Adventure Module: The Chained Depths (Session 1)
The Obsidian Web Campaign: The Chained Depths (Session 1)
Player Level: 1 Setting: Area 7: The Chained Depths (Slave Pits) within Narathzul Primary Goal: Escape The Chained Depths and find a foothold in Narathzul. Core Themes: Survival, Desperation, Oppression, First Contact with Underworld Factions.
I. Introduction for the Game Master (GM)
Welcome to "The Chained Depths," the brutal opening act of The Obsidian Web campaign. Your players begin as prisoners of the Drow, enslaved within a vast mining and holding complex that feeds Narathzul's insatiable need for resources and new chattel. This session focuses on the immediate, desperate struggle for survival and escape, introducing the oppressive Drow regime and the grim reality of Narathzul's lower strata.
Players start without gear, severely disadvantaged, and must rely on their wits, observation, and emergent alliances to break free. They will immediately be put to work in the dangerous mines, experiencing firsthand the brutal, unforgiving labor expected of Drow chattel. The goal is for the players to feel the oppression, experience the dangers of mining, and through their ingenuity and exploration, discover a viable path to freedom that rewards their creative thinking.
II. Map of The Chained Depths (Area 7)
This map details the immediate mining and prison complex where the adventure begins.
(Please re-insert the map image here for easy reference)
- Area 1: Mine Section 1 (Commonly worked mining tunnels)
- Area 2: Mine Section 2 (Commonly worked mining tunnels)
- Area 3: Mine Section 3 (Commonly worked mining tunnels)
- Area 4: Slave Pens / Holding Cells (Where the PCs begin their captivity)
- Area 5: The Barracks (Primary housing, training, and rest area for the Drow guards within the slave pits)
- Area 6: The Lift (The main vertical shaft leading up/down from this complex to other parts of Narathzul's underworld. This is the key exit route to Narathzul.)
- Unmapped Area: Adjacent to the "back" of Area 4, there is a separate, barred-off Quaggoth Pen (see "The Ritual of Selection & Feedin' Time" below).
III. Key Non-Player Characters (NPCs)
The following characters populate The Chained Depths, offering threats, opportunities, or vital information.
Drow Guards & Overseers:
- Captain Xylos Vel'kyn (Drow Male - CR 3):
- Description: Impeccably armored, moves with rigid authority. Sharp, assessing eyes. Carries a ceremonial whip, rarely uses it directly.
- Role/Personality: Overall commander of the slave pit guards. Fiercely loyal to the Drow hierarchy and Lolth. Ruthless, disciplined, values efficiency. Unlikely to be bought; extremely perceptive. Primarily found in Area 5 (Barracks) or patrolling key routes.
- Mistress Vel'dren (Drow Female - Priestess of Lolth, Warden - CR 3-4 equivalent):
- Description: Dressed in practical yet elegant robes adorned with spider motifs. Carries a staff topped with a menacing, faintly glowing spider effigy. Cold, powerful aura.
- Role/Personality: The true power in the Chained Depths, answers only to Narathzul's Matron Mothers. Believes enslavement is sacred to Lolth. Intelligent, manipulative, possesses formidable divine magic. Oversees "Selections" and major incidents. Resides mainly in Area 5 (Barracks) or a more secure office nearby.
- Guard Mal'sar Xildos (Drow Male - Cruel Guard - CR 1-2 equivalent):
- Description: Sneering face, eyes gleaming with malicious pleasure. Constantly fiddles with his ornate whip or electrified prod. Clothes often stained.
- Role/Personality: Embodies Drow sadism. Revels in tormenting non-Drow. Impulsive, easily provoked, actively seeks out "Feedin' Time" opportunities. Impossible to reason with or bribe.
- Guard Varis Na'thos (Drow Male - Corrupt Guard - CR 1/2 equivalent):
- Description: Uniform slightly unkempt, shifty gaze. Might chew on strange fungi or have a small, illicit trinket.
- Role/Personality: Driven by petty self-interest. Corruptible and willing to bend rules for a price. Cowardly when facing real danger. A narc for gold; will betray PCs if a better offer or fear of discovery arises.
- Drow Overseers (Generic - CR 1/2): Standard whip-wielding guards patrolling cells and mine areas.
- Giant Spiders (Trained - CR 1/4): 1-2 large, trained spiders act as additional guards, often perched menacingly.
Prisoner NPCs:
- Elara (Deep Gnome Female):
- Description: Frightened, small, often weeping quietly.
- Role: Key NPC in the same cell or nearby. Terrified but observant, capable of sharing snippets of information about the Drow or the pits.
- Bewar (Deep Gnome Male):
- Description: Older, weathered Deep Gnome, carries himself with quiet dignity despite his bonds.
- Role: Head of Shadowstone's miners guild; acts as a leader/spokesperson for the Deep Gnome captives. A beacon of quiet strength and hope. Knows much about mining and the local rock formations, and might recall old, hidden tunnels.
- Milly and Billy (Twin Deep Gnomes):
- Description: Brother and Sister, otherwise identical nervous, often seen whispering to each other.
- Role: Eccentric twins whose rapid-fire observations might seem nonsensical but sometimes contain cryptic truths or details others miss, especially about the environment.
- Brag (Dwarf Male - Cook):
- Description: A formerly "fat" dwarf, now gaunt but still broad. Grumbles constantly about the rations.
- Role: Was a cook before capture. Might possess a hidden, crude knife or know a secret about food distribution or waste disposal. Constantly hungry.
- Skitter (Goblin Male - The Fixer):
- Description: Small, wiry, with quick, darting eyes. Perpetually nervous twitch but agile.
- Role: The undisputed king of the prisoner black market. Can "get" almost anything for a price (favors, shiny trinkets, promises). Opportunistic and untrustworthy, but necessary. Knows hidden nooks and passages within the slave pens.
- Gwali (Duergar Male - The Narc):
- Description: Sullen, watchful. Always seems to be observing other prisoners, then glancing towards the guards.
- Role: A snitch for the guards. Will betray fellow prisoners for minor privileges (extra food, less labor). PCs might notice him trying to get Varis's attention.
- Sister Marl (Human Female - Cleric - CR 1/2):
- Description: Wears tattered robes, but an aura of quiet serenity surrounds her. Her hands are calloused, but her eyes are kind.
- Role: A beacon of hope for the prisoners, offering quiet prayers and words of comfort. Her wisdom or divine insight might provide subtle guidance or a sense of peace regarding routines or vulnerabilities.
- "The Serpent" (Human Male - Prisoner Mob Boss - CR 1):
- Description: Surprisingly well-preserved. Calm, unnerving gaze. Quiet command among prisoners. May have a small, intricate tattoo.
- Role: Formerly a mid-tier surface thieves' guild operator. Controls internal prisoner rackets (food, protection, contraband). Shrewd, patient, manipulative. Values information and loyalty (bought or earned). Has an unseen network of eyes and ears.
IV. Pacing & The Prisoner's Life (GM's Toolkit)
The first part of the session focuses on establishing the oppressive atmosphere and the daily grind. The goal is not to keep the PCs imprisoned indefinitely, but to immerse them in the reality of their situation before presenting concrete escape opportunities.
A. Starting the Adventure: The Initial Shock (Area 4)
- Opening Hook (Read aloud to players): "Consciousness returned in a dizzying haze of pain and disorientation. The air hung thick with the stench of unwashed bodies, fear, and something sickeningly metallic. Rough stone pressed against their backs, and the clatter of chains announced their predicament before eyes could fully adjust. They lay in a cramped, dark cell within Area 4, the sickly, pulsing glow of bioluminescent fungi barely illuminating the grimy, moss-covered walls. Around them, whimpers rose, a low growl rumbled from somewhere nearby, and the sharp crack of a whip echoed in the damp confines."
- Initial Situation (Area 4: The Slave Pens):
- Location: PCs are in a communal holding cell within Area 4.
- Conditions: PCs start with no gear (or only very basic, hidden items if a rogue/monk has a trick). They are likely manacled (DC 10 Strength check to break non-magical manacles, harder if magical). They are weak from travel/capture.
- Visuals: Grim, moss-covered walls. Iron bars, heavy doors. Stench of unwashed bodies, fear, and waste.
- Sounds: Whimpers, distant growls from the Quaggoth pen, whip cracks, scraping chains, Drow speaking in Undercommon. The faint clink-clank of picks echoes from the mining tunnels.
B. The Daily Grind: Forced Labor in the Mines (Areas 1, 2, 3)
After their initial incarceration, the PCs are quickly integrated into the slave labor force and marched into one of the adjacent mine sections (Areas 1, 2, or 3). They are given crude, heavy picks and assigned a section of rock face.
-
Objective: Survive the brutal conditions, gather information, and cope with the inherent dangers of forced mining.
-
Conditions: PCs are without gear, likely manacled (possibly with longer chains allowing for mining movement). They are weak, tired, and constantly supervised by Drow Overseers. The air is thick with dust and dampness. The work is endless; hours blur, marked only by shifting guards and gnawing hunger. Their hands bleed, pickaxes feel dull, and quotas are unforgiving.
-
Activity: Encourage roleplay during the labor. How do they cope? Do they try to observe? Do they try to communicate?
-
Distributed Narrative Elements (Read aloud as appropriate):
- The Weight of the Mine: "The rhythmic clink-clank of picks reverberated from the deep tunnels. A legion of the damned toiled, their only purpose to feed the gaping maw of Narathzul and its Spider Queen. The air here was even thicker, heavy with the scent of damp earth and the biting metallic tang of the silver they were forced to claw from the rock. Every breath was a rasping effort, sometimes dissolving into a dry, tearing cough. The chill of the rock seeps into your bones, and the pervasive dampness never leaves. Every swing of the pickaxe feels like a gamble against the rock itself. Each swing is a desperate prayer for the next breath, the next moment of false rest, and the hope that the rock doesn't decide to take your life. You chip away at veins of raw ore, silver glinting dully in the weak fungal light. Every ounce you extract is another drop of sweat, another gasp for air, destined only to fuel the Drow's insatiable hunger for power and wealth. There is no dignity, no reward, only the lash if the quota isn't met."
- The Physical & Mental Toll: "Shoulders burned, a dull ache that had become as constant as the dust in their lungs. Spines twisted into perpetual knots from the cramped tunnels. Hands, calloused and cracked, bled anew with each strike, the worn leather bindings offering little protection. Wounds festered in the damp, unyielding chill; here, there was no comfort, only the crude salve of indifference. Hours bled into other hours. No sun marked the passage of time, only the dwindling oil in the few lamps, and the increasing ache in their bones. Sometimes, minds would drift – to sunlight, to open fields, to the crisp scent of a sea unseen in years – before the grim reality snapped them back."
-
Key Checks (Integrated into Daily Life & Consequences):
- Pacing Note: A single failed skill check should escalate the situation or complicate the objective, but not immediately lead to overwhelming force, TPK, or character death. Consequences should be tiered.
- Athletics/Constitution Saving Throws (DC 10-12) to endure labor:
- Success: You manage to keep up, avoiding exhaustion or attracting attention.
- Failure: You falter, drawing the eye of an Overseer. You gain 1 level of exhaustion, or endure a non-lethal whip lash (1-2 slashing damage, but no lasting injury), pushing you to work harder. You are not immediately dragged away or singled out for public punishment unless you continue to defy.
- Perception (DC 12) to notice details:
- Success: You clearly observe a guard's routine, a weakness in the mine, or a key behavior of an NPC.
- Failure: You fail to notice the specific detail. You might catch a fleeting glimpse, but it's not clear enough. The opportunity for that specific observation is lost, but no immediate alarm is raised.
- Investigation (DC 10) to find hidden things:
- Success: You discover a loose stone, a dropped tool, or a weak point.
- Failure: You find nothing immediately useful. You remain unnoticed, but your search yields no immediate results for that attempt.
- Stealth (DC 10) to observe quietly:
- Success: You move unnoticed.
- Failure: You draw a quick, passing glance from a guard. "What was that? Just the wind... no, I heard something!" the Drow might mutter, looking vaguely in your direction for a moment before returning to their duties. No immediate alarm, but you lose the element of surprise for a moment and might need to act quickly to avoid further scrutiny.
- Persuasion/Intimidation (DC 12) with other captives/Varis:
- Success: You get the information or influence the NPC as intended.
- Failure: The NPC is too frightened, distrustful, or simply unhelpful. Varis might sneer and demand a higher price, or simply ignore you. No immediate alarm, but the social attempt fails, and you might have to try a different approach or another NPC later.
C. Mining Accidents: The Constant Threat
These are regular, smaller hazards that punctuate the daily grind, reinforcing the dangers and the cheapness of slave life. They should occur periodically during the "Daily Grind" phase (IV.B), separate from the major "Cave-In" escape trigger. These accidents are why the Drow use expendable slaves.
- Trigger: A minor tremor, a sudden collapse of a nearby rock face, a burst pipe, or a sudden rockfall within the mining tunnels.
- Scene: The ground might suddenly shake, dust fills the air, or a section of the tunnel overhead gives way.
- Distributed Narrative: "A sudden rumble, a low growl from the earth itself, sent a jolt of terror through the cavern. Pebbles showered down from the ceiling as wooden supports groaned under immense weight – the ever-present fear of collapse, of swift burial."
- Consequences & Opportunities:
- Danger: PCs (and nearby NPCs) might be caught in the immediate danger.
- Dexterity Saving Throw (DC 12): To avoid falling debris (take 1d6 bludgeoning damage on a failed save).
- Constitution Saving Throw (DC 10): To avoid inhaling too much dust (gain 1 level of exhaustion on a failed save).
- Casualties: Often, an NPC miner will be injured, trapped, or killed by such an accident. The Drow guards typically show little concern beyond securing the area and ensuring the remaining labor continues. This is a stark reminder of the expendability of life here.
- Opportunity: The chaos of a small accident can create brief opportunities:
- Distraction: Drow guards momentarily focus on the accident, potentially leaving a path unguarded, or dropping something small and useful (a loose key, a pouch of low-value coins, a crude tool).
- New Paths/Weaknesses: An accident might reveal a previously hidden crevice, a loose section of a supporting beam, or a structural weakness the PCs can later exploit.
- Improvised Tools: Fallen debris might contain sharp shards of rock, splintered wood, or broken mining tools that can be repurposed as crude weapons or tools.
- NPC Reactions: Observe how other prisoners react. Bewar might try to organize help, Skitter might see an opportunity for illicit scavenging, Gwali might immediately snitch on anyone trying to exploit the chaos.
- Danger: PCs (and nearby NPCs) might be caught in the immediate danger.
D. The Ritual of "Selection" and "Feedin' Time" (Area 4 & Quaggoth Pen)
This event is a recurring, brutal ritual, not a combat encounter for the PCs. Its purpose is to reinforce the Drow's cruelty, create constant tension, and occasionally offer a brief, chaotic opportunity for observation or a subtle interaction amidst the horror. This event will occur periodically throughout the PCs' captivity, perhaps once every Drow 'shift' cycle (roughly every 8-12 hours of in-game time), or as a consequence of major defiance. As the GM, you decide the exact timing to best serve pacing and tension.
-
The Drow's Cruelty (Read aloud as appropriate): "The low growls from the Quaggoth pen (adjacent to Area 4) carried the promise of 'Feedin' Time' – a Drow spectacle where suffering was entertainment, a stark reminder that life here was cheap and fleeting. A whip cracked in the distance, a sound that made every prisoner flinch. It was a constant reminder of the Drow overseers' omnipresent threat; hulking brutes with eyes like chips of flint, caring nothing for exhaustion, only for the ore quota, a quota which seems to increase daily, regardless of the dangers of the mine. The Drow guards moved with cruel efficiency, their dark eyes missing nothing, always searching for weakness or defiance to crush."
-
The Ritual (Streamlined for Pacing):
- Scene: A heavy silence falls over the slave pens, broken only by the rhythmic clinking of chains. Drow guards, often Mal'sar or overseen by Mistress Vel'dren, approach the pens. The air thickens with dread as the distinct, guttural growls of the Quaggoth become more pronounced from their adjacent pen.
- Arrival: Mistress Vel'dren (and Captain Xylos, if she's present) or Guard Mal'sar (with Overseers) enters Area 4.
- Mistress Vel'dren (Selection): She moves with chilling grace, her eyes scanning the prisoners, a faint, cold smile on her lips. She might cast a cold, assessing gaze over the PCs.
- Guard Mal'sar (Feedin' Time): Mal'sar grins, his whip cracking ominously. He might taunt the prisoners.
- The Choice: The Drow leader designates a prisoner.
- Mistress Vel'dren (Selection): She points with her staff, "You. And you. Step forward." This is a moment of pure dread, focusing on whether a PC might be chosen, or if a vital NPC is taken.
- Guard Mal'sar (Feedin' Time): He simply bellows, "Time to feed the hungry! You, runt!" and a specific NPC (or if the PCs have been overly defiant, potentially a PC, though this is a strong consequence) is pulled.
- The Act:
- For "Selection": The chosen prisoners are unceremoniously manacled and marched away towards Area 5 or the Lift. The PCs witness the swift, brutal efficiency of their captors. This is a moment of observation: Where are they being taken? What Drow are guarding them? Is there a subtle weakness in the escort or the route?
- For "Feedin' Time": The heavy, barred gate to the Quaggoth pen is opened just enough for the chosen prisoner to be shoved inside. The immediate sounds are terrifying: a gurgle, screams, guttural snarls, and the sickening crunch of bone as the Quaggoths immediately descend upon their meal. The scene is brief and horrific. The Drow guards watch, some placing bets, completely absorbed in the spectacle.
- The Aftermath:
- Primary Outcome for "Feedin' Time": The Quaggoths devour the chosen prisoner. The action sequence for this event ends with the death of that prisoner. The Drow, satisfied, secure the gate and return to their duties, leaving behind a chilling silence or renewed, subdued whimpering among the remaining prisoners.
- GM's Cue for Opportunity: During the brief, intense distraction of "Feedin' Time" (especially the initial push and attack), this is the moment for PCs to potentially notice something they wouldn't otherwise. It's a fleeting chance, often requiring a quick Perception check or keen player observation.
- A Drow guard's back is turned to a hidden lever.
- Varis Na'thos (Corrupt Guard) might quickly slip a small, useful item to Skitter (The Fixer) in plain sight, but only for a moment.
- The Drow's focus on the spectacle makes them momentarily less attentive to noises from within the PCs' cells.
- The structural integrity of the Quaggoth pen's bars is momentarily stressed, revealing a weak point.
- A dropped key or tool from a Drow guard completely absorbed in the display.
-
Consequences for PCs:
- No Direct Combat: PCs cannot fight their way out of this ritual. Any attempt to directly intervene in the Quaggoth pen will result in immediate capture, further brutalization, or death. This is a scene of enforced helplessness.
- Information/Opportunity: The "success" for PCs is not in saving the prisoner, but in gaining a crucial piece of information, a momentary distraction, or a small, useful item that aids in their future escape plans. This might be a lower DC Perception check (DC 10-12) to notice something specific during the chaos.
- Reinforcement: The event serves as a grim clock, a constant reminder of their predicament and the urgency of escape. Each instance reinforces the Drow's cruelty and the dire stakes.
V. Core Challenges & Escape (GM's Toolkit)
This section details the path to escape, which should unfold after the initial immersion in the slave pits' daily life and recurring horrors.
A. Unveiling the Escape Opportunity:
As the PCs endure their captivity (after experiencing a few days of labor and at least one "Feedin' Time" event), the opportunities for escape should become more apparent. The GM should actively present clues that lead to a viable, player-driven solution.
-
Primary Escape Opportunity: The Secret Passage to The Lift (Area 6) This hidden passage is the intended solution that rewards player ingenuity and observation. It should be discoverable after they've spent some time in the mines. This passage leads directly to or very close to The Lift (Area 6), bypassing the heavily guarded Barracks (Area 5). It should be cramped, possibly requiring Athletics (DC 10) or Acrobatics (DC 10) to squeeze through, and might contain minor environmental hazards (slippery patches, small amounts of falling dust). It might be dark, requiring a light source (which they would likely need to acquire or improvise).
- Discovery Methods (GM's Toolkit - Choose or combine):
- Through Mining Activity (Areas 1, 2, or 3): While toiling, a particularly well-aimed pickaxe (e.g., successful Strength (Athletics) check DC 12 during labor) or a targeted Investigation (DC 13) in a less supervised moment could dislodge a section of loose rock, revealing a narrow, unnatural fissure.
- Clues from NPCs:
- Bewar: "My grandfather spoke of old passages... some lead straight to the lower city, bypassing the barracks. Always felt a draft near the old sump-pump in Sector 3..."
- Skitter: "Heard whispers... goods vanish near the main lift. There's a trick to it, a secret way in, only the Drow know... or maybe a few smart prisoners." (Might offer a subtle hint for a small bribe.)
- Milly and Billy: "The air is different near the old lift... And sometimes the wall sounds hollow when the big guards walk past it... thump-thump, not thud-thud." (A subtle Perception DC 13 hint).
- Observed During an Accident: A mining accident (IV.C) near a specific area could momentarily expose part of this secret passage, or cause enough chaos for a PC to notice a disguised entrance.
- A Corrupt Guard (Varis Na'thos): Varis, if bribed or sufficiently intimidated, might subtly point out a weakness in the wall near the mines that the Drow aren't aware of, or a section they don't patrol closely.
- Discovery Methods (GM's Toolkit - Choose or combine):
-
Alternative/Escalation: The Major Cave-In (GM's Contingency) If, after a suitable period (GM's discretion, perhaps after 3-4 "days" or if players seem stuck despite clues), the PCs haven't discovered or committed to using the secret passage, a more dramatic event can occur.
- Trigger: A massive, uncontrolled cave-in (as previously described) occurs.
- Impact: This cave-in would then uncover the secret passage (or a very similar one) in a dramatic fashion, making the solution impossible to miss. This provides a guaranteed escape trigger, ensuring the adventure can progress, while still being a chaotic and perilous event.
- Scene: "A low rumble, far deeper and more violent than any previous quake, reverberates through the rock. Dust showers down from the ceiling. Chains clatter, prisoners scream, and the Drow guards shout in alarm. The very earth groans, and with a terrifying crack, a section of the cavern wall, perhaps near your cell or within a commonly worked mining tunnel (Area 1, 2, or 3), collapses with a deafening roar. When the dust settles, a jagged, fresh opening is revealed – a new, raw passage leading deeper, seemingly unworked and unseen by Drow eyes."
- Immediate Conditions: The Drow are thrown into disarray by the unexpected event. Their initial focus is on assessing the damage, securing their forces, and containing the immediate panic, creating a brief but crucial window of opportunity. The newly revealed passage is rough, dangerous, but clearly not part of the Drow's known complex. It smells of fresh earth and undiscovered depths, but critically, it seems to lead away from the main slave pits and towards a different section of the Underdark that could lead to Narathzul.
B. The Escape Attempt: Stages and Challenges
(every escape, regardless of how they occur will always lead to Narazthul. This is where the campaign continues, if they go somewhere else, like the Underdark, the campaign would be bypassed)
Objective: Utilize the chaos (from the cave-in) or the opportunity (from the secret passage discovery) to escape The Chained Depths.
Stage 1: Breaking Free & Entering the Secret Passage
- Challenge: Capitalizing on the Drow's momentary disarray (cave-in) or the subtle opening (secret passage) and quickly gaining entry.
- Enemies: Limited immediate Drow presence as they move into the secret passage. The challenge here is the timing and stealth of their initial entry, rather than a direct fight.
- Solutions (Variety for Player Choice - Emphasizing Reactivity & Consequences):
- Observation/Perception (DC 10): Noticing the Drow's momentary distraction, identifying the weakest point in their immediate security, or seeing other prisoners trying to make a break.
- Strength/Athletics (DC 10-12): Forcing weakened cell bars, climbing over rubble, or quickly moving through chaotic spaces.
- Failure: The bar doesn't give way, or you stumble loudly. The noise alerts guards nearby. Guards are alerted to noise. They will start investigating the source. You have to abandon that specific brute force attempt for now and change tactics before they pinpoint your location.
- Stealth (DC 10-12): Slipping past distracted guards or moving through the dust and shadow. This is less about high-level rogue stealth and more about opportunistic movement.
- Failure: You make a noticeable noise (e.g., dislodge a pebble). A Drow guard's head snaps up. "What was that? Just the wind... no, I heard something!" The guard might briefly move to investigate your immediate area. You are not immediately spotted and captured, but your chosen path is now under scrutiny. You must quickly find new cover, or choose a different route entirely, or face direct engagement if you don't move.
- Diversion/Social (DC 10-12): Creating a scene, or working with fellow prisoners (Bewar, Skitter, "The Serpent") to create a shared distraction.
- Failure: The diversion is weak or unbelievable. Guards are momentarily confused but not distracted enough. They look directly at the source of the failed diversion. The opportunity is lost, and the person attempting the diversion might face immediate, minor Drow retaliation (e.g., shouted reprimand, threatening gesture), but not an immediate full-scale alarm.
- Opportunities: The chaos might accidentally reveal crude weapons (a broken pickaxe, a dislodged shiv) or temporary cover. Other prisoners attempting to flee might drop something useful.
Stage 2: Traversing the Secret Passage to The Lift (Area 6)
- Description: This passage is not pristine but is a direct, albeit challenging, route. It's less patrolled than the Barracks and less labyrinthine than the full mining sections.
- Encounters: Minimal Drow. Perhaps a single, easily avoidable (or quickly subdued) Drow Overseer who occasionally checks a remote section of the passage for stability, or a displaced, territorial natural creature (e.g., a single Giant Spider or a few Cave Spiders, a manageable combat encounter).
- Challenges (Diversity & Consequences):
- Environmental Hazards: Minor tremors (requiring Dexterity saving throws DC 10 or Athletics DC 10 to avoid falling debris), unstable ground, slippery surfaces (Athletics/Acrobatics DC 10), or dead ends that require backtracking.
- Failed Saves: You take damage (1d6 bludgeoning) or gain exhaustion. The immediate consequence is injury, not being cornered or caught by Drow. You might be slowed, making subsequent challenges harder, but you're not immediately doomed.
- Perception (DC 10): Spotting minor hazards or the exit point.
- Athletics/Acrobatics (DC 10-12): Navigating cramped, uneven terrain, climbing, squeezing through tight gaps.
- Survival (DC 10): Maintaining direction in the unmapped tunnel.
- Stealth (DC 12) vs. Natural Creatures:
- Failure: The creature stirs, growls, or becomes aware of your presence, forcing a confrontation or a hasty retreat to avoid it. This might lead to a small, contained combat (which a Level 1 party can handle), or force you to use another skill check to find a different way around.
- Investigation (DC 10): Finding evidence of previous passage by others, hinting at a way forward.
- Environmental Hazards: Minor tremors (requiring Dexterity saving throws DC 10 or Athletics DC 10 to avoid falling debris), unstable ground, slippery surfaces (Athletics/Acrobatics DC 10), or dead ends that require backtracking.
Stage 3: Operating The Lift (Area 6) & Final Escape
- Challenge: The lift itself might require a key, a specific command, or a complex mechanism to operate. This is the final gate to Narathzul.
- Enemies: Potentially a single Drow Overseer guarding the lift, or a simple tripwire alarm leading to a rapid response from 1-2 more Drow if triggered.
- Solutions (Diversity for Player Choice & Consequences):
- Thieves' Tools (DC 12): To bypass a mechanical lock on the lift's controls.
- Arcana (DC 10): To discern a magical command word or reactivate a magically-powered lift.
- Strength (DC 13): To force a rusted mechanism or manually operate an emergency override.
- Investigation/Perception (DC 10): To find a hidden lever, a key dropped in a dark corner, or a maintenance panel.
- Social/Diversion (DC 12): Distracting the lone guard long enough for someone to operate the lift.
- Combat: A final, short combat with a single guard is viable here if all else fails, giving a small payoff for any crude weapons acquired.
- Failed Checks on Mechanism: The mechanism remains stubbornly unmoving, or you trigger a small, localized alarm (e.g., a faint bell, a magical hum). The immediate guards (if any) are alerted and start investigating. You don't immediately get a battalion, but you've lost the element of surprise and need to act quickly, either by fighting the immediate guard, finding another solution to the mechanism, or abandoning that specific exit point for a moment to try another, if available.
VI. Ending Session 1 & Hook for Session 2
If PCs successfully escape:
- Scene: "The heavy thud of the lift gate closing behind them sealed off the direct sounds of the pits, but did not silence the echoes of their ordeal. They emerged into a narrow, rough-hewn passage, still dimly lit by phosphorescent fungi, but hinting at a greater, more chaotic space beyond. The air, though still stale, no longer carried the overwhelming stench of the slave pens. They were free from the chains, but utterly lost within the vast, hidden city of Narathzul. The feeling should be one of profound relief and accomplishment, knowing their cunning and perseverance paid off."
- Immediate Next Step: They are now within the perimeter of Narathzul but are without significant gear, connections, or knowledge of the city.
- Hook for Session 2: "They hear the distant murmur of voices, smell something foul but distinct – stale food, sewage – and see a faint, different kind of light. This draws them towards the sounds and smells of the slums (Area 9: The Gutterways) or towards a rough connection with The Sunken Warrens (Area 1 on the main Narathzul map). The journey into the city's underbelly has only just begun."
If PCs fail to escape:
- Scene: "Chains tightened, cruel hands hauled them back, and the snarls of Drow guards filled the darkness. Their desperate bid for freedom had failed. They were dragged back, perhaps into a more secure, isolated cell, or to face a public display of Drow 'justice'. The struggle continues, but from an even deeper, more desperate prison."
- Hook for Session 2: Players must now deal with the consequences of failure and plan a different, even more daring escape from a heightened security environment. This could involve an internal prison break, or waiting for an external opportunity. (The system is designed to provide another opportunity if they fail one path.)
