Module Overview
Setting: Deep within the Underdark, Shadowstone's Shadow 01 represents the besieged and partially ruined deep gnome city of Shadowstone, specifically the initial zone that fell under Drow occupation. It's a place of profound sorrow and desperate resilience, where the remnants of a once-vibrant civilization cling to existence amidst the Drow's oppression and the insidious were-rat curse.
Atmosphere: Pervasive gloom, dust, and the scent of decay mix with the metallic tang of Drow industry. While pockets of bioluminescent fungi offer faint light, the overall feeling is one of oppression, lingering grief, and constant vigilance. Ancient gnome magic often clashes with crude Drow domination, creating unstable or unsettling effects. The encroaching Abyss introduces untamed power and alien threats.
Themes: Lost civilization, oppression, desperate survival, quiet resistance, ancient magic vs. dark industry, the encroaching chaos of the Abyss.
Drow Control: This zone is the primary Drow foothold within Shadowstone, containing garrisons, work details, command posts, and surveillance hubs. Patrols are frequent and vigilant, tasked with maintaining control and searching for deep gnome resistance.
General Features & Encounters
These elements can be found or applied throughout the module, unless specified otherwise in a keyed location.
Traps
-
The Crumbling Remnant Pit
- Location: Cavern #4: The Stillness (along a direct path between the passage from Cavern #2 and the passage to Cavern #9).
- Description: A section of smooth stone floor, covered by dust and subtly disguised, conceals a deep, jagged pit, a treacherous remnant of neglected gnome defenses. It drops 20 feet into a rough-hewn chamber.
- Trigger: Weight-sensitive pressure plate.
- Detection:
- Perception (DC 15): Faint, almost invisible seams in the floor or a slightly discolored patch of dust.
- Investigation (DC 16): Reveals aging, subtle gnome magical wards concealing it.
- Effect: 1d6 bludgeoning damage per PC level (from fall). Victims land in a small, rough chamber with a single, difficult-to-climb shaft leading back up (Athletics DC 13).
-
The Disorienting Rune-Trap
- Location: Cavern #5: The Labyrinthine Echo (along a major path running through the "incoherent labyrinths" section).
- Description: A product of unstable ancient gnome warding magic. Stepping onto a particular section of the floor, where labyrinths are dense, activates a burst of chaotic psychic energy.
- Trigger: Stepping into the enchanted area.
- Detection:
- Perception (DC 16): Faint, unnatural shimmering in the air or a subtle sense of mental pressure.
- Arcana (DC 17): Identifies the unstable gnome warding magic.
- Effect: 1d6 psychic damage per PC level (on a failed Wisdom saving throw DC 14). On a failed save, the victim also becomes Disoriented for 1 round (disadvantage on attack rolls and ability checks) as the labyrinthine engravings twist around them.
-
Drow Razor-Wire Snare
- Location: Cavern #8: The Guarded Way (in a narrow, often-used side passage that the Drow might use to move stealthily, perhaps leading towards Narathzul's Periphery).
- Description: Incredibly thin, nearly invisible, magically-reinforced razor wire set just above the floor, often camouflaged against dark stone. Designed to alert Drow patrols.
- Trigger: Tripwire.
- Detection:
- Perception (DC 17): Only a very alert character might spot the almost invisible wire.
- Investigation (DC 15): Might reveal faint scuff marks or disturbed dust leading into the trap's vicinity.
- Effect: 1d6 piercing damage per PC level upon activation. The victim is also Restrained (escape DC 14, requiring a successful Strength or Dexterity check) as the wires tighten around them, causing 1d4 additional piercing damage each turn they remain restrained.
Non-Combat Encounters
These encounters are strictly non-hostile unless PCs directly instigate conflict through their actions.
-
The Lingering Echoes
- Location: Any of the "empty" caverns (#4, #7, #8, #9), particularly one less disturbed by Drow activity.
- Description: A subtle shift in air temperature and pressure creates peculiar acoustic illusions: faint, melodic echoes of deep gnome laughter and distant hammering drift on the currents, quickly fading. Bioluminescent fungi might pulse with melancholic hues.
- Interaction: Purely atmospheric.
- Perception (DC 14): Pinpoints the sound as a transient acoustic illusion, a memory of the city's past.
- Investigation (DC 16): Reveals a small, hidden, and untouched child's toy carved from petrified wood, reinforcing Shadowstone's lost innocence and evoking empathy.
-
The Duergar's Subtle Sabotage
- Location: Cavern #2: The Echoing Worksite, slightly off to the side of the main Drow work detail.
- Description: Amidst the relentless clanking of Drow demolition machinery, a Duergar overseer is subtly tampering with a power conduit – not to break it, but to slightly misalign it, causing inefficiency. They periodically glance around nervously.
- Interaction: Stealth and observation challenge.
- Perception (DC 17) or Stealth (DC 15): Allows the party to witness this.
- Investigation (DC 18): Reveals the Duergar's adjustments are designed to slow output or waste resources, suggesting minor insubordination due to resentment towards the Drow. The party can observe, use it as a diversion, or ignore it.
-
The Glimmering Obsession
- Location: Cavern #3: The Shadowed Sanctum, near the cube of solid stone.
- Description: A lone Drow Mage (non-hostile unless provoked, currently engrossed) kneels before the cube, his face a mask of intense concentration. He mutters low incantations, meticulously polishing the cube's surface, seemingly obsessed with its subtle glow and oblivious to surroundings.
- Interaction: Observation and stealth encounter.
- Stealth (DC 16): Allows the party to pass by unnoticed.
- Arcana (DC 18): Reveals the cube is a minor sensor connected to Narathzul, and the Mage is refining its detection capabilities against non-Drow magic users. Reveals Drow security projects and arcane pursuits.
-
The Shadowed Path of the Siege
- Location: Cavern #5: The Labyrinthine Echo.
- Description: The air is heavy with an ancient, unsettling quiet. Incoherent labyrinths engraved on the walls appear to subtly shift, causing minor disorientation. A ruined siege weapon, a massive, broken piece of gnome engineering, lies half-buried in rubble.
- Interaction: Environmental puzzle/lore encounter.
- Wisdom Saving Throw (DC 13): To avoid minor disorientation while passing through.
- Investigation (DC 17) or History (DC 15): Reveals the siege weapon was used by the Drow during the conquest, aimed at a now-collapsed hidden gnome defense portal. The "labyrinths" are gnome defensive enchantments that went haywire, causing residual mental confusion.
-
The Collapsed Way
- Location: Cavern #6: The Grinding Descent.
- Description: Dust sifts constantly from the collapsed ceiling. A persistent, unsettling grinding noise emanates from the depths of the rubble, hinting at immense geological pressures or something large tunneling nearby. The floor is treacherous, covered in unstable rockfall. No creature is visible.
- Interaction: Environmental hazard and route-finding challenge.
- Athletics (DC 14) or Acrobatics (DC 14): Required to navigate and avoid falling debris or slipping.
- Perception (DC 16) or Survival (DC 15): Identifies safer paths through the rubble. The grinding sound signifies an active, unseen geological or biological force, making this exit route risky.
Optional Combat Encounters
These encounters can be placed at the DM's discretion, based on the party's desire for action and their level. Monster stat blocks are referenced where possible (MToF = Mordenkainen's Tome of Foes, ToB = Tome of Beasts, VGtM = Volo's Guide to Monsters, MM = Monster Manual).
-
Low Level (1-4)
- Cauldron of Bats: 14 Giant Bats, 1 Swarm of Bats, 3 Bats. Found at an area of cursed mud, consuming unusual fungi. They are telepathic and attack whoever looks most dangerous, retreating when half their number have fallen.
- Kruthiks: 6 Young Kruthiks (MToF p.211), 1 Adult Kruthik (MToF p.212). Found at a carved stairway with a decorated crystal pillar and a beast pen holding giant lizards. There's an unexpected breeze. They retreat when half their number have fallen. Possibly have a Weapon +1 – morningstar.
-
Mid Level (5-10)
- Ghostwalk Spider: 1 Ghostwalk Spider (ToB p.361). Found at a decorated temple to a power of murder (nearby is a large rock), tending fungi. Surrenders if things go badly.
- Derro Group: 1 Derro Savant (MToF p.159), 8 Derro (MToF p.158), 1 Derro Shadow Antipaladin (ToB p.93). Found at a pile of rocks and a patch of strange moss (a large group of spiders is approaching). They are starting a new phase in their life. They surrender if their leader falls. Possibly have a suit of Armor of Resistance.
-
High Level (10-15)
- Abyssal Conjuration: 5 Mamuras (ToB p.284), 1 Warlock of the Great Old One (VGtM p.220), 5 Flumphs (MM p.135). Found at a spiderweb-covered hole to a watery cavern surrounded by moss (nearby is a tunnel-ridden cave with inscriptions). They were summoned by something (magic/dreams/instinct). They use ranged attacks and maintain distance if possible. Possibly have a Periapt of Proof against Poison.
-
Difficulty: Medium
- Aboleth Group: 1 Aboleth named Tedosa (MM p.13), 1 Nihileth (ToB p.8), 5 Chuuls (MM p.40). Found at a high cliff and a fungi-covered shrine to a power of chaos (with metal fragments). They are following someone. They retreat carefully if it goes badly. (Difficulty: 27900 XP)
-
Difficulty: Hard
- Adult Cave Dragon: 1 Adult Cave Dragon (ToB p.125). Found at a mysterious tall mushroom with a strong scent of carrion, investigating an unusual fungi type. Attempts to use terrain for stealth attacks. Possibly have a pair of Slippers of Spider Climbing. (Difficulty: 15000 XP)
-
Difficulty: Deadly
- Genie & Gorgon Foragers: 3 Dao (MM p.143), 6 Gorgons (MM p.169). Found at a pool with rotting tall grey-stalked mushrooms near a fungi-covered brook (with smoke from a fire). They are foraging for fungi. They use ranged attacks on foes with least armor. Possibly have a Sun Blade. (Difficulty: 64800 XP)
-
Drow Patrols (Level-Dependent):
- Location: Cavern #8 (the Drow outpost), but can be encountered anywhere in the zone.
- Composition: Determined by group size and level.
- Drow (CR 1/4, MM p.64) - relatively low level.
- Drow Elite Warrior (CR 5, MM p.64) - mid-range.
- Drow Mage (CR 7, MM p.65) - challenging due to spellcasting.
- Drow Priestess of Lolth (CR 8, MM p.66) - challenging due to spellcasting.
Keyed Locations
Room #1: The Heart of a Haunted City (Conceptual Core)
- Description: This cavernous space is not merely a single room but a conceptual representation of Shadowstone itself—the besieged and partially ruined deep gnome city. It's a place of profound sorrow and desperate resilience, where the remnants of a once-vibrant civilization cling to existence amidst Drow oppression and the were-rat curse.
- The vast chamber's ceiling is lost in shadow, hinted at by distant glint of unmined gemstones. Once bustling market thoroughfares and lively community halls are eerily quiet, gnome life scattered like forgotten dreams. Crumbling stone dwellings, their vibrant colors muted by dust and neglect, line the cavern walls, their open doorways like vacant eyes.
- The air hangs heavy with damp earth, stagnant water, and the unsettling musk of desperation. Occasional patches of bioluminescent fungi cast a dim, mournful glow, illuminating faded murals depicting gnome history.
- Signs of recent devastation are stark: scorch marks, collapsed rock, crude, abandoned barricades. Hidden shelters suggest where non-transformed gnomes huddle. The rhythmic drip of water is the only consistent sound.
- The infamous sloped pit lined with iron spikes (drow conquest reminder) is a stark scar in what might have been a central plaza. Chilling demonic war masks, grim Drow trophies, are scattered among the ruins, a constant testament to their dominion.
- Significance: A poignant tableau where memory of a vibrant past clashes with grim reality, awaiting the spark of liberation. This is a potential starting point for the party.
Room #2: The Echoing Worksite
- Connections: To Room #1 (west), to Cavern #3 (south), to Cavern #4 (south), Exit to The Obsidian Scar (between Room #2 and Room #4 passage).
- Description: This immense cavern (over a mile) is thick with dust, acrid scent of broken rock, and metallic tang of iron. A relentless, rhythmic clanking echoes from the western horizon – the ceaseless industry of Drow occupation.
- Vast fields of splintered barrel staves (remnants of gnome storage) litter the floor. Gigantic, specialized Drow machinery, tended by sullen slave gangs and Duergar overseers, grinds relentlessly. Scattered pools of stagnant water reflect Drow lanterns.
- Atmosphere: Industrial scale, brutal labor, designed to erase gnome past and solidify Drow control.
- Discoveries (Investigation/Perception DC 15+):
- The Whispers of Former Glory (DC 15): Among remnants, pieces of wood with intricate, nearly invisible functional carvings (spring-loaded mechanisms, sound-dampening alchemical arrays) – forgotten gnome ingenuity.
- Abyssal Bleed-Through (DC 17 Perception, DC 17 Arcana/Nature): Certain bioluminescent fungi pulse with a sickly violet light, a slow, insidious seep of raw, chaotic energy from Level 3 of the Abyss, likely unknown to Drow.
- Duergar Subterfuge (DC 22 Perception, DC 23 Insight): Subtle, repetitive gestures or facial tentacle shifts by Duergar overseers reveal silent, psionic communication – a hidden dialogue hinting at a secret agenda or pilfered cache of goods systematically siphoned from Drow spoils.
- The Evidence of a Twisted Experiment (DC 22 Investigation, DC 22 Medicine/Arcana): Buried under rubble, strange, desiccated biological specimens (small, furry creatures with unnatural bone structures, dark crystalline residue) – discarded failures of Drow experiments with forced mutation or reanimation, possibly linked to lycanthropy.
Room #3: The Shadowed Sanctum
- Connections: From Room #1 (north), to Cavern #5 (southwest), to Cavern #6 (southeast).
- Description: A broad, descending passage from Room #1. This immense, oppressive chamber (over a mile across) is colder than thoroughfares, with a faint, dry scent of dust and cloying sweetness of incense.
- Less natural, more deliberately shaped by Drow. Walls are unnaturally smoothed or carved with unsettling, geometric patterns.
- Demonic war masks (dark chitin, gleaming metals, obsidian eyes) hang on the west wall, imbued with Drow enchantments, creating an unnerving sense of surveillance and asserting dominion. Air around them is colder, thinner.
- In the south, a massive, perfectly formed cube of solid stone (20 ft. across) hums with faint internal energy. This is a minor Drow arcane ward and beacon, enhancing vigilance and detection capabilities of Drow patrols.
- Atmosphere: Grim purpose, Drow shrine or minor command post for esoteric practices or strategic orders.
- Discoveries (Perception/Investigation DC 15+):
- The Masks' Sinister Purpose (DC 16 Perception): Faint scorch marks or brimstone scent on inner surfaces indicate use in dark rituals, possibly communing with minor Abyssal entities or imbuing Drow warriors.
- The Cube's Unseen Influence (DC 17 Investigation/Arcana): Faint, high-frequency hum; incredibly fine, almost invisible lines of dark arcane script etched into its surface, pulsing subtly with magical energy. Confirms its function as an active Drow magical ward and surveillance focus.
- Drow Tactical Whispers (DC 15 Investigation): Discarded scraps of Drow parchment in crevices (spidery script, hasty tactical notes, patrol routes, cryptic "resource assessments" from Cavern #2). Reveals Drow operational focus and vigilance.
- A Lingering Gnome Echo (DC 18 Perception/History): Faint metallic scent of ozone and tool imprints on rock reveal a partially obscured, ancient deep gnome inscription or family sigil, suggesting pre-Drow significance.
Cavern #4: The Stillness
- Connections: From Cavern #2 (south), from Cavern #5 (northeast), to Cavern #9 (southwest).
- Description: A vast expanse (over a mile) accessible via passages from Cavern #2 or Cavern #5. Dominant by a profound, almost eerie silence. Air is cool and still, carrying faint damp stone and stale scents.
- Remarkably untouched by Drow. Floor is smooth, worn stone, with natural fissures or unadorned outcroppings. Dull bioluminescent lichen casts minimal, ethereal glow, emphasizing immense, empty space.
- No obvious signs of recent Drow activity – less-traveled or less-used. Feels like a temporary breath held in the Abyss.
- Hidden Entrance: This cavern contains a hidden entrance to The Chamber of Chance, a randomly generated dungeon.
- Discovery: Requires a very high Perception/Investigation check (DC 20-22) or triggering a subtle, ancient gnome mechanism.
- Discoveries (Perception/Investigation DC 15+):
- A Child's Forgotten Trace (DC 16 Perception): In a sheltered recess, small, faded child-sized handprints in soft rock. Nearby, a tiny, carved wooden toy animal (miniature dire bat or cave lizard), worn smooth. Speaks volumes of lost gnome innocence.
- Transitory Drow Passage (DC 17 Investigation): Very faint, almost imperceptible abrasions or scuff marks on smoother sections of the floor – traces left by Drow boot soles or equipment packs, indicating silent transit without lingering.
- A Lingering Scar of Despair (DC 18 Perception, DC 15 Empathy/Insight): In a quiet pocket, profound silence feels too deep. A faint, pervasive emotional resonance of despair and utter helplessness, as if a deep gnome survivor spent considerable time here in solitude. Slowly dissipates if lingered upon.
Cavern #5: The Labyrinthine Echo
- Connections: From Cavern #3 (northeast), from Cavern #2 (west-southwest), to Cavern #4 (northeast), to Cavern #9 (southeast).
- Description: An immense cavern (over a mile) accessed from Cavern #3 or Cavern #2. Vastness almost swallowed by unsettling silence. Air is heavy, tinged with dry dust and a peculiar psychic pressure.
- South and west walls dominated by vast, intricate engravings of incoherent labyrinths. They subtly shimmer, their lines seeming to shift and writhe, designed by deep gnomes to disorient intruders. Drow left them undisturbed due to unsettling effect.
- Near the west wall, a monstrous, ruined siege weapon (mangled hulk of wood, metal, stone) lies half-buried in rubble – a grim relic and haunting trophy of the Drow conquest.
- Atmosphere: Unnerving, of past conflict and lingering, unseen disorienting forces.
- Discoveries (Perception/Investigation DC 15+):
- The Labyrinth's Twisted Purpose (DC 16 Investigation, DC 18 Arcana): Labyrinths are ancient deep gnome protective wards, now unstable due to Drow attempts to counteract or repurpose them, causing severe mental strain. Arcana check might hint at temporary mitigation.
- Echo of a Desperate Defense (DC 17 Perception, DC 15 History): Deep within the shattered siege weapon, a single, corroded, intricately crafted deep gnome-made projectile with faint, dried alchemical residue. Suggests gnomes tried to cripple the weapon with potent alchemical attacks. History check could link to artisan family.
- Drow Obsession with Illusion (DC 16 Perception): Subtle, almost invisible etches of Drow arcane symbols on the floor near labyrinthine walls. Faint outlines left by Drow mages studying gnome engravings, attempting to replicate or stabilize chaotic magic for experimentation.
Cavern #6: The Grinding Descent
- Connections: From Cavern #3 (northwest), to Cavern #7 (west-south).
- Description: Branching southeast from Cavern #3, this immense cavern (over a mile across) is perpetually thick with fine, sifting dust, hinting at constant geological activity. A pervasive, low grinding noise fills the cavern, resonating through the stone, with a chilling, almost organic quality.
- A significant portion of the ceiling has collapsed, creating a vast field of unstable rubble, treacherous to navigate. Massive boulders and debris scatter the floor.
- The grinding noise is strongest near the largest pile of rubble, where a freshly opened, rough-hewn tunnel plunges steeply downwards, smelling of churned earth and acrid odor.
- Atmosphere: Environmental hazard; less Drow-controlled, more where the Abyss asserts its raw power, a dangerous route deeper into geological chaos.
- Discoveries (Perception/Investigation DC 15+):
- The Nature of the Grind (DC 16 Perception): Grinding noise is not merely geological; a keen ear discerns a rhythmic, almost organic quality, like immense mandibles or teeth chewing solid rock. Faint, sticky residue on disturbed rubble confirms colossal, biological source.
- Evidence of the Culprit (DC 17 Investigation): Among freshest debris, massive, chitinous fragments and razor-sharp claw shards. Too large and alien for common Underdark creatures, confirming powerful, tunneling insectoid or crustacean horror.
- Imminent Passage (DC 18 Perception): Subtle, irregular vibrations through the floor, not natural tremors. Signify movement of something impossibly large burrowing beneath, causing localized dust showers or small rockfalls. Creature not in sight, but path shifting, making return chillingly unpredictable.
Passage from Cavern #6 to Cavern #7
- Description: Branching from a stable section of Cavern #6, a wide, gently curving passage leads west, then south, towards Cavern #7. The grinding noise from Cavern #6 slowly fades, replaced by deep, echoing silence. This tunnel feels more ancient, its walls worn smooth by millennia of geological shifts, but lacking consistent Drow carving. Cool and still air, faint scent of damp stone, occasional distant, unsettling whisper. A less-traveled route.
- Discoveries (Perception/Investigation DC 15+):
- Faint Drow Markings (DC 16 Perception): On a smooth wall section, almost obscured by mineral deposits, faint, stylized Drow symbols etched into rock. Not common directional markers, but subtle sigils indicating a secondary patrol route for specific Drow units requiring discretion.
- A Slipped Token (DC 17 Investigation): Tucked beneath a loose rock, a tiny, polished obsidian token with the insignia of House Vel'drin. A small, personal item, easily lost, hinting at frequent passage of Sos'drin's house members through this less-monitored route.
- Abyssal Whispers (DC 18 Perception/Arcana): In the deepest, quietest stretch, a subtle, rhythmic pulse of low-frequency sound from bedrock. Not grinding from Cavern #6, but distant, almost imperceptible humming of latent Abyssal energies. Implies another, larger operation or deep fissure not directly visible, but very close. Passage might inadvertently cross a subtle ley line or minor Abyssal bleed-through.
Cavern #7: The Silent Hollow
- Connections: From Cavern #6 (east), to Cavern #9 (southwest).
- Description: Emerging from the quiet passage from Cavern #6, this immense cavern (over a mile in every direction) has a profound, almost oppressive silence. Broken only by rhythmic water drip and faint echo of one's breath. Air is cool, remarkably still, carrying faint damp stone and pervasive staleness.
- Floor is predominantly smooth, cool stone, with natural outcroppings. Patches of dull, bioluminescent lichen cling to walls, casting minimal, eerie glow.
- No obvious Drow occupation signs – no lamps, discarded equipment, fresh tracks. Less-traveled or undisturbed. Its "emptiness" feels like a breath held.
Cavern #8: The Guarded Way (with Drow Barracks)
- Connections: From Cavern #9 (west), Exit to Narathzul's Periphery (east).
- Description: A colossal cavern (over a mile in every direction) accessible from Cavern #9. Ceiling dissolves into oppressive gloom. Initially empty of obvious Drow fortifications or active work details. Air is still and cool, with faint damp stone.
- Environment subtly changes deeper in: smooth stone floor gives way to rougher, disturbed ground. Bioluminescent lichen pulses with a muted, hesitant glow.
- Tucked into natural alcoves along the northern wall, crude but functional Drow barracks are established (sleeping cots, weapon racks, scent of Drow rations and leather).
- Significance: Vital transit hub and resting point for Drow patrols moving between deeper sections of Shadowstone's Shadow and Narathzul's Periphery. Deceptive "emptiness" makes it a potential chokepoint or ambush site.
- Connection to Narathzul's Periphery: A distinct passage leads eastward, subtly more refined than natural rock, suggesting frequent Drow use. Connects directly to the heavily patrolled network of Drow tunnels that constitute Narathzul's Periphery.
- Discoveries (Perception/Investigation DC 15+):
- Ghostly Patrol Trails (DC 16 Perception): On smoother sections, faint, imperceptible scuff marks and minute particles of dark, glistening dust (from chitinous armor). Form distinct, repeated lines of travel, indicating frequent, stealthy Drow patrols.
- Covert Observation Points (DC 17 Investigation): Within larger natural outcroppings or rougher ground, small, almost invisible indentations smoothed by repeated pressure. Perfectly camouflaged, silent observation points where Drow guards have been positioned. Faint residual ozone from Drow magic might linger.
- A Hidden Warning System (DC 18 Perception, DC 16 Arcana): Along primary pathways towards Narathzul's Periphery exit, subtle irregularity in smooth stone floor. Not a trap, but carefully placed, tiny, porous rock fragments that, if stepped on with specific pressure, create a very faint, almost inaudible click or hiss. A crude, passive Drow warning system.
Cavern #9: The Silent Nexus
- Connections: From Cavern #5 (northwest), from Cavern #7 (northeast), to Cavern #8 (east).
- Description: A colossal chamber (over a mile in every direction) accessible by passages from Cavern #7 or Cavern #5. Shares the profound, oppressive silence of Cavern #7. Air is cool, remarkably still, with faint, clean scent of damp stone, free of dust or acrid tang.
- Unadorned, natural expanse of smooth, worn stone, with large, rounded rock formations providing pockets of shadow. Sparse patches of dull, bioluminescent lichen.
- No obvious Drow fortifications, work details, or explicit markers of presence. Feels like a natural junction point Drow simply pass through, rather than occupy – surprisingly quiet and seemingly undisturbed.
- Discoveries (Perception/Investigation DC 15+):
- Ghostly Traffic Trails (DC 16 Perception): Very faint, almost imperceptible abrasions or scuff marks on rock in specific pathways. Not from rockfall or natural wear, but from repeated, silent passage, indicating clandestine transit by Drow patrols or other elusive creatures.
- A Foreign Fragment (DC 17 Investigation): Tucked into a tiny crevice, a single, desiccated spore or minute, shed scale not native to this cavern. Indicates a traveler from a very different biome of the Abyss has passed through recently (e.g., Chitinous Wastes or deeper, exotic zone).
- The Nexus's Breath (DC 18 Perception): By finding a specific, imperceptible point and listening intently, a faint, irregular draft of air moving through a tiny, unseen fissure. Suggests cavern is part of a larger, deep air circulation system within the Abyss, hinting at connections to massive, hidden chambers or distant geological processes.
Appendix
Exit Descriptions
-
The Eastern Exit to The Obsidian Scar (Between Room #2 and Room #4):
- Description: A subtle shift in cavern walls heralds this treacherous exit. Usual dampness gives way to dry, increasing heat and faint sulfur scent. Patches of natural grey rock replaced by smooth, black, razor-sharp obsidian. Tunnel descends slightly, air grows thick and still. Far in distance, faint, baleful orange glow pulses rhythmically, with low, gurgling sound of slow-moving liquid.
- Leads to: The Obsidian Scar, a volcanic region of Level 2 of the Abyss, with rivers of molten lava and scorching heat. A dangerous but swift route.
-
The Eastern Exit to Narathzul's Periphery (From Room #8):
- Description: Leading off from the quiet, desolate space of Room #8, an archway (more refined than rough-hewn cavern walls) opens into a well-traveled passage. Air grows distinctly colder, with faint metallic tang (Drow minerals) mixed with subtle dark incense. Floor shows signs of frequent traffic (smooth grooves).
- Leads to: Narathzul's Periphery, the characteristic, often magically disguised and heavily patrolled network of Drow tunnels – a direct, dangerous route into enemy territory.
-
The Eastern Pass to The Chitinous Wastes (From Room #6):
- Description: Venturing eastward from Room #6, past fresh rubble and unsettling grinding noise, the tunnels shift. Smooth stone floor gives way to uneven, brittle terrain. Air is dry, dusty, with faint, disturbing scent of old, dry insect shell and decay. Patches of sickly, grayish webbing become common; bioluminescent fungi take on duller hue. Grinding noise occasionally intensifies, like immense mandibles or carapace scraping rock.
- Leads to: The sprawling, bone-littered expanse of the Chitinous Wastes, a desolate and perilous region of Level 2 of the Abyss, dominated by colossal insect husks, monstrous arachnids, and burrowing worms.
Drow Roster (Stat Block References)
- Drow: CR 1/4 (Monster Manual p.64)
- Drow Elite Warrior: CR 5 (Monster Manual p.64)
- Drow Mage: CR 7 (Monster Manual p.65)
- Drow Priestess of Lolth: CR 8 (Monster Manual p.66)
