eilistraee (good, prompts contacting Nyssia) or a "heretical" text about surface gods (evil, prompts reporting to the Temple/Mizzrym).
- For Clerics/Faithful: Visit the Temples (Area 8: The Abyssal Weave / Area 11/18 Noble Housing)
- Hook: Investigating Drow religion, seeking spiritual guidance (dangerous for non-Lolth clerics). Encountering Priestess Maelys Xiloscient.
- Choice Point: Witnessing a brutal Lolth ritual that horrifies them (good, pushes to Nyssia, who might then reveal her Eilistraee devotion) or a display of Lolth's power that inspires them to seek more (evil, pushes to Maelys/Mizzrym).
- For Rogues/Spies: Make the Big Heist (Letters/Information as Gold - Areas 2/4/20/23)
- Hook: The Shroud offers a highly lucrative mission involving spying and stealing sensitive documents (not gold, but information). This could involve infiltrating parts of Noble Housing (Areas 2, 11, 14, 18, 21) or The Obsidian Throne (Area 20).
- Choice Point: The acquired "letters" contain damning evidence against Mizzrym (good, deliver to Nyssia) or details of a "heretical" plot by another noble house (evil, deliver to Mizzrym/Lolth loyalists). This might also involve interactions with House Phaere (Area 23) contacts if the information involves their intelligence network.
- For Social/Intrigue Types: Hang out in High-End Bars (The Velvet Cavern, The Dreaming Spore - Areas 6/11/18 fringes)
- Hook: Seeking to gather high-society gossip, make contacts, or operate discreetly. Encountering Lyrical Whisper (Harper Bard), Lady Lythira Xantus, or Lord Zantus.
- Choice Point: Overhearing whispers of Mizzrym's extreme plots that shock them (good, leads to Nyssia) or overhearing gossip about disloyal Drow (evil, leads to Mizzrym).
This summary clearly sets up Session 3 as the campaign's branching point, emphasizing player choice and the immediate consequences for their allegiances.
Act II: The Obsidian Web Tightens (Levels 3-4)
Session 4: Echoes of Myzzrym
The Obsidian Web: Session 4 - Echoes of Mizzrym / The Serpent's First Strike - Session Summary
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Player Level: 3
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Setting: The Drow city of Narazthul, focusing on the foreboding noble district around House Mizzrym (Area 2 nook), the squalid Deep Gnome enclaves of the Sunken Warrens (Area 1), and potentially the heavily secured Vault of Obsidian (Area 4).
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Hook: Having solidified their alliance in Session 3, the PCs receive their first critical mission. They are tasked by either Matron Nyssia of House Vrael (resistance) to investigate House Mizzrym's terrifying experiments and slave trade, or by Commander Valen'ra Mizzrym (loyalist) to ruthlessly suppress Deep Gnome resistance and their "underground railroad."
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Key Objective:
- House Vrael Path: Gather tangible evidence of Mizzrym's plot (evidenced by afflicted Drow guards or restrained Deep Gnome victims) and their illicit acquisition of Deep Gnome slaves, aiming to understand and eventually disrupt these horrors.
- House Mizzrym Path: Infiltrate Deep Gnome havens to locate and eliminate or capture resistance members (including Mouse and Thalin), disrupt their slave-freeing efforts, and assert Mizzrym's unwavering dominance.
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Key Encounters:
- Infiltration/Observation Challenges: Navigating heavily patrolled Drow noble corridors (Vrael path) or the treacherous, wary slums (Mizzrym path), requiring Stealth, Perception, and Investigation.
- Perimeter Encounters:
- Vrael Path: Observing or subtly engaging Drow Guards around Mizzrym's compound who show unsettling signs of affliction or are guarding newly acquired, restrained Deep Gnome victims.
- Mizzrym Path: Confronting Deep Gnome resistance members (including Mouse and Thalin) in their hideouts, potentially facing interference from regular Drow Guards (city watch or rival houses) if too much chaos is caused.
- Optional Financial Investigation (Vrael Path): A high-stakes infiltration of The Vault of Obsidian (Area 4) to uncover financial records linking Mizzrym to slave acquisition, potentially facing Drow Guards and arcane security.
- Optional Resource Acquisition (Mizzrym Path): Ruthlessly securing Deep Gnomes as "resources" for Mizzrym, highlighting the moral choices.
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Potential Hooks for Next Session:
- House Vrael Path: Matron Nyssia will demand further investigation into house Myzzrym slave trading (at The Spire of Whispers, Area 10) or observing its victims (at The Bloodied Crucible or The Chained Depths, Areas 15/7).
- House Mizzrym Path: Commander Valen'ra will assign tasks to eliminate rival Drow Houses, secure critical resources for Mizzrym's dark experiments, or assert Mizzrym's power through public displays in the arena.
Session 5: The Bloodied Crucible & The Whispering Spire
Session 5: The Bloodied Crucible & The Whispering Spire - Brief Summary
Player Level: 4
Setting: The Blood & Bet tavern, leading directly into The Bloodied Crucible (Narathzul's Coliseum, Area 15).
Hook: Your party finds yourselves in The Blood & Bet, a rowdy tavern adjacent to the Coliseum. A tense confrontation with the champions of a rival faction quickly escalates into a proposed duel in the arena. Brak "Spinebreaker" eagerly facilitates a high-stakes wager on the outcome. This negotiation is a crucial opportunity to uncover clues about Mizzrym's plots (for Vrael-aligned PCs) or Mouse's resistance efforts (for Mizzrym-aligned PCs), directly linking the fight to the deeper conspiracy of the gnomes being fed to monsters.
Key Objectives:
- Secure the Wager: Successfully negotiate terms for the arena duel that benefit your faction's goals, whether gaining vital information, access, or a specific concession.
- Win the Arena Combat: Defeat the rival champions in a challenging, tactical battle, proving your faction's strength and ensuring the wager's payoff.
- Navigate the Chaos: Survive the inevitable pandemonium as Mouse's plan triggers a widespread Deep Gnome breakout from the arena's lower pens.
Key Encounters:
- The Tavern Confrontation: A social and strategic encounter with the opposing faction's champions (Valen'ra/Thalin, Kaelen'thar/Cynthia, Groknar/Talon, Xyris/Fizzlebop, depending on your PCs' alignment). This includes the negotiation of the duel's wager, where you can gather vital clues.
- The Arena Duel: A climactic, high-stakes combat encounter against the opposing faction's champions. These foes are skilled, employing specific tactics (casters control melee, strikers target low-HP casters). This fight is to incapacitate, not kill.
- The Gnome Breakout: Immediately following the duel, a chaotic scene unfolds as Deep Gnomes escape from the arena's lower pens. This triggers a frantic scramble for the arena guards, and you'll need to either fight alongside the gnomes to secure their escape (Vrael path) or ruthlessly attempt to suppress the uprising (Mizzrym path).
Potential Hooks for Next Session:
- The Aftermath & Escape: You've fought your way out of the arena, either as heroes of the rebellion or enforcers of tyranny, but the chaotic streets of Narathzul now hold new dangers and opportunities. Where do you go next to regroup, pursue leads, or receive new orders?
- Unfinished Business: You've learned vital information from the wager or the arena's chaos, but now need to follow up on it (e.g., investigating Mizzrym's hidden labs in the Spire of Whispers, hunting down specific Deep Gnome escapees, or securing vital resources for your faction).
- New Allegiances: The dramatic events in the arena might have drawn the attention of other powerful factions or individuals in Narathzul, leading to unexpected alliances or new enemies.
This session plunges you deep into the heart of Narathzul's conflict, with your actions having immediate, chaotic repercussions for the entire city.
Session 6 Breaking the Chains Core Mission
supplemental quest
Investigate The Contagion Hold- Player Level: 4
- Setting: Area 2 (Nook within): House Mizzrym's Compound, potentially through Area 7: The Chained Depths (Slave Pits).
- Infiltrate House Mizzrym's Compound (Area 2 nook): Rescue specific, high-value captives (e.g., a Deep Gnome Lore-keeper, a surface alchemist forced to work for Mizzrym, or someone who knows the curse's weaknesses).
- Gather Definitive Proof: Acquire clear evidence of Mizzrym's immediate intentions regarding the were-rat curse (e.g., plans for spreading the curse, correspondence with the Temple, early research notes).
- Mizzrym Infiltration: PCs will face elite Mizzrym warriors (CR 3-4), cunning dark mages (CR 3-4), intricate arcane wards, and deadly traps. They may also encounter newly afflicted, feral Deep Gnome were-rats (CR 2-3) acting as grotesque guards.
- Rescue Operation: A complex skill challenge to free captives from their cells, navigate hidden passages, or bypass specific magical defenses.
- Vaelen's Interference: Nyssia's son, Vaelen, might actively try to sabotage the mission, either due to disdain for his mother's methods or suspicion of the PCs, leading to a tense confrontation (social or minor combat).
Hook: Mizzrym's Deepening Shadow
House Vrael has gathered enough alarming information to confirm the were-rat curse's rapid development and its escalating danger. Matron Nyssia, with growing urgency, tasks the PCs with a critical rescue mission. She's learned that Mizzrym holds specific, high-value captives – Deep Gnome Lore-keepers or surface alchemists – who possess vital knowledge of the curse's weaknesses or Mizzrym's deeper intentions. This mission is a crucial precursor to striking at Mizzrym's larger operation at the Sunken Ascent Shipping Hub (Mizzrym's Quay) in the Periphery, where the main plague-spreading is suspected to occur.
Key Objectives:
Key Encounters:
Act III: Breaking the Web (Levels 5)
Session 7: The Grand Unveiling
- Player Level: 5
Hook: A Necessary Heresy
Mouse (Vexia's Right Hand and The Shroud's Envoy to House Vrael) approaches the party with a dire new mission: steal the Necromancer's Spellbook from the highly dangerous Crystal Spire of Arcanum in Narathzul's Periphery. Mouse reveals that the book contains irrefutable proof of Matron Malice Mizzrym's blasphemous alliance with a demon lord – a direct challenge to Lolth's dominion over the Underdark. This is an act of ultimate heresy, even worse than Mizzrym's were-rat curse. The timing is critical: Matron Malice is set to present her "brilliant strategy" for the were-rat curse to the Drow Council at the Obsidian Throne, seeking official endorsement. The stolen spellbook is your only chance to expose her true, sacrilegious ambitions and turn the council against her. Mouse emphasizes that while Mizzrym is loyal to Lolth, her demonic pact is a betrayal that even other Drow will find unforgivable.
Key Objectives:
- Steal the Necromancer's Spellbook: Infiltrate the Crystal Spire of Arcanum (using the new module content) to acquire the Necromancer's Spellbook, which holds the crucial proof of Mizzrym's demonic pact.
- Infiltrate the Obsidian Throne: Gain access to the highly secure Government Center during the council meeting.
- Publicly Expose Matron Malice Mizzrym: Present the Necromancer's Spellbook and its damning revelations to the Drow Council, highlighting Mizzrym's demonic alliance and her heresy against Lolth.
- Survive and Escape: Weather the inevitable Drow backlash and execute a planned escape from the now-hostile government center.
Key Encounters:
- The Crystal Spire Heist (Infiltration/Combat/Puzzle): This involves the full module for "An Adventure in Narathzul's Periphery." Players will face the necromancer's traps, restless spirits, and guardians to acquire the Necromancer's Spellbook before the council meeting.
- Throne Room Infiltration (Skill Challenge/Puzzle/Stealth): Navigating multiple layers of Drow City Guards (CR 2-3), specialized Drow Enforcers (CR 4-5), and magical wards (skill challenges for Arcana, Investigation, or Thieves' Tools). House Phaere (Area 23) officials, present at the council, may offer subtle distractions or a temporary, uneasy alliance if players have cultivated relations.
- Council Confrontation (High-Stakes Social/Combat): A direct clash with Matron Malice (charismatic and cunning). Players must find a way to seize the council's attention and present the Necromancer's Spellbook. This will likely involve a high DC Charisma (Persuasion/Intimidation) check, possibly contested by Malice's attempts to discredit them or claim the book is a forgery. If successful, the council's outrage at the demonic heresy will ignite immediate chaos and combat against Malice's personal guards (CR 5-6), Mizzrym Drow, and dark mages.
- Escape (Chase/Skill Challenge): A desperate chase through the government center and surrounding noble areas (Area 2, 14, 21). Pre-planned diversions from The Shroud or House Vrael (e.g., a disturbance in Area 5: The Guardhouse Cavern or Area 6: The Grand Bazaar) will be crucial to drawing away pursuit.
Potential Hooks:
- New Enemies, Old Allies: Success will make House Mizzrym a pariah, but the party will also be hunted as immediate instigators of chaos. House Vrael and The Shroud will be key to navigating the fallout.
- The Price of Heresy: The Drow civil war triggered by this exposure will change Narathzul forever, opening new opportunities and new dangers as the power structure shifts.
- A Familiar Foe's Reckoning: If Matron Malice escapes, she will be more desperate and dangerous than ever, leading directly into the final confrontation.
Session 8: The Iron Gauntlet / The Web Untangled
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SESSION 8: THE IRON GAUNTLET / THE WEB UNTANGLED
Player Level: 5
The very air of Narathzul now crackles with a desperate fury. This mission ignites the desperate climax of your confrontation with Matron Malice Mizzrym, forcing a harrowing escape from a city consumed by chaos.
The action erupts within Area 19: The Iron Citadel (Elite Barracks), Malice's final, heavily fortified stronghold. Narathzul itself has become a snarling beast, alarms screaming as its elite forces mobilize. Whether Matron Malice merely survived the council or suffered a profound defeat, she now retreats to her heavily warded sanctuary within the Citadel, feverishly channeling forbidden power to unleash a cataclysmic demonic curse upon the world.
The Crucible of Choice: Mission Objectives
The fate of countless souls hinges on two desperate objectives:
- Direct Confrontation: Storm her unholy laboratory (Room 6), directly confronting Matron Malice Mizzrym to shatter her ritual and sever the abyssal tether that threatens to engulf all.
- Desperate Escape: Once the monstrous rite is disrupted, the true gauntlet begins. The Grand Gate (Area 13) to the surface looms as a cruel illusion of freedom, its formidable defenses and unyielding locks rendering it an impenetrable wall. Your only hope for survival lies in plunging deeper into the unforgiving Underdark, through the perilous Sunken Ascent (Area 22) and its own unique, lurking dangers.
- Protect Key Allies: Safeguarding the invaluable House Vrael allies who brave the escalating pandemonium alongside them is paramount.
Encounters & Aftermath: A City Unleashed
The campaign culminates in a harrowing boss fight against Matron Malice Mizzrym (CR 9-10), a Drow Matron Mother of unfathomable power, fiercely guarded by her most loyal Elite Warriors (CR 5-6), insidious Dark Mages (CR 5-6), and grotesque, fully transformed Deep Gnome Were-rats (CR 4-5). Every shadow within the Iron Citadel conceals zealous Drow soldiers, potent spellcasters, and insidious magical wards.
Upon her defeat, Malice herself will cheat death, vanishing through a secret passage that rips open a chaotic escape route. The party, close on her heels, will burst from the Citadel into Narathzul's pandemonium, the screams of pursuit echoing from behind while a desperate Malice darts towards her own embattled reinforcements. Exploiting this spiraling chaos and the sheer desperation of a city consumed by alarm, the party must navigate the final, treacherous flight through the mobilized Drow capital. They will push deeper into the Underdark's embrace, their choices and success irrevocably reshaping Narathzul's treacherous politics and determining the very dawn or doom of a new demonic age.
Session 9+ (Epilogue & Future Adventures): Echoes of the Underdark
- Player Level: 5
- Setting: Varies based on campaign resolution. Could be returning to the surface world, exploring deeper into the Underdark, or operating as covert agents within Narathzul.
- Hook: The immediate threat is over, but the consequences of their actions resonate.
- Key Objectives:
- Deal with the lingering effects of the were-rat curse (if it spread).
- Navigate their newfound status and relationships (with House Vrael, The Shroud, or surface factions).
- Explore deeper mysteries or new threats arising from the power vacuum in Narathzul or the vastness of the Underdark.
- Potential Adventures:
- Surface Invasion: If Mizzrym succeeded, a campaign to defend surface settlements from Drow incursions.
- Underdark Exploration: Discovering other Drow cities, lost civilizations, or battling new monstrous threats in the Periphery or deeper levels.
- Political Espionage: Continuing to work for House Vrael, undermining Lolth's influence from within Narathzul, or rooting out remaining Mizzrym loyalists.
- The Unseen Circle: Uncovering the true nature and goals of this mysterious organization.