Thursday, May 29, 2025

The Obsidian Web: Session 2 - Shadows of the Bazaar

 The Obsidian Web: Session 2 - Shadows of the Bazaar

Player Level: 2 Session Goal: Expand players' understanding of Narathzul's hierarchy and economy beyond the immediate danger zone. Provide opportunities to acquire better resources, gather vital rumors, and establish a tangible connection with a potential ally (The Shroud), offering diverse pathways for different character types to find their footing. Key Themes: Urban Navigation, Resource Acquisition, Information Gathering, Shady Dealings, Introduction to the "Middle Layer" of Narathzul, and the desperate search for opportunity. Atmosphere: Expect a gradual shift from the squalid despair of the gutter to the chaotic, bustling, yet still oppressive, energy of the market. Bioluminescent lights will be more varied and vibrant here, but shadows will still stretch long and deep. The air will carry a cacophony of Drow voices, the calls of merchants, the clink of coin, and a mix of strange, earthy, and metallic smells. Underneath it all, feel the ever-present hum of the Underdark and the subtle current of fear.


Opening Hook: A Breath of Foul Air, A Glimmer of Hope

Having survived the immediate perils of the Chained Depths (Area 7) or the Sunken Warrens (Area 1), you now find yourselves deeper within Narathzul. The terror of the slave pits might have receded, but the nightmare of the Drow capital feels no less daunting. You are broke, down, and out of luck, with barely the clothes on your backs and no gear to call your own. The immediate physical threats might have lessened, but your stomachs will growl with hunger, the damp chill of the Underdark will seep into your bones, and the desperate longing for a roof over your heads and a bowl of hot soup will gnaw at you.

This vast, dark city, ruled by cunning, ruthlessness, and the Spider Queen's unforgiving will, offers little comfort. Yet, even in the deepest shadows, opportunities sometimes glimmer. Your next challenge is to carve out a foothold, to find the resources and information necessary to survive another "day," and perhaps, to glimpse a path out of this dark abyss – a chance to find something that suits you, maybe even an opportunity with The Shroud.

Immediate Needs: The characters will be acutely aware of their vulnerability. A DC 10 Survival check might indicate basic needs like food/water, while a DC 12 Medicine check could reveal lingering exhaustion or minor ailments from their recent ordeal. The lack of gear will be a palpable handicap.

The Urge for Opportunity: Beyond mere survival, the thought of finding a place, a role, a way to use their skills – whether as a thug or bodyguard for a melee type, a nimble thief for a rogue, or a sharp mind to run books or organize things for a wizard – will be a powerful driving force.


Contacts

I. Apartment Complexes (Slums & Lower City)

These are not "apartments" in the surface sense, but rather densely packed, multi-tiered living caverns or repurposed natural fissures, offering meager shelter for those who cannot afford proper noble compounds.

1. The Fungus Grotto Lofts (Area 1: The Sunken Warrens)

  • Location: Carved directly into the upper walls of the cavern forming Area 1, overlooking the damp, ill-lit docks. Its proximity to the Underground River makes it perpetually damp and cool.
  • Appearance: Expect a sprawling, vertical warren of crude, irregular chambers connected by rickety wooden planks, slippery rock stairs, and occasionally chains. Bioluminescent fungi cling to every surface, providing a sickly, greenish glow that does little to dispel the gloom. The air will be thick with the smell of stagnant water, mold, and unwashed bodies. Small, makeshift windows or open arches will look out onto the murky river below.
  • Inhabitants: You'll encounter predominantly impoverished Drow commoners, worn-out dock laborers, half-breeds, and the occasional desperate surface-dweller trying to lay low. Families often share single, cramped chambers.
  • Atmosphere: The place will feel desperate, claustrophobic, and prone to petty disputes. The constant drip of water adds to the pervasive sense of decay. Small, desperate enterprises (fungal farming, crude distillation) might occur in hidden nooks.
  • Hook/Detail: A specific tenant here might be a former informant of The Shroud, now too sick or old to be useful, but holding a vital piece of information. Or, a small, hidden cult devoted to a minor, forgotten deity might meet in its deepest, most isolated "loft."

2. The Crushing Coil (Area 9: The Gutterways)

  • Location: A massive, natural spiral cavern within Area 9, which has been haphazardly "developed" into tiers of living spaces. It winds downwards into the gloom, earning its name from the feeling of being squeezed by the overhead rock.
  • Appearance: Unlike the Fungus Grotto, this complex will be more structurally varied, with some sections crudely reinforced with salvaged metal or petrified wood. Each tier will be a narrow ring of doors and dark openings. Lighting will be minimal, mostly distant glow-fungi and the occasional sputtering, smoky lantern. The air will be foul, a mix of cooking scraps, stale fungi, and unidentifiable waste that tends to collect in the lower coils.
  • Inhabitants: Here you'll find the most downtrodden Drow, disgraced lesser-nobles, struggling artisans, and the "free" non-Drow who exist outside the slave system. Gangs like the Crimson Fangs will have their strongest hold here, extorting "protection" from residents.
  • Atmosphere: The oppressive, watchful atmosphere will be rife with simmering resentment. Survival will be paramount, and neighborly trust a rare commodity. The sounds of muffled arguments and desperate pleas will be common.
  • Hook/Detail: A local "fixer" or fence, known for their ability to acquire or dispose of almost anything, might have a hidden residence within the Crushing Coil, accessible only via a specific, subtle knock or password that changes frequently.

3. The Stone Hearth Collective (Area 9: The Gutterways, near the border with Area 5)

  • Location: A slightly more stable, but still overcrowded, apartment complex positioned towards the fringes of Area 9, where it begins to transition towards more "respectable" (or at least more policed) areas like the barracks.
  • Appearance: Still rough-hewn, but with slightly more uniform entrances and perhaps the occasional attempt at carved decoration (often crude Lolth symbols). It's built around several large, communal fire pits (fueled by special heat-generating minerals), which will give it a warmer, albeit smoky, feel. Lighting will be a mix of bioluminescence and the orange glow of the hearths.
  • Inhabitants: You'll encounter common Drow laborers, minor (and often cynical) city functionaries, low-ranking guards, and some of the more stable non-Drow artisans who serve the common populace. These are the "working poor" of Narathzul.
  • Atmosphere: A little less desperate than other slums, but still grim. There will be a stronger sense of weary community, born from shared hardship. Rumors about city affairs and dissatisfaction with the nobles will be common, though spoken in hushed tones.
  • Hook/Detail: A small, discreet "community board" (a chalked section of a wall) might list odd jobs, missing persons, or desperate pleas for assistance, providing minor side quests. A resident here might have a relative working in the Barracks (Area 5), making them a low-level source of information.

II. Bars & Taverns (Dives)

These are the watering holes for the Drow and their unfortunate associates, each catering to a distinct clientele.

1. The Broken Goblet (Slum Dive - Area 9: The Gutterways)

  • Location: Tucked away in a particularly grimy, dead-end side tunnel within Area 9, identifiable only by a faint, sticky-sweet smell of fermented fungi-wine and a constant low murmur of voices.
  • Appearance: Expect a cramped, single cavern, carved roughly with uneven benches and wobbly tables fashioned from salvaged wood or rock. The walls will be slick with condensation, and permanent stains will darken every surface. Lighting will come from a few sputtering, smoky lanterns and the occasional "glowing" fungal patch that looks diseased. The "bar" will be a crude rock counter. There will be a permanent scent of cheap alcohol, stale sweat, and desperation.
  • Inhabitants: You'll find the dregs of Narathzul's society: exhausted slum-dwellers, petty criminals, disgraced Drow commoners drowning their sorrows, and the truly desperate. Non-Drow will be tolerated if they keep to themselves and don't cause trouble.
  • Atmosphere: The atmosphere will be gritty, cynical, and always on the edge of a brawl. Whispers will be the currency, and a sharp eye will be needed for every transaction. Informants and those looking to disappear often find refuge here.
  • Key NPCs:
    • "Stalgrim" (Male Drow, Bartender): A gaunt Drow with missing teeth and a perpetually irritated expression. He will serve drinks with practiced disdain but sees and hears everything. He rarely speaks, but his grunts and gestures can convey more than words. He accepts payment in various forms, including scavenged goods or small favors.
  • Hook/Detail: A drunken patron might inadvertently reveal a piece of incriminating information about a Crimson Fangs operation, or a desperate NPC might try to sell a trinket (possibly a minor magic item) stolen from a noble house, unaware of its true value or the danger it brings.

2. The Iron Skull (Guard's Dive - Area 5: The Guardhouse Cavern / Barracks proximity)

  • Location: Directly adjacent to the main Guardhouse Cavern (Area 5), separated by a sturdy, unadorned stone door. It's built for convenience and durability.
  • Appearance: Less ramshackle than the Goblet, but equally uninviting to outsiders. It will be a large, utilitarian cavern with heavy, square-cut tables and benches, often scarred with weapon marks. Lighting will be brighter, from numerous robust phosphorescent crystals set into the ceiling, though a haze of fungal smoke often hangs in the air. The smell will be of cheap fungus-brew, stale sweat, and iron. A large, stylized skull of a monstrous spider is carved above the main entrance.
  • Inhabitants: You'll primarily encounter off-duty Drow City Guards, minor house retainers, and conscripted half-breeds who patrol the general city. These will be the less disciplined, more cynical Drow soldiers. Gambling, loud boasts, and drunken brawls will be common.
  • Atmosphere: The atmosphere will be boisterous, rowdy, and casually brutal. Authority will be respected within the bar, but often challenged outside it. Outsiders will be eyed with suspicion but usually tolerated if they don't draw undue attention or insult a guard.
  • Key NPCs:
    • Brak "Spinebreaker" (Male Drow, Retired Gladiator, now Enforcer/Gambler): If the PCs have met him from Area 15 (Coliseum), he might be here, running a card game or overseeing a brawl. He's tough, pragmatic, and might be a source of information about guard movements or upcoming arena events, for a price.
    • Sergeant Varen (Female Drow, Guard Sergeant): A grizzled, cynical Drow who's seen too much. She might be a bit more honorable than her peers, or simply too weary for petty corruption. She might be a tough nut to crack for information, but respects directness.
  • Hook/Detail: PCs might overhear guards complaining about specific patrol routes, understaffed areas, or a new, unpleasant assignment. A guard, in a drunken stupor, might accidentally drop a small, unimportant but useful item (e.g., a spare key to a minor supply locker in the barracks, a sealed, forgotten message).

3. The Glimmering Nook (Bazaar/Date Bar - Area 6: The Grand Bazaar of Shadows proximity)

  • Location: While technically part of Area 6, it's nestled in a quiet, elevated alcove slightly away from the main bustle of the bazaar. Its entrance will be subtle, marked by soft, flickering lights rather than aggressive signage.
  • Appearance: This will be a step up from the dives. The cavern walls will be more artfully carved, perhaps with subtly glowing veins of crystal or iridescent mineral deposits. Seating will be softer, with cushioned benches around smaller, more private tables. The lighting will be subdued, using a variety of colored bioluminescent fungi and polished crystals to create a romantic, intimate glow. The air will carry the scent of expensive incense, exotic spiced wines, and roasted underground delicacies. Soft, haunting Drow music (played by a solo musician or subtly magically) will often drift through the air.
  • Inhabitants: You'll see less powerful Drow nobles looking for discreet meetings, successful merchants conducting quiet deals, Drow seeking romantic liaisons, and even some higher-status "free" non-Drow who have earned enough coin to escape the slums. This will be a place for observation and subtle social maneuvering.
  • Atmosphere: The atmosphere will be sophisticated, gossipy, and subtly competitive. Appearances will be everything here. Whispers will be more common than shouts, and information will be exchanged as carefully as coin.
  • Key NPCs:
    • Lady Lythira Xantus (Drow Female, Minor Noble): (From Area 2 - Noble Housing) She might frequent this spot for discreet meetings or to gather subtle intelligence. She's polished and appears loyal to Lolth, but harbors secret disillusionment, making her a potential, cautious ally if approached correctly.
    • Vaelen (Drow Male, Son of Nyssia - House Vrael): (From Area 12) He might be here, trying to escape his mother's influence, perhaps attempting to curry favor with minor nobles or simply drinking away his frustrations. His presence could be a tense encounter for the PCs if they've already allied with House Vrael.
  • Hook/Detail: PCs could overhear a hushed conversation about a business deal that involves stolen artifacts, a marriage alliance between minor houses, or a clandestine meeting of one of the city's minor secret societies. A frustrated Drow noble might accidentally drop a coded message or a small, valuable item in their inebriated state, offering a chance for a morally ambiguous gain.

III. The Thieves' Den: The Shadowed Reach (Area 3)

While established as The Shroud's Headquarters, you'll make its "den" aspect more vivid as the PCs approach it.

  • Location: A natural "nook" connected to the underground river, providing a discreet entrance/exit point for illicit trade and covert operations. The main entrance will likely be well-hidden, possibly behind a shifting wall of fungi, a disguised rockfall, or a series of false passages.
  • Appearance: Beyond the rough-hewn docks (for river traffic), the headquarters itself will be a maze of low-lying caverns, natural fissures, and repurposed tunnels. The lighting will be minimal and strategically placed, favoring concealment over illumination. The air will be damp, carrying the scent of river water, mold, and a subtle metallic tang of tools and freshly stolen goods. Sounds will be muted, every voice a whisper, every footstep cautious. There will likely be areas for fencing goods, training new recruits, a common mess, and private offices for guild leaders.
  • Atmosphere: You'll feel intrigue, quiet efficiency, and a palpable sense of danger. The Shroud operates with cunning and secrecy. While "home" to its members, it's still a place where trust is hard-earned and betrayal is met with swift, silent retribution. Hidden traps, alarm spells, and watchful eyes will be everywhere.
  • Key Features within the Den:
    • The Whispering Galleries: A network of narrow, interconnected passages designed for surveillance, allowing guild members to observe conversations or activities in other parts of the lair without being seen.
    • The Ledger Crypt: A heavily warded, hidden chamber where The Shroud's illicit financial records and network details are kept.
    • Vexia's Study: The personal office of the guild head, likely austere but efficient, with a direct, hidden escape route.
    • Training Pits: Smaller, rough-hewn areas where new recruits practice stealth, lockpicking, and combat.
  • Security: Multi-layered, focusing on secrecy and cunning. Expect traps (simple snares, collapsing sections, poison darts), hidden passages only known to guild members, magical alarms (for the more important areas), and highly skilled guild members, especially the illusionist Faelar the Shadowmancer.

I. Established Shops (Within/Adjacent to Area 6: The Grand Bazaar of Shadows)

These are more permanent establishments, offering a wider range of goods and often run by Drow or trusted non-Drow with established reputations.

1. The Obsidian Anvil (Blacksmith & Armorer)

  • Location: Tucked into a larger, more stable alcove on the outer edge of Area 6, nearer to the military barracks (Area 5), where the sound of hammer on metal is somewhat muffled but still present. A large, dark-smoke vent (magically reinforced) funnels the forge's fumes upwards.
  • Appearance: A cavern workshop dominated by the deep red glow of a magically hot forge, casting flickering shadows on the surrounding rock. Displays of unadorned, utilitarian Drow-style weapons (shortswords, scimitars, hand crossbows) and segmented plate armors hang from hooks. The air will smell of coal smoke, hot iron, and Drow sweat.
  • Shopkeeper: Gorok (Male Drow, Master Smith): A burly Drow, unusually broad for his kind, with hands scarred from a lifetime of smithing. He's gruff, speaks little, and values craftsmanship above all else. He respects honest work and despises shoddy goods. While loyal to Narathzul, he cares more about metallurgy than politics.
  • Typical Stock:
    • Mundane Weapons & Armor (Drow Style): Standard adventurer gear (shortswords, daggers, scimitars, light crossbows, studded leather, chain shirts, scale mail). Prices will be fair but firm.
    • Darkwood Shields: Lightweight but sturdy shields crafted from hardened fungi wood.
    • Simple Ammunition: Bolts for hand crossbows, sling bullets.
    • Services: Repair of weapons and armor (prices negotiable based on damage), custom orders (requires significant gold and time). He might occasionally have a +1 weapon (Uncommon) for sale, likely something he recovered and reforged from a defeated surface adventurer.
  • Hooks/Details:
    • "Missing Component": Gorok might be working on a custom order for a Drow officer but is missing a rare, specific mineral (perhaps found in the deeper Underdark or even the Periphery) needed for a unique alloy. He might offer a discount or payment for its acquisition.
    • "Armor Refit": PCs might need to have their gear custom-fitted for the Drow style to avoid standing out, providing a reason for a visit.

2. The Whispering Parchment (Book & Scroll Shop)

  • Location: Nestled in a quieter, less chaotic corner of Area 6, perhaps near the passages leading towards The Spire of Whispers (Area 10), reflecting its more intellectual clientele.
  • Appearance: A multi-tiered stall made of polished, dark wood, with shelves packed with scrolls, bound fungal parchments, and strange Drow tomes. Soft, purple-hued bioluminescent crystals provide gentle illumination, making the texts appear more alluring. The air will be dry and carry the scent of aged paper, exotic inks, and preserving magic. A few comfortable cushions might be offered for browsers (a rare luxury in Narathzul).
  • Shopkeeper: Miriel (Female Drow, Scholar-Merchant): An elderly Drow with keen, intelligent eyes that sparkle behind thick, crystal lenses. She is soft-spoken but possesses a vast knowledge of Drow lore, history, and arcane principles. She finds joy in sharing knowledge (for a price) and disdains those who would destroy texts.
  • Typical Stock:
    • Common & Uncommon Scrolls: Spell scrolls (up to 2nd or 3rd level), mostly utilitarian spells (Comprehend Languages, Detect Magic, Protection from Evil and Good).
    • Fungal Parchment & Exotic Inks: For scribes and mages.
    • Minor Historical Texts & Lore Books: Non-magical, but containing information on Drow noble houses, Underdark geography, or histories (often biased towards Drow supremacy). These can range from a few silver to several gold pieces.
    • Codices of Drow Law: Official texts (often heavily censored or redacted).
    • Potentially a Rare Tome: On a high shelf, under a light ward, a single Rare magical tome (e.g., a Manual of Golems blueprint, though not the actual manual, or a Tome of Understanding for a very high price).
  • Hooks/Details:
    • "Lost Lore": Miriel might be searching for a specific missing section of an ancient Drow epic, rumored to be in the possession of a minor noble house or hidden in a dangerous ruin.
    • "Decipher This": She might ask the PCs to decipher a fragment of ancient writing found by a miner, or a strange symbol they encountered, offering information or a small reward in return.
    • Information Broker: With enough coin or a compelling story, Miriel can be a source of obscure information on Drow customs, noble genealogies, or the history of specific city landmarks.

3. The Verdant Vial (Alchemy & Potions Shop)

  • Location: Positioned in a slightly more open area of Area 6, but with a robust, magically-sealed counter to contain vapors. Its entrance might feature a small, glowing sign depicting a bubbling retort.
  • Appearance: The stall will be dominated by shelves lined with countless glass vials, bubbling retorts, and glowing jars filled with strange liquids and dried fungal specimens. The air will be a complex blend of earthy, sweet, and faintly acrid smells. Some liquids will pulse with their own faint light, and others will emit a soft, humming sound.
  • Shopkeeper: Faelar (Gender-Neutral Drow, Master Alchemist): A reserved Drow with an almost obsessive attention to detail, always meticulous in their measurements and experiments. Faelar has a calm demeanor but can become intensely focused when discussing chemistry or rare reagents. They often wear a protective mask or goggles.
  • Typical Stock:
    • Potions: Healing Potions (Common, Uncommon, Rare), Potions of Poison, Potions of Water Breathing (useful in the Underdark).
    • Antitoxins: Essential for Underdark travel.
    • Alchemist's Supplies: Basic and higher-grade components.
    • Poisons (Discreetly): Contact poisons, inhaled poisons (Uncommon-Rare rarity) – will require a successful DC 15 Charisma (Deception) check or a known connection to the underworld to acquire. Faelar will only sell these to those who seem "capable."
    • Strange Concoctions: Minor, experimental potions with unpredictable (but usually harmless) effects, or rare, expensive fungal elixirs.
  • Hooks/Details:
    • "Rare Reagent Hunt": Faelar might offer a quest to procure a rare ingredient found only in dangerous parts of the Underdark (e.g., specific bioluminescent fungus, venom from a rare spider variant) for a potent new potion or formula.
    • "Potion Identification": PCs might bring an unknown liquid or potion they found for Faelar to identify, potentially revealing a powerful (or cursed) item.
    • "Custom Brew": For a high price and raw materials, Faelar can attempt to brew a custom potion based on a specific effect the PCs desire.

4. The Dark Spindle Emporium (General Goods & Curiosities)

  • Location: A sprawling, chaotic stall near the center of Area 6, always bustling with various races. Its entrance will be wide and inviting, if a bit overwhelming.
  • Appearance: Expect a veritable jumble of shelves, barrels, and display cases crammed with everything imaginable. Tools, ropes, basic clothing (Drow and various Underdark styles), dried foodstuffs, scavenged surface-world trinkets, maps (often inaccurate), and mundane adventuring gear. Lighting will be bright but uneven, and the air will be a mix of dust, stale food, and the musky scent of various creatures.
  • Shopkeeper: Skitter (Male Goblin, Overly Enthusiastic Merchant): A nervous, wiry goblin who survived the slave pits (or was born free and lucky). Skitter is a fast-talker, perpetually anxious, and obsessed with making a profit. He tries to be charming but usually just comes off as desperate. He's terrified of Drow nobles but tries to appear confident.
  • Typical Stock:
    • Mundane Adventuring Gear: Ropes, grappling hooks, torches (or their Underdark equivalents), lanterns, oil, rations (fungus-based), waterskins, basic tools.
    • Underdark Clothing: Simple, dark, durable garments.
    • Common Trinkets: Often scavenged from surface-world raids (broken dolls, bent spoons, dull coins from forgotten kingdoms).
    • Basic Trade Goods: Raw fungi, cave fish, small minerals.
    • "Bargains": Often shoddy or slightly damaged items disguised as good deals.
  • Hooks/Details:
    • "A Friend in Need": Skitter might recognize the PCs if they encountered him in the slave pits (Area 7) and offer a slightly better deal or a small piece of information, hoping for future aid or protection.
    • "Special Request": Skitter might be trying to locate a specific, mundane item for a Drow customer (e.g., a perfect piece of onyx, a rare type of silk) and offer a small reward for its acquisition.
    • Rumor Source: Due to his wide range of customers, Skitter overhears almost everything. With a successful DC 13 Charisma (Persuasion) check (and some coin), he can be coaxed into revealing juicy gossip or minor rumors.

5. The Spore-Laden Kitchen (Food Bazaar Section)

  • Location: A designated, more open section within Area 6, where food vendors congregate. There will be large, magically chilled display cases and heated cooking stations.
  • Appearance: Expect a vibrant, often messy array of food stalls. Steam will rise from communal cook-fires and bubbling cauldrons, adding to the pervasive humidity. The air will be thick with the aroma of roasting cave-beasts, fermenting fungi, spiced insects, and strange, earthy vegetables. Displayed foodstuffs will come in a riot of bioluminescent colors.
  • Inhabitants: You'll find a mix of Drow commoner cooks, half-breeds, and some free Deep Gnomes (who are excellent cultivators) working as food preparers and vendors.
  • Typical Stock:
    • Cooked Fungi: Roasted, stewed, or fried in various savory or sweet preparations.
    • Cave-Beast Meat: Prepared skewers, sausages, or rich stews from creatures like rothe, hook horrors (less common), or giant spiders (a Drow delicacy).
    • Fermented Drinks: Fungal wines, strong mushroom beers, and sweet, non-alcoholic fungal juices.
    • Insect Delicacies: Fried cave grubs, honey-glazed spiders (a higher-end snack).
    • "Survival Rations": Dense, nutritious fungal cakes or dried meat strips designed for travelers.
  • Hooks/Details:
    • "Special of the Day": A vendor might be selling a highly unusual or dangerous dish, offering a temporary minor buff if eaten (or a minor debuff/poison if failed saving throw). "Food Critic": A Drow noble might be complaining loudly about the quality of a dish, providing an opportunity for PCs to intervene (either to appease the noble or mock them).
    • Information Exchange: Food stalls are great places for casual conversation. PCs could overhear rumors about food supply lines, recent hunts, or even discontent among the laborers who provide the raw ingredients.

II. Colorful Assortment of Street Vendors (Within Area 6 & Near its Entrances)

These vendors will operate from simple pushcarts, portable stands, or even just blankets spread on the ground, adding to the immediate, chaotic energy of the Bazaar. They offer quick, cheap goods and are often more desperate than the established shopkeepers.

  • "Glow-Loom Weaver" (Weaving & Textiles)
    • Description: A hunched Drow, perhaps an elder, working tirelessly on a small, hand-loom, weaving thin, fibrous fungi strands into shimmering, bioluminescent cloths. The colors shift subtly in the low light.
    • Offerings: Small lengths of glowing fabric, cheap Drow-style scarves, pouches, and simple cloaks. Useful for light, or for blending in with Drow fashion.
    • Quirk: They will speak only in Drow Sign Language, communicating through intricate hand gestures.
  • "Chitin-Carver" (Bones & Trinkets)
    • Description: A rough-looking Drow (or half-orc) with a scarred face, seated amidst a pile of raw chitin plates, bones, and teeth from various Underdark creatures. They will be carving crude but intriguing trinkets.
    • Offerings: Small bone figurines (e.g., spider totems), chitin buttons, necklaces made from polished teeth, and small, sharp bone-blades (useful for minor, concealed cuts).
    • Quirk: Their wares will almost always be slightly bloody or still emit a faint, musky odor of the creature they came from.
  • "Whispering Fungi Vendor" (Exotic Fungi & Spores)
    • Description: A Deep Gnome (or a particularly pale Drow) tending to a collection of contained, strangely shaped, and often subtly pulsing fungi. Some will glow, some vibrate, some emit faint, hypnotic whispers.
    • Offerings: Edible fungi (for taste or minor buffs), rare medicinal fungi (cure minor ailments, induce sleep), decorative bioluminescent fungi, or even a contained jar of mildly hallucinogenic spores (for illicit use).
    • Quirk: They sometimes seem to listen intently to the fungi, as if hearing voices or messages.
  • "Web-Spinner's Apprentice" (Fine Silks & Snares)
    • Description: A young, nervous Drow apprentice, overshadowed by a massive, crude spider web display. They will be attempting to showcase their master's wares.
    • Offerings: Small quantities of genuine Drow spider silk (incredibly strong, very expensive), sticky spider-web snares (single use, temporary restraint), and tiny, decorative spider charms (often with minor illusions).
    • Quirk: They will flinch nervously every time a Drow noble passes by, clearly terrified of displeasing their master.
  • "Orb-Gazer" (Fortune Teller / Information Dealer)
    • Description: A cloaked figure (gender ambiguous, possibly a disguised non-Drow) seated behind a small, smoky table, peering into a murky, pulsing orb (likely a common magical scrying orb, or just a trick).
    • Offerings: "Fortunes" (vague prophecies that can be twisted to fit any outcome), or, for a higher price, specific rumors or pieces of information about the city (often exaggerated or slightly out of date).
    • Quirk: Their voice will always be a low, raspy whisper, and they will never seem to make direct eye contact. They might subtly try to pickpocket patrons who seem distracted.

Narathzul: Contacts & Information Vendors

These individuals represent various facets of Narathzul's complex society, each with their own allegiances, secrets, and prices for information.

I. General Information Vendors & Street-Level Contacts

These are the eyes and ears of the lower city, always listening, always trading secrets for survival.

  • "Whisper" Lyna (Female Drow Commoner, Information Broker - The Gutterways, Area 9)
    • Description: A seemingly frail Drow with a perpetually hooded cloak, Lyna operates from a shadowed alcove near the "Crushing Coil" apartment complex (Area 9). Her voice is barely above a murmur, and she avoids direct eye contact, always seeming to scan her surroundings. She was once a minor scribe for a disgraced noble house, now reduced to selling scraps of overheard conversations.
    • Personality: Paranoid, cautious, and incredibly well-informed about the daily happenings and petty intrigues of the lower city. She deals in rumors and gossip, charging small favors or a few copper for common tidbits, but demanding significant coin for anything truly valuable.
    • Information Sphere: Slum politics, local disputes, unpatrolled routes, basic guard movements, recent arrests, "word on the street" about new Drow decrees.
    • Hook: Lyna might offer a piece of information that seems useless but becomes vital later (e.g., "The guards are avoiding a specific tunnel near the barracks today, something about a noxious gas leak..."). She might also warn the PCs if they're being watched.
  • Krix (Male Deep Gnome, Scavenger & Storyteller - The Sunken Warrens, Area 1)
    • Description: A grimy Deep Gnome, older than his years, with a distinctive limp and eyes that always seem to be darting. Krix spends his days picking through the refuse near the docks (Area 1), sometimes finding truly strange or valuable discards. At night, he entertains fellow slum-dwellers with embellished tales of the surface world or ancient Underdark legends.
    • Personality: Friendly to non-Drow who aren't openly hostile, wary of Drow. He enjoys trading stories and genuinely enjoys talking, a rarity in the silent despair of the Warrens. He values shiny trinkets more than coin.
    • Information Sphere: River traffic (especially illicit), strange cargo, oddities seen on the docks, the routines of the more desperate dock workers, tales of lost tunnels or forgotten passages.
    • Hook: Krix might have recently found a small, peculiar item discarded from a shipment (perhaps from House Mizzrym's illicit dealings or Thane Bhelen's smuggling) that hints at larger plots. He might also know of a secret, hidden passage only accessible via the river near the docks.

II. The Harpers (Deep Cover Operatives)

The Harpers' presence in Narathzul would be exceptionally rare and dangerous, operating in the deepest shadows. Their contact would be subtle, almost imperceptible.

  • "The Shadow Moth" (Female Drow, Harper Agent - Disguised, Highly Clandestine)
    • Description: This Drow will be a master of disguise and deception, constantly shifting her appearance, gender presentation, and even her persona. She might appear as a minor merchant in the Bazaar (Area 6), a detached scholar in The Spire of Whispers (Area 10), or even a jaded guard in a low-traffic area (Area 5). She will leave subtle "Harpers' marks" (a small, stylized silver harp carved into a hidden nook, a specific phrase whispered in a crowded area) for those she trusts to find.
    • Personality: Utterly dedicated to the Harpers' ideals of balance and freedom, but cold, calculating, and ruthless when necessary. She trusts no one fully, especially surface-dwellers, until they prove themselves extensively.
    • Information Sphere: Deep political intelligence on noble houses, Lolth's cult activities, potential threats to the surface, weaknesses in Drow defenses. She deals in information exchange, not payment.
    • Hook: A PC with a Harper background (or who has shown consistent anti-Drow-tyranny actions) might receive a cryptic, anonymous message (a small, silver moth figurine left in their pocket; a line of a well-known surface poem whispered as they pass) guiding them to a fleeting, high-risk meeting. The Shadow Moth might test them with a seemingly simple task that has grave implications if they fail.

III. The Shroud (Thieves' Guild) Members - Beyond Leadership

While Vexia, Grizzleknot, and Velkyn are the primary contacts, the guild needs more working-level members.

  • "Flicker" (Male Drow, Junior Agent - Area 3: The Shadowed Reach / Bazaar)
    • Description: A young, eager Drow, still new to the Shroud's ways, always trying to prove himself. He's nimble and quick but lacks subtlety. He often runs minor errands for Vexia or Velkyn.
    • Personality: Ambitious, a bit reckless, and easily excitable. He looks up to more experienced members and seeks recognition.
    • Information Sphere: Minor black market deals, recent "scores," gossip among the lower ranks of the Shroud, potential new recruits, and the best ways to get lost in a crowd.
    • Hook: Flicker might be assigned to assist the PCs on a minor mission, or he might screw up a task, forcing the PCs to cover for him or clean up his mess.
  • Zylos (Female Drow, Fence & Intermediary - Area 6: The Grand Bazaar)
    • Description: Zylos operates a legitimate-looking stall in the Grand Bazaar (Area 6) selling mundane, mass-produced Drow trinkets, but it serves as a front for fencing stolen goods. She's middle-aged, with sharp eyes and a cynical smirk.
    • Personality: Practical, no-nonsense, and solely focused on profit. She has little patience for dramatics but respects cleverness. She knows a lot about the true value of items and who might be looking for them.
    • Information Sphere: The market value of illicit goods, who's buying what, which noble houses have recently reported losses, and the general "flow" of stolen wealth in the city.
    • Hook: If the PCs acquire stolen goods, Zylos is the go-to contact for fencing. She might offer a better price if the items are particularly rare, or demand a cut for "discretion." She could also give them a warning if an item they're trying to sell is too "hot."

IV. Dock Workers

These are the muscle and the grunts who see all manner of goods pass through Narathzul's underground waterways.

  • Thane Bhelen (Male Duergar, Corrupt Foreman / Smuggler's Contact - Area 3: The Shadowed Reach Docks)
    • Description: A gruff, muscular Duergar (Grey Dwarf) with a perpetually sour expression, Thane oversees much of the legitimate (and illegitimate) cargo coming and going through the docks in Area 3. He has a powerful build and a no-nonsense attitude. He's been heavily paid off by House Mizzrym to facilitate their secret shipments.
    • Personality: Greedy, authoritarian, and utterly pragmatic. He cares only for coin and efficiency. He's loyal to whoever pays him best, which is currently Mizzrym, but he could be swayed. He hates anyone who slows down his operations.
    • Information Sphere: Specific cargo manifests (though usually coded), recent shipments for various noble houses, the schedules of river patrols, and the general flow of goods. He's a key point for Mizzrym's smuggling of reagents and captives.
    • Hook: PCs trying to investigate Mizzrym's shipments will inevitably run into Thane. He'll initially obstruct them unless they offer a bribe or demonstrate a threat he can't ignore. He might also be the one to tell them about the "peculiar cargo" that often arrives for House Mizzrym.
  • Jarra (Female Drow Commoner, Porter - Area 1: The Sunken Warrens Docks)
    • Description: A young, weary Drow woman who works as a porter on the less reputable docks of Area 1. She's thin, exhausted, and always covered in grime, but her eyes hold a spark of defiant intelligence.
    • Personality: Resentful of her station, tired of the Drow hierarchy, but too afraid to act. She's pragmatic and just wants to survive. She can be swayed by kindness or the promise of a better life.
    • Information Sphere: The routines of the river rats and petty smugglers, the best places to hide on the docks, the comings and goings of the most desperate and forgotten. She also knows who's missing or disappeared recently.
    • Hook: Jarra might ask the PCs for help with a particularly heavy or dangerous load, or she might witness something important related to illicit river traffic that she's too scared to report to anyone powerful. She could be a valuable, if timid, witness.

V. Gamblers

These characters thrive on chance, often found in the city's rougher or more exciting establishments.

  • Brak "Spinebreaker" (Male Drow, Retired Gladiator, Enforcer/Gambler - The Iron Skull, Area 5 / The Blood & Bet, Area 15)
    • Description: A hulking Drow, scarred and heavily muscled, with a rough-hewn charm and a booming laugh. He lost an eye in the arena but gained a reputation for brutality and cunning. He often runs illegal dice games or "sporting" bets (like rothe fighting) in either the Iron Skull or the Blood & Bet.
    • Personality: Boisterous, enjoys a good fight, and loves money. He respects strength and cunning, but is surprisingly fair for a Drow (within his own rules). He has many contacts among the city guard (from his gladiatorial days) and the arena staff.
    • Information Sphere: Gambling rings, arena schedules, weaknesses of specific gladiators, guard shifts (if at Iron Skull), general underworld sports.
    • Hook: Brak might invite the PCs to a "friendly" game of chance, which could be rigged (DC 14 Wisdom (Insight) to notice), or offer them a chance to earn some coin by participating in a minor fight in a back-alley pit. He might also know which guards are deep in debt.
  • Sly "Dice" Kaelen (Female Drow, Card Shark / Information Broker - The Glimmering Nook, Area 6)
    • Description: A sleek, charming Drow with an almost imperceptible twitch in her left eye, Sly Kaelen always seems to be winning at cards or dice. She's dressed fashionably but subtly, blending into the more refined atmosphere of the Glimmering Nook.
    • Personality: Smooth, cunning, and fiercely intelligent. She uses her charm and her gambling skills to extract secrets and build favors. She never loses truly big, and never shares information for free.
    • Information Sphere: Noble gossip, financial troubles of lesser houses, romantic entanglements, who's secretly meeting whom, and the latest whispers about political maneuvering in the Obsidian Throne.
    • Hook: Sly Kaelen might offer the PCs a chance to join a high-stakes card game where information is as much a prize as coin. She might also approach them to gather some sensitive information from a noble who owes her a favor (or a debt).

VI. Aristocrats Who Hang in the Slums

These are highly unusual characters, likely seeking something they can't find in their sterile noble compounds: thrill, illicit pleasures, or hidden power.

  • Lord Zantus (Male Drow, Disaffected Noble - The Broken Goblet, Area 9)
    • Description: A surprisingly young Drow noble, always impeccably dressed even in the grime of the Broken Goblet, though his clothes are often rumpled. He carries a bored, cynical air and seems to be constantly searching for a new "experience." He's often accompanied by a single, bored retainer who looks utterly miserable.
    • Personality: Jaded, hedonistic, and dangerously curious. He feels suffocated by noble life and seeks thrills in the squalor, often indulging in illicit substances or observing petty crimes. He has no real loyalty to anyone but himself and is easily amused.
    • Information Sphere: Surface-level noble gossip (who's sleeping with whom, who's in debt), the latest "forbidden" trends among bored aristocrats, and the general contempt nobles hold for the lower classes. He might have overheard something genuinely important by accident.
    • Hook: Lord Zantus might, on a whim, challenge the PCs to a ludicrous "game" in the slums (e.g., "steal the bartender's favorite mug without being seen") or offer them a small fortune to procure a rare, illicit drug or a particularly dangerous slum-dweller for his amusement. He might be observed trying to hire a criminal (perhaps from the Crimson Fangs) for a frivolous but potentially revealing task. His presence could make the PCs stand out to other slum-dwellers.

Narathzul: Street Kids & Gutter Hustlers

These are the unseen observers, the quick-fingered survivors, and the forgotten inhabitants of Narathzul's underbelly. They know the cracks in the city better than anyone, for they live in them.

I. "The Gutter Rats" (Area 9: The Gutterways - Crushing Coil & Broken Goblet proximity)

  • Number: A small, tight-knit crew of 2-4 Drow and half-breed children, aged roughly 8-14.
  • Appearance: They will be gaunt and small for their age, dressed in patched, ill-fitting scraps of dark cloth. Their skin will often be smudged with grime, and their eyes, though sharp and wary, will betray a flicker of desperate hunger. They will move with an unnatural silence, like shadows.
  • Leadership: They will often be led by the oldest or most cunning among them, who might be a cynical, street-smart Drow named "Shimmer" (Female Drow, ~14).
  • Personality/Attitude: Cunning, cynical, and highly distrustful of adults, especially Drow. They are fiercely loyal to their own small crew. They've learned that kindness is rare and usually comes with a price. They'll steal food off your plate if you look away for a second, but might also share a secret if you earn a sliver of their trust.
  • Hustles:
    • Pickpocketing: Their primary skill. They are adept at vanishing into crowds and relieving unwary travelers of small coin pouches. (Requires a DC 14 Stealth check to approach, DC 15 Sleight of Hand to succeed, opposed by PC Perception/Passive Perception).
    • Guiding: For a few coppers, they'll offer to guide "lost" individuals through the labyrinthine Gutterways, often leading them on convoluted routes to impress or to shake off potential tails.
    • Scavenging: They know the best places to find discarded scraps, usable junk, and even rare, edible (or merely interesting) fungi.
    • Selling "Information": For a small fee, they'll relay rumors they've overheard from the adults, often without understanding the full context, but sometimes hitting on genuine nuggets of truth.
  • Information Sphere:
    • The best (and worst) places to hide in the Gutterways.
    • Which Drow City Guards are lax, and which are cruel.
    • Locations of recent fights or disturbances.
    • Where the Crimson Fangs gang usually holds court, or their typical patrol routes.
    • Who's new to the slums, or who's disappeared recently.
  • Hooks:
    • The Hustle: They will try to pickpocket a PC. If caught, they might plead for mercy, offer to guide them, or even attempt to distract them to allow a comrade to escape.
    • A Desperate Plea: One of the younger rats will be sick, and the others will be desperately trying to find a specific fungal cure or a healer (even a rogue one) that costs more than they have.
    • Witnesses: They might have witnessed something important (e.g., a noble's secret meeting, a shady transaction, a body being moved) but are too scared to tell an adult.

II. The River Scamps (Area 1: The Sunken Warrens - Fungus Grotto Lofts & Docks proximity)

  • Number: A smaller, more specialized group of 2-3 young Drow and perhaps a Deep Gnome, aged 10-16, who operate primarily near the water.
  • Appearance: They will often be damp and nimble, wearing minimal, dark clothing to allow for easy movement through the watery passages. They will have a more wild, almost feral look, and often carry small, improvised fishing spears or nets.
  • Leadership: They will be led by a quiet but resourceful Drow named "Rill" (Male Drow, ~16), who is an expert at navigating the murky river currents and hidden caves.
  • Personality/Attitude: More cautious than the Gutter Rats, as the river environment is more dangerous. They will be quiet, observant, and resourceful. They have a practical understanding of the river's movements and its illicit activities.
  • Hustles:
    • Scavenging River Cargo: They watch for anything falling off barges or being abandoned in the docks, often retrieving discarded tools, spoiled food, or even the occasional valuable trinket.
    • Fishermen/Trappers: They know where to set small traps for cave fish or other aquatic creatures, selling their meager catches to the desperate.
    • "Boat Boys": They might offer to help push off small boats, or act as low-level lookouts for smugglers using the Underground River.
    • Shortcuts: For a fee, they can guide PCs through secret, water-logged passages or around particularly dangerous areas near the docks.
  • Information Sphere:
    • Which barges come and go at odd hours.
    • Who uses the clandestine river routes (especially relevant for The Shroud and House Mizzrym's smuggling).
    • Known hazards in the river (currents, dangerous creatures, hidden Drow patrols).
    • Locations of isolated cave systems connected to the river.
  • Hooks:
    • A "Find" Mission: They will find something valuable that fell off a Mizzrym barge (perhaps a component for a chemical weapon) but will be afraid to sell it openly. They might approach the PCs for help.
    • A Race Against Time: They might warn the PCs about an incoming Drow river patrol that is unusually large or seems to be looking for something specific.
    • Lost Child: One of their younger members will have gone missing in a dangerous, partially submerged tunnel, and they will need help finding them.

III. Bazaar Boys (Area 6: The Grand Bazaar of Shadows - Fringes)

  • Number: Loose affiliations of 1-2 children, often working independently, aged 7-12, venturing out of the slums.
  • Appearance: Though still poor, they will often make an attempt to look less ragged when in the Bazaar, perhaps with a scavenged piece of slightly cleaner cloth. They will be quick, darting, and easily overlooked in the market's chaos.
  • Personality/Attitude: More outgoing and less outwardly hostile than the slum kids, as they deal with a wider range of people. They are opportunists, always looking for a quick sale or an easy mark.
  • Hustles:
    • Errand Runners: They'll carry messages, bags, or run small errands for merchants (or shady individuals) for a few coins.
    • Lookouts/Distractions: They might be hired by petty thieves to create distractions or act as lookouts during a theft.
    • Selling "Lucky Charms": Small, worthless trinkets (a polished rock, a strangely shaped mushroom, a discarded chitin fragment) sold as "lucky charms" for inflated prices to gullible travelers.
    • Beggars: More subtly than typical begging; they might approach with a sad story, or just a quiet, hungry stare.
  • Information Sphere:
    • Which stalls are busy, which are empty.
    • Which merchants are easy marks, and which are notoriously difficult.
    • Where to find specific types of goods quickly.
    • Whispers of unique items being sold or strange customers arriving.
  • Hooks:
    • The Unpaid Debt: A Bazaar Boy will run an errand for a shady merchant, but the merchant will refuse to pay. The child will ask the PCs for help in getting their rightful (meager) payment.
    • Lost in the Crowd: They will be genuinely lost or separated from their family/group in the bustling market and will need help finding their way back to the slums, offering a shortcut or piece of information in return.
    • "Find My Toy": A desperate child will ask the PCs to retrieve a sentimental (and likely worthless) item that was stolen by another, stronger child or taken by a bored guard.

Core Challenges & Encounters: What Will Happen

1. Navigating the Slums: Desperation & First Encounters

The PCs will begin their journey in either Area 1: The Sunken Warrens (near the docks) or Area 9: The Gutterways (the main slum). Their immediate goal will be to find temporary shelter, scrounge for food, and make their way towards the rumor of opportunity in the Bazaar (Area 6).

  • Atmosphere: The air will be thick with the stench of raw sewage, damp stone, and strange fungi. Dwellings will be crude, patched, and dimly lit by sickly glowing moss. Every shadow will hold a wary eye, and every Drow they see, even a commoner, will carry an air of superiority.
  • Immediate Needs: PCs will be actively seeking food, water, and immediate shelter.
    • They can attempt to scavenge (DC 13 Survival) in the refuse of Area 1 or 9, finding enough for one meager, unappetizing meal.
    • They can try to beg (DC 13 Charisma (Persuasion)) from desperate slum-dwellers or wary passersby, often met with disdain or aggression.
    • They might learn of communal, squalid shelters in the Fungus Grotto Lofts (Area 1) or The Crushing Coil (Area 9) through a successful DC 12 Charisma (Persuasion/Investigation) check among the poor, offering a temporary, cramped, and unsafe roof over their heads.

Encounter: The Gutter Rats (Street Kids in Area 9)

  • Location: Darting through the narrow passages of The Crushing Coil (Area 9), perhaps near the entrance to The Broken Goblet bar.
  • Description: A small crew of Drow and half-breed children, led by Shimmer (~14, Female Drow). They are small, gaunt, and move with unnatural silence.
  • Hustle/Opportunity:
    • They might attempt to pickpocket (Stealth DC 14 to approach, Sleight of Hand DC 15 opposed by PC Perception/Passive Perception) a PC, targeting exposed coin pouches or small items.
  • Response to Theft: If caught, Shimmer might plead for mercy, offer to guide the PCs through a shortcut, or even sell them a piece of street gossip for a small fee or the return of the item.
  • Information Source: They know the best (and worst) hiding spots, lax guard patrols, and where the Crimson Fangs gang (described later) usually operates.
  • For Any PC Type: A PC could offer to help the Gutter Rats with a small problem (e.g., retrieving something taken by a larger kid, getting food) in exchange for their knowledge of the slums.

Encounter: The River Scamps (Street Kids & Dock Talk in Area 1)

  • Location: Lurking around the less-trafficked, muddier sections of The Sunken Warrens (Area 1), or near the mouth of the Underground River.
  • Description: A few damp, nimble Drow and Deep Gnome kids, led by the quiet Rill (~16, Male Drow), who are skilled at navigating the river's murky currents.
  • Hustle/Opportunity:
    • They might offer to "guide" PCs through water-logged shortcuts or around a specific patrol route along the river for a small fee.
  • Information Source: They will have seen strange barges and secretive Drow (often from House Mizzrym) using the river at odd hours. They might know about an unusual shipment that arrived recently.
  • For Rogues: Rill might know of a small, discarded item that fell off a barge near the main docks (Area 3), and offer to help retrieve it for a cut. This could lead to a minor stealth challenge.
  • For Melee Types: They might ask for protection while they scavenge a particularly dangerous section of the docks known to have hostile vermin.

Encounter: Crimson Fangs & A Glimpse of Authority

  • Location: Transition points between Area 9 (Gutterways) and slightly more orderly areas like the fringes of Area 5 (Barracks).
  • Description: The PCs might run into a small group of Crimson Fangs Thugs (2-3) demanding "tribute" or just looking for trouble. Shortly after, they could witness a Drow City Guard patrol (2-3 Drow Guards, CR 1/2 each) making a public arrest or breaking up a minor disturbance with casual brutality, reinforcing the Drow's absolute power.
  • Opportunity for Melee Types: Directly challenge the Fangs (Charisma (Intimidation) DC 13-15 or combat), establishing themselves as tough. Or, observe the Guards' patrol patterns and weaknesses for future reference.
  • Opportunity for Rogues: Attempt to Stealth (DC 13) past both groups, or use Sleight of Hand (DC 14) to pickpocket a Fang or even a distracted Drow Guard during a commotion.
  • Opportunity for Wizards: Use subtle cantrips (Minor Illusion, Prestidigitation) to create a distraction (e.g., a strange noise, a foul smell) to allow the group to slip away from either the Fangs or the Guards. Observe the Guards' lack of magical countermeasures in this area.

Seeking Shelter & A Drink:

  • The PCs can try to find the Broken Goblet (Area 9), a cramped, grimy dive bar in a dead-end side tunnel.
  • Atmosphere: Stench of cheap fungus-wine, stale sweat, and desperation. Run by Stalgrim (Male Drow, Bartender), a gaunt Drow who sees and hears everything but speaks little.
  • Opportunity: Here, PCs can spend what little coin they have (or trade scavenged goods) for meager food and drink. They can attempt to eavesdrop (Perception DC 13) on the desperate clientele for rumors, or even try to bribe Stalgrim (Charisma (Persuasion/Intimidation) DC 14) for local gossip.
  • For Any PC Type: A drunken patron, Lord Zantus (Male Drow, Disaffected Noble), unusually found slumming it here, might challenge the PCs to a frivolous "game" or task for amusement (e.g., "steal the bartender's favorite mug without being seen"), offering a small fortune if they succeed. This could be a unique way to gain initial coin.

2. The Grand Bazaar of Shadows (Area 6): Commerce, Riches & Information

Having navigated the slums, the PCs will finally reach Area 6: The Grand Bazaar of Shadows, the sprawling commercial hub. This is where they hope to acquire better gear, gather vital information, and perhaps find the initial contact for The Shroud.

  • Atmosphere: Expect sensory overload – exotic smells, strange bioluminescent lights (more varied and vibrant here), the clamor of different languages, the unsettling sight of monstrous creatures for sale. Drow merchants, Shroud operatives, and even other races will mingle here.
  • Immediate Needs: The PCs will be looking for weapons, armor, and tools to make them less vulnerable.

Opportunity: The Spore-Laden Kitchen (Food Bazaar Section)

  • Location: A bustling, aromatic section within Area 6.
  • Opportunity: PCs can buy more substantial food here. A Charisma (Persuasion) DC 13 check might get a vendor to give them slightly cheaper or larger portions, especially if they offer to do a quick favor.
  • For Melee Types: Offer to "guard" a vendor's stall for a meal or small payment (Charisma (Intimidation/Persuasion) DC 12).
  • For Wizard Types: Offer to use Prestidigitation to clean a vendor's tools, flavor their food, or create a minor visual spectacle to attract customers in exchange for food.

Opportunity: The Dark Spindle Emporium (General Goods - Skitter the Goblin)

  • Location: A chaotic, cluttered stall near the center of Area 6.
  • Shopkeeper: Skitter (Male Goblin, Overly Enthusiastic Merchant): A nervous, fast-talking goblin who is perpetually anxious.
  • Opportunity: PCs can trade scavenged goods, or attempt to acquire basic items like ropes, mundane weapons (daggers, clubs), or rudimentary armor (padded leather).
  • For Rogues: Skitter's chaotic stall is perfect for a quick Sleight of Hand (DC 14) attempt to procure basic items like a hidden knife, a coil of rope, or a waterskin. Failure might lead to a frantic chase through the bazaar, involving Bazaar Boys who act as lookouts for Skitter.
  • For Wizard Types: Use Intelligence (Investigation) DC 12 to quickly appraise items, spotting a genuinely useful (or perhaps cursed) trinket amidst the junk. Use Charisma (Persuasion) DC 14 to haggle for better prices by appearing intelligent or intimidating.
  • Connection: If the PCs encountered Skitter in Area 7 (slave pits), he might offer a slightly better deal or a small piece of information, hoping for future aid.

Opportunity: The Obsidian Anvil (Blacksmith - Gorok)

  • Location: Outer edge of Area 6, nearer to Area 5.
  • Shopkeeper: Gorok (Male Drow, Master Smith): Gruff and values craftsmanship.
  • Opportunity: PCs can purchase or attempt to haggle for basic Drow-style mundane weapons (shortswords, hand crossbows) and armor. Gorok is unlikely to accept anything but coin, but a DC 15 Charisma (Persuasion) check might get him to sharpen their scavenged weapon for free, if they respect his craft.

Opportunity: Rumor Mill & Observation (All Shops & Vendors)

  • Eavesdropping (Perception/Investigation DC 12): Listen to conversations around the Verdant Vial (Alchemy), Whispering Parchment (Books), and among the general crowds.
  • Rumors:
    • "Matron Malice Mizzrym has been seen visiting the Slave Pits (Area 7) frequently, and collecting strange chemicals from The Verdant Vial." (Links shops to plot)
    • "Strange things are happening in the Mages' Quarter (Area 10), and Master Tholgar at The Whispering Parchment seems nervous." (Wizard hook)
    • "The Obsidian Throne (Area 20) is calling a special council meeting soon." (Intrigue hook)
    • Whispers of "The Shroud" and their influence on illicit trade, and where to find their "brokers" in the market. (Primary goal hook)
    • Mentions of specific taverns: "The Broken Goblet" (Area 9, slum bar – direct path to basics) or "The Blood & Bet" (Area 15, Coliseum-adjacent – a place for high-rollers or toughs frequented by Brak "Spinebreaker").
  • Orb-Gazer (Fortune Teller / Information Dealer - Street Vendor): The PCs might approach the cloaked figure, Orb-Gazer, for "fortunes" or for a higher price, specific rumors (often exaggerated). A successful DC 13 Charisma (Persuasion) check might get them a useful, if vague, hint about The Shroud.
  • Zylos (Female Drow, Shroud Fence - Discreet Stall): PCs might notice Zylos's seemingly mundane trinket stall (Dark Spindle Emporium is a good cover). If they have anything of even slight value (e.g., a trinket from Session 1, or a successful pickpocket), they could attempt to fence it (Charisma (Persuasion) DC 14) with her. This is a subtle way to learn about The Shroud's network. Zylos might even comment on the PCs' "potential" if they seem capable, hinting at further opportunities.

Optional Encounter: Slave Auction

  • The PCs might stumble upon or deliberately seek out a small slave auction within the Bazaar. This reinforces the Drow's brutality. They could observe Jarra (Female Drow, Porter) from Area 1 among the newly "processed" slaves. This is a high-stakes moment for potential rescue (extremely dangerous) or information gathering.

3. The Whispers of The Shroud: The Test of Worth

The PCs' accumulated information and desperation will lead them to seek concrete contact with The Shroud (Area 3) for the first time. They will have likely heard whispers about the guild's control over illicit trade and their network of contacts, and now they aim to become a part of it.

  • Finding Contact: Based on rumors or direct leads (e.g., from Grok in Session 1, or from Zylos at her stall), the PCs will know who to approach. This will be either Grizzleknot (Goblin), an influential old goblin with a network of eyes and ears, or Velkyn "The Whisper" Sol'yath (Drow Male), a primary informant. They might find Grizzleknot lurking near the outskirts of the Bazaar, or Velkyn operating discreetly from a shadow near the Obsidian Anvil.

The "Test": A Tailored Opportunity

The Shroud contact won't just let them in; they will demand a test of worth. This test is designed to assess their skills and discretion, directly playing to their character archetypes:

  • For Melee Types (Thugs/Bodyguards): "The Watchful Eye"

    • Task: "Keep a specific Drow merchant's stall (e.g., Faelar's Verdant Vial in Area 6) under discreet observation for a full 'shift' (approx. 4-6 hours). Report anyone suspicious who approaches it, but make sure no one notices you watching. If a rival thug (perhaps a Crimson Fang or a disgruntled guard) tries anything, you're to make them regret it, but leave no loose ends."
    • Skills: Perception (DC 13) for observation, Stealth (DC 12) for discretion, Intimidation (DC 14) or Strength (Athletics) for combat if engaged.
    • Success: Proves loyalty, physical capability, and a capacity for disciplined observation.
  • For Rogue Types (Heists): "The Missing Ledger"

    • Task: "Retrieve a specific, seemingly insignificant item – a coded ledger – from a minor Drow merchant's stall in Area 6 (perhaps from Skitter's Dark Spindle Emporium, or another well-guarded but non-magical stall) without being seen or causing a disturbance. The ledger is hidden beneath the counter, in a locked compartment."
    • Skills: Stealth (DC 14) to approach and avoid detection, Sleight of Hand (DC 15) or Thieves' Tools (DC 13) for the hidden compartment.
    • Success: Proves stealth, dexterity, and discretion – perfect for future heists.
  • For Wizard Types (Bookkeeping/Organizing/Assisting Thugs): "The Disappearing Document"

    • Task: "A minor Drow official (perhaps a lesser scribe from The Obsidian Throne, Area 20, currently visiting The Whispering Parchment in Area 6) has a sensitive, coded document. Create a subtle distraction and, without touching the document, ensure it is rendered unreadable or seemingly lost. Don't leave any obvious magical traces."
    • Skills: Intelligence (Arcana/Investigation) DC 14 to understand the document's type/coding, Charisma (Deception) DC 15 or Intelligence (Performance) DC 14 for creating a subtle, non-magical distraction, and creative use of cantrips (Prestidigitation to subtly smudge ink, cause a small gust of wind, make a paper feel fragile; Minor Illusion for a distracting sound).
    • Success: Proves intellect, planning, and practical magical application – crucial for the more organizational or subtle aspects of guild work.
  • Consequences: Success will lead to an invitation for a proper meeting at The Shroud's headquarters (Area 3: The Shadowed Reach). Failure will mean they are dismissed, possibly marked as untrustworthy, making future contact harder.


Ending the Session

The Invitation & A Glimmer of Hope: Having successfully navigated the desperate realities of the slums and Bazaar, and having passed The Shroud's test, the PCs will receive a discreet, coded invitation to meet Vexia, the guild head, at The Shadowed Reach (Area 3). They will have acquired some basic gear, know more about the city, and have found a powerful (if illicit) potential ally. For the first time since their escape, Narathzul will feel slightly less overwhelming, and the promise of a stable (if dangerous) role, a roof over their heads, and regular food will be within reach.

Cliffhanger: As the PCs find a temporary, restless sleep (perhaps in a hidden corner of The Fungus Grotto Lofts, or a quiet alcove in the Crushing Coil), they might hear a distant, unnerving sound from deeper within the city, or a particularly zealous Drow Priestess (perhaps Priestess Maelys Xiloscient from Area 8) and her retinue might pass nearby, casting a chilling shadow. This will remind them that their new allies are still small fish in a very large, dangerous pond, and that the deeper, more sinister currents of Narathzul continue to churn beneath the surface. The lure of something better will pull them deeper into the web.

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