Thursday, May 29, 2025

The Obsidian Web: Session 3 - A Whispered Alliance

The Obsidian Web: Session 3 - A Whispered Alliance

Player Level: 3

Session Goal: Solidify the party's position within Narazthul's underworld by meeting with The Shroud's leadership. More importantly, establish first contact with the secretly rebellious House Vrael (or be recruited by House Mizzrym), forcing the players to make a pivotal choice between allying with the forces of good/rebellion or evil/tyranny, setting the stage for the overarching campaign plot.

Key Themes: Subterfuge, Double-Dealing, Information as Power, Uneasy Alliances, Moral Dilemmas, The True Face of Drow Resistance (or Tyranny).

Atmosphere: The damp, earthy smells of the Underdark are still present, but now mixed with the cleaner, cooler air of hidden passages and magically warded chambers. The oppressive chaos of the market gives way to a hushed, watchful tension. Whispers and knowing glances replace loud calls. The environment feels both secretive and deeply dangerous, with hidden eyes and unseen traps.


Opening Hook: Stepping Beyond the Shadows

(DM's Note: Begin by briefly recapping Session 2, emphasizing the PCs' desperate survival, their success in The Shroud's test, and their growing understanding of Narazthul. Remind them they now have basic gear and a glimmer of hope, but the city remains a deadly maze.)

"The cryptic invitation from The Shroud leads you away from the open thoroughfares, deeper into the concealed underbelly of Narazthul. The air grows cooler, the sounds of the city muffled, replaced by the faint lapping of water and the distant, rhythmic drip of unseen caverns. You are about to step beyond the petty squabbles of the slums and market, into a world where information is coin, and shadows hold the true power. But even among allies, trust is a currency rarely given freely, and the Drow, even those who claim to defy Lolth, are masters of the veiled blade."

Narazthul: Consolidated NPC & Location Contacts

This list outlines key individuals and important locations players might encounter, serving as contacts, quest-givers, or adversaries depending on their chosen faction (House Vrael / Rebellion vs. House Mizzrym / Loyalty).

I. The Shroud & House Vrael Allies (Good/Rebellious Path)

  • Vexia (Drow Female, Head of The Shroud)
    • Role: Solidifies PCs' place in the guild. Provides initial "sensitive" missions leading to faction choices.
  • Matron Mother Nyssia (Drow Female, Head of House Vrael, Secret Priestess of Artemis/Eilistraee)
    • Role: Primary contact for the rebellion. Tests PCs, reveals true allegiance, offers alliance against Mizzrym.

    • Nyssia is a Drow of profound internal conflict, driven to champion good through ruthless means, forever shaped by her society's unforgiving laws and her forbidden love for a Wood Elf leader (Cynthia's father). A devoted Cleric of Eilistraee, she navigates the treacherous Drow matriarchy with cold pragmatism, understanding that survival often demands harsh choices. Her unique lineage, as the granddaughter of Faenar, grants her subtle, unspoken protection from all assassins under his ancient authority, a critical shield in the deadly Underdark. Nyssia avoids Cynthia not out of lack of love, but as a desperate act of protection from a society that would condemn their mixed heritage. She operates with calculated precision, her words direct and unflinching, embodying a hard, unyielding justice forged in shadows, where sentiments are luxuries and the ends must justify often ugly means in the fight against true evil.

  • Lyra (Drow Female, Daughter of Nyssia, Wizard within House Vrael)
    • Role: Direct family contact and arcane resource within House Vrael. Provides magical items, research assistance.
  • Cynthia Silvermoon: Priestess of Two Worlds

    • Race: Half-Drow (Wood Elf/Drow)
    • Core Role: Divine Spellcaster, Arcane Archer
    • Defining Traits: Noble, serious, self-sacrificing, devout priestess of Eilistraee (Artemis), torn by her mixed heritage, speaks with poetic reverence for the moon and hunt. 
    • Cynthia is a woman of profound contradictions, gracefully navigating the spiritual tightrope of her heritage. Born of the sunlit forest and the shadowed Underdark, she carries the beauty of both worlds and the pain of belonging fully to neither. Her demeanor is noble and serious, marked by a quiet self-sacrificing nature. She is a devout priestess of Eilistraee, the Drow Goddess of Moonlight, freedom, and beauty, whom she often reverently refers to as "Artemis." Cynthia speaks with a poetic grace, her words often laced with reverence for the moon's gentle glow and the hunt's ancient wisdom. In battle, she channels the celestial light of her deity, weaving divine magic and striking with arrows imbued with moonfire, defending the innocent with fierce precision. Her presence brings a rare sense of hope and moral clarity to the dark tunnels, a living testament to the possibility of redemption even for the cursed lineage of the Drow. She sees her mixed heritage not as a curse, but as a unique bridge between worlds, making her a powerful advocate for those trapped between light and shadow.

      Zephyr: The Silent Hunter

      • Race: Giant Black Panther
      • Core Role: Cynthia's Guardian, Scout, Melee Combatant
      • Defining Traits: Fiercely loyal, silent, highly intelligent, expresses emotion through body language, fights as one with Cynthia. A direct gift from Artemis.
      • Zephyr is more than just an animal companion; he is a silent force of nature, a direct gift from Eilistraee (Artemis) to Cynthia, embodying the primal grace and lethal efficiency of the wild hunt. His coat is the color of true shadow, allowing him to melt into the deepest gloom of the Underdark. He moves with uncanny silence, a ghost among the rocks, his muscular form a testament to his strength and agility. Fiercely loyal to Cynthia, he acts as her vigilant guardian, her eyes and ears in the dark, and a devastating force in combat. Zephyr communicates not through words, but through an intricate language of body language – the twitch of an ear, the swish of his tail, the subtle shift of his gaze. He and Cynthia fight as one, a seamless dance of claw, fang, and moonlit arrow. Beyond his ferocity, Zephyr possesses a surprising, almost unnerving, intelligence in his eyes, often observing the nuances of conversations or the subtle shifts in emotion around him, reflecting the ancient wisdom of his divine patron.
  • Mouse: Child of Shadowstone

    • Race: Deep Gnome
    • Core Role: Reluctant Leader, Scholar, Rogue, Artificer
    • Defining Traits: Young, intelligent, driven by trauma (lost parents/enslavement), wields innate elemental magic, speaks precisely with dry wit. Has a deep-seated connection to ancient gnome magic and a faint mind-link to her lost father

    •  Mouse is more than just a survivor; she's a living archive of her people's quiet tragedy. Young and burdened by the trauma of her parents' loss and the brutal enslavement of her kind, she carries the weight of their legacy and the desperate hope for their freedom. Her intelligence is sharp, bordering on genius, allowing her to unravel complex problems and devise intricate plans. She speaks with a precise, dry wit, often masking a profound emotional depth. Beyond her formidable mind, Mouse possesses a unique connection to ancient gnome magic, manifesting as subtle innate elemental abilities – a whisper of the earth's fury or a tremor of the stone's memory. This connection also links her to a faint, unsettling mind-link to her lost gnomish deity, Callarduran Smoothhands, or perhaps a collective consciousness of her enslaved kin, which sometimes grants her cryptic insights or pangs of shared suffering. She's stepped into leadership out of necessity, yearning for the quiet scholarship she once knew, but driven by an unwavering resolve to liberate her people and prevent the horrors inflicted upon them from ever happening again.

    Thalin Stonehammer: Prince of the Forsaken

    • Race: Dwarf
    • Core Role: Frontline Guardian, Enforcer
    • Defining Traits: Exiled prince, burdened by false accusation, fiercely loyal. Speaks gruffly with a Bronx/Scottish accent, prone to grumbling, but deeply honorable.
    • Thalin is a prince not by his own choosing, but by birthright stolen. Exiled and burdened by a false accusation that haunts his every waking moment, he carries the weight of a kingdom he can't reclaim. His loyalty, however, is not to a crown, but to those who earn his respect, and once given, it's unshakeable as granite. He speaks gruffly, with a thick accent that might evoke the industrial clang of a forge or the stubborn pride of the Scottish Highlands, often accompanied by a low grumble. Beneath the gruff exterior, however, lies a deeply honorable and protective spirit. He despises injustice and hypocrisy, seeing in Mouse's cause a reflection of his own fight against wrongful accusation. In combat, he's an immovable bulwark, his dwarven axe singing a grim tune of defiance, always standing between harm and those he's sworn to protect. He views his role in Mouse's group as a chance for true redemption, a path to reclaiming not a throne, but his honor.

    Cynthia Silvermoon: Priestess of Two Worlds

    • Race: Half-Drow (Wood Elf/Drow)
    • Core Role: Divine Spellcaster, Arcane Archer
    • Defining Traits: Noble, serious, self-sacrificing, devout priestess of Eilistraee (Artemis), torn by her mixed heritage, speaks with poetic reverence for the moon and hunt. 
    • Cynthia is a woman of profound contradictions, gracefully navigating the spiritual tightrope of her heritage. Born of the sunlit forest and the shadowed Underdark, she carries the beauty of both worlds and the pain of belonging fully to neither. Her demeanor is noble and serious, marked by a quiet self-sacrificing nature. She is a devout priestess of Eilistraee, the Drow Goddess of Moonlight, freedom, and beauty, whom she often reverently refers to as "Artemis." Cynthia speaks with a poetic grace, her words often laced with reverence for the moon's gentle glow and the hunt's ancient wisdom. In battle, she channels the celestial light of her deity, weaving divine magic and striking with arrows imbued with moonfire, defending the innocent with fierce precision. Her presence brings a rare sense of hope and moral clarity to the dark tunnels, a living testament to the possibility of redemption even for the cursed lineage of the Drow. She sees her mixed heritage not as a curse, but as a unique bridge between worlds, making her a powerful advocate for those trapped between light and shadow.

      Zephyr: The Silent Hunter

      • Race: Giant Black Panther
      • Core Role: Cynthia's Guardian, Scout, Melee Combatant
      • Defining Traits: Fiercely loyal, silent, highly intelligent, expresses emotion through body language, fights as one with Cynthia. A direct gift from Artemis.
      • Zephyr is more than just an animal companion; he is a silent force of nature, a direct gift from Eilistraee (Artemis) to Cynthia, embodying the primal grace and lethal efficiency of the wild hunt. His coat is the color of true shadow, allowing him to melt into the deepest gloom of the Underdark. He moves with uncanny silence, a ghost among the rocks, his muscular form a testament to his strength and agility. Fiercely loyal to Cynthia, he acts as her vigilant guardian, her eyes and ears in the dark, and a devastating force in combat. Zephyr communicates not through words, but through an intricate language of body language – the twitch of an ear, the swish of his tail, the subtle shift of his gaze. He and Cynthia fight as one, a seamless dance of claw, fang, and moonlit arrow. Beyond his ferocity, Zephyr possesses a surprising, almost unnerving, intelligence in his eyes, often observing the nuances of conversations or the subtle shifts in emotion around him, reflecting the ancient wisdom of his divine patron.

    Fizzlebop: Bard of the Tangled Path

    • Race: Goblin
    • Core Role: Comic Relief, Crowd Control, Support Caster
    • Defining Traits: Completely insane with an absurd, existential logic, navigates the Netherworld, controls spiders, plays a rusty harmonica. Speaks in riddles and metaphors with a Shakespearean clown cadence. Fizzlebop
    • Fizzlebop is a delightful paradox, a Goblin who has not only survived the brutal depths of the Netherworld but thrived within its absurd logic, emerging as a bard unlike any other. He is utterly, wonderfully, and often terrifyingly insane, operating on a plane of existence where cause and effect are suggestions, and reality is merely a pliable concept. His "logic" is a chaotic blend of profound insight and complete nonsense, delivered in riddles, metaphors, and non-sequiturs that would make a Shakespearean clown seem straightforward. He wields a rusty harmonica, coaxing forth not just unsettling melodies but powerful magic capable of sowing confusion, charming foes, and controlling the eight-legged denizens of the deep – spiders, his true comrades. Despite his erratic behavior, Fizzlebop possesses a surprising capacity for loyalty, particularly to Mouse, whom he views with a mixture of childlike awe and chaotic protectiveness. He is the unexpected heart of levity and unpredictable chaos within the group, often stumbling into brilliant solutions through sheer, glorious madness.

II. House Mizzrym & Lolth Loyalists (Evil/Loyalist Path)


Matron Malice Mizzrym: Lolth's Devout Hand

  • Race: Drow
  • Core Role: Overarching Matron of House Mizzrym, Mastermind, Cleric of Lolth.
  • Defining Trait: Fanatically devout Lawful Evil, orchestrating Lolth's return to establish brutal, absolute order, granddaughter of Faenar.
  • Alignment: Lawful Evil Core Role: Overarching Matron of House Mizzrym, Mastermind, Cleric of Lolth. Ultimate Goal: To unleash the Spider Queen from the Abyss and enable her to rule the world once more, establishing Lolth's absolute, tyrannical order. Key Traits: Cold, calculating, fanatically devout to Lolth's twisted order, utterly ruthless within her own code, and cosmically ambitious. She is the overarching systemic threat, driven by a vision of absolute dominion.

Sly: Assassin of Faenar

  • Race: Changeling
  • Core Role: Master Assassin, Double Agent, Spy.
  • Defining Trait: Cunning, elusive, master of disguise, serves Faenar (his "Father") as ultimate authority, Arch-Nemesis of Mouse.
  • Race: Changeling (or embodying the concept) Core Role: Master Assassin, Double Agent (serves Mizzrym outwardly, answers to Faenar) Relationship to Mouse: Arch-Nemesis. Key Traits: Cunning, intelligent, master of disguise and infiltration, chillingly effective, subtle, manipulative, and holds a nuanced/nihilistic philosophy influenced by Faenar. He is the elusive, personal threat who undermines and observes.

Rakasha: The Ancient Temptress

  • Race: Vampire (Ancient Blood)
  • Core Role: Seductive Manipulator, Controller of Minds, Weaver of Illusions.
  • Defining Trait: Exiled from Memphis (birthplace of humanity/vampires), ancient, elegant, uses charm and psychological warfare for hidden agenda.
  • Race: Vampire (Ancient Blood, not of the "First Ones") Origin: Memphis, the birthplace of humanity and vampires. Core Role: Seductive Manipulator, Controller of Minds, Weaver of Illusions. Key Traits: Seductive, manipulative, ancient, world-weary, possesses calculated cruelty, obsessed with control, and driven by a hidden agenda tied to her mysterious exile. She offers a psychological and social form of menace.

Krag: The Big, Dumb, and Pleasant Ogre

  • Race: Ogre (Small Giant)
  • Core Role: Brute Force Powerhouse, Unthinking Muscle.
  • Defining Trait: Genuinely amiable and easygoing despite his monstrous appearance and limited intellect; content with food, warmth, and ale.
  • Race: Ogre (Small Giant) Core Role: Brute Force Powerhouse, Unexpectedly Pleasant Muscle for House Mizzrym. Key Traits: Genuinely unintelligent but surprisingly amiable and easygoing. His loyalty is simple and based on comfort (food, ale, warmth). He is a destructive force, but without malice, making him a unique and almost humorous element of danger.

Alister: The Soul Weaver

  • Race: Drow
  • Core Role: Necromancer, Harvester of Despair.
  • Defining Trait: Driven by absolute, all-consuming power; utterly ruthless and will destroy anything, even gods or worlds, to achieve it.
  • Race: Drow Core Role: Necromancer, Harvester of Despair, Wielder of Dark Magic. Defining Motivation: Absolute, all-consuming power, pursued with unwavering ruthlessness. Key Traits: Ruthless, utterly amoral, coldly pragmatic, obsessed with control over life and death, relentlessly driven, and directly connected to the suffering of the Deep Gnomes. He is the existential threat, driven by an ambition to transcend even the gods.

Lord Valerius: The Neon Knight

  • Race: Human (Death Knight equivalent)
  • Core Role: Feared Enforcer, Martial Champion.
  • Defining Trait: Tragic Knight of the Rose from Freeport, corrupted by Faenar after his commoner wife was murdered by nobles; encased in armor pulsing with eerie neon light, driven by cold vengeance.
  • Race: Human (or relevant dominant humanoid race of Freeport) Former Affiliation: Knight of the Rose, Freeport Corrupted By: Faenar, the Man on the Mountain Current Role: Feared Enforcer, Martial Champion, Symbol of Oppression for House Mizzrym. Key Traits: Silent, imposing, disciplined, relentless, utterly ruthless, and carries an internal, eternal torment from his tragic betrayal and the loss of his wife. He wields life-draining powers and is a living symbol of corrupted ideals.

III. Scholarly & Academic Types (Area 10: The Spire of Whispers)

  • Master Tholgar (Drow Male, Elder Arcane Scholar, Head Librarian)
    • Role: Primary contact for arcane knowledge. May guard dangerous secrets or offer quests for rare components.
  • Acolyte Seraphina (Drow Female, Young Mage Apprentice)
    • Role: Lower-level source of gossip or administrative details within the Spire.
  • Professor Malakor (Drow Male, College Instructor in Abyssal Lore)
    • Role: Represents dogmatic academic authority. Potential source of conflict if PCs challenge Drow dogma.

IV. Priests & Temple Figures (Area 8: The Abyssal Weave & Area 11/18 Noble Housing)

  • Priestess Maelys Xiloscient (Drow Female, Rising, Zealous Priestess of Lolth)
    • Role: Key Lolth antagonist on the good path. Potential recruiter for PCs seeking Lolth's favor on the evil path.
  • High Priestess Velkynara (Drow Female, Elder Matron of the Temple)
    • Role: Ultimate authority within the Temple. A distant, terrifying presence.
  • Confidant Sister Illyra (Drow Female, Secret Follower of Eilistraee)
    • Role: Hidden ally within the temple for good-aligned PCs, providing information or a means to disrupt temple operations.

V. Gladiators & Coliseum Figures (Area 15: The Bloodied Crucible)

  • Vaelen (Drow Male, Son of Nyssia, Warrior, Brother of Lyra)
    • Role: Significant figure in the gladiatorial scene. Could be a rival, patron, or source of Drow warrior culture info. Potential indirect connection to House Vrael.
  • Brak "Spinebreaker" (Drow Male, Retired Gladiator, Enforcer/Gambler)
    • Role: Direct point of entry for the gladiator pathway. Offers fights, bets, arena connections.
  • K'tharr (Duergar Male, Gladiator Trainer/Overseer)
    • Role: Oversees gladiator training and discipline. Can offer "tryouts" or push challenging fights.
  • "The Silverfang" (Named Drow Gladiator, Popular Champion) Role: A rival for PCs entering the arena.

VI. Nobles & High Society Contacts (Various Noble Housing Areas & High-End Hubs)

  • Lady Lythira Xantus (Drow Female, Minor Noble/Diplomat)
    • Role: Potential cautious ally or source of diplomatic/political gossip.
  • Lord Zantus (Male Drow, Disaffected Noble)
    • Role: Provides a glimpse into decadent Drow nobility. Could offer frivolous but revealing tasks.
  • Matron Mother Phaere (Drow Female, Head of House Phaere, Area 23)
    • Role: Powerful, neutral (for now) faction. Information broker, rival, or temporary ally for intelligence.
  • Council Scribe Vylarr (Drow Male, Minor Official, Area 20)
    • Role: Low-level contact within The Obsidian Throne. Might inadvertently leak information.

VII. Harper Agents (High-End Social Hubs)

  • "The Shadow Moth" (Female Drow, Harper Agent - Disguised, Highly Clandestine)
    • Role: Ultimate clandestine contact. Leaves subtle Harper marks, deals in information exchange. Approaches PCs who consistently work against tyranny.
  • Lyrical Whisper (Male Drow, Harper Bard/Poet)
    • Role: Potential Harper contact through subtle, subversive performances in high-end establishments. Offers aid/info via coded messages.

VIII. Other Key Contacts & Locations

  • Thane Bhelen (Male Duergar, Corrupt Foreman/Smuggler's Contact - Area 3: The Shadowed Reach Docks)

    • Role: Works for Mizzrym, but pragmatic. Source of information about Mizzrym's illicit goods (good path) or a contact for Mizzrym's supply chain (evil path).
  • The Velvet Cavern (High-End Tavern/Lounge - Area 6/11/18 Fringes)

    • Purpose: Sophisticated social hub for noble gossip, subtle information exchange, and Harper performances.
  • The Dreaming Spore (Boutique Coffee House/Tea House - Area 6/10 Fringes)

    • Purpose: Intellectual hub for quiet conversation, study, and meeting discreet informants.
  • The Obsidian Scriptorium (Exclusive Library/Archive Wing - Area 10: Spire of Whispers)

    • Purpose: Highly secure, restricted access library for high-ranking scholars. Could hold critical lore or hidden Mizzrym information.
  • The Gladiatorial College (Training Halls - Area 15: Bloodied Crucible)

    • Purpose: Extensive training grounds for gladiators, a path for melee PCs to gain fame and skills.


Part 1: Inside The Shadowed Reach (Area 3)

Objective: Gain formal entry into The Shroud's headquarters and meet its leader, establishing their new 'employment'.

The Approach: The PCs follow the instructions given to them at the end of Session 2, leading them through a series of increasingly hidden passages. This might be a winding route from the Sunken Warrens (Area 1), a concealed entrance from the main Docks (Area 3's main river access), or a discreet side tunnel from the Grand Bazaar (Area 6).

  • Environmental Detail: Describe the transition: the rough-hewn stone gives way to more deliberately carved (though still utilitarian) tunnels. Bioluminescent fungi become strategically placed, not just growing wild. The sounds of the city fade, replaced by muted echoes and the faint lapping of the underground river.
  • Security (Skill Challenge/Perception Check):
    • Perception (DC 14): As they navigate the approach, give players opportunities to notice concealed tripwires, subtle magical alarms (a faint hum, a shift in air currents), or the glint of watchful eyes. Failure might mean triggering a minor alarm ( alerting a Shroud guard who then interrogates them suspiciously before allowing entry), or a hidden guild member observing them more closely.
    • Stealth (DC 13 - Optional): If they attempt to move through the approach undetected, they might discover just how well-guarded The Shroud's lair truly is.

Meeting Vexia, Head of The Shroud: The PCs are led into a central, moderately sized cavern. It's functional, with various Shroud members moving with quiet purpose – some cleaning weapons, others studying maps, a few training. They are brought before Vexia (Drow Female), who sits behind a sturdy, unadorned obsidian desk. She is pragmatic and cunning, her eyes assessing, but she carries herself with a sense of quiet authority rather than overt cruelty.

  • Vexia's Demeanor: "Vexia gestures to a few rough-hewn seats before her desk. Her gaze is sharp, calculating, but lacks the overt malice you've come to expect from most Drow. 'You passed the test,' she states, her voice low and even. 'Barely, perhaps, for some of you. But you succeeded. The Shroud has need of capable hands, especially those who know how to stay quiet and deliver results.'"
  • Solidifying the Alliance: Vexia will lay out the terms of their engagement with The Shroud:
    • They are now "associates," meaning they get work and protection (within limits), but are not full members yet.
    • Payment is usually in coin, but favors or information can also be exchanged.
    • Discretion, loyalty to the guild's interests, and competence are paramount. Betrayal means swift and silent retribution.
    • Insight (DC 13): Players can attempt to discern Vexia's true intentions or measure her trustworthiness. (She is professional, but utterly self-serving and focused on the guild's profit and influence. She values them as assets, nothing more, for now.)
    • Persuasion/Intimidation (DC 12): PCs can try to negotiate better terms for future jobs (e.g., higher cut, specific types of work). Vexia respects boldness, but will not be swayed easily.
  • Brief Encounters: As they are led through the HQ, the PCs might briefly see:
    • Faelar the Shadowmancer (Drow Illusionist): Perhaps working on subtle magical wards or practicing minor illusions in a training area.
    • Grizzleknot (Goblin): The influential old goblin, perhaps overseeing a storeroom or muttering to himself as he sorts through ledgers.

Part 2: The Crossroads - Whispers of Factions

Objective: Receive veiled or seemingly innocuous leads that subtly point towards the campaign's two main factions: House Vrael and House Mizzrym. This is where the choice begins to emerge.

After their initial meeting with Vexia, she gives them a choice of "starter assignments" designed to test their preference for subtle work vs. overt action, and potentially draw them into one of the main faction's orbits.

The Shroud's "Sensitive" Assignments (Choose One, or allow players to pursue multiple):

  1. "The Quiet House" (Leads to House Vrael/Good Path):

    • Vexia's Briefing: "There's a minor noble house, House Vrael (Area 12), that's been unusually quiet lately. Their trade hasn't shifted significantly, but their political maneuvering seems… off. I want eyes on them. Not a full infiltration, yet. Just observe their daily routines for a 'shift' – who comes and goes, any unusual deliveries, changes in guard patterns. Subtlety is key. Report back anything noteworthy."
    • Opportunity: This mission specifically leads them to observe Area 12, Nyssia's compound, providing a natural opening for her agents to make contact.
    • Skill Checks: Perception (DC 14) to notice subtle clues around the Vrael compound (e.g., guards moving slightly differently than expected, a peculiar servant, a veiled carriage arriving). Stealth (DC 13) to maintain discretion.
    • Encounter: While observing, a specific, subtle signal might be given (a whispered phrase, a small, silver bird figurine left in a specific spot). This signal is meant for those who are seeking a way out of Lolth's tyranny, orchestrated by Nyssia's agents.
  2. "Arena Prospects" (Leads to The Coliseum/Mizzrym/Evil Path potential):

    • Vexia's Briefing: "The Bloodied Crucible (Area 15) is always looking for new 'talent,' and some of the smaller noble houses place bets on the gladiators. I need you to assess some of the new blood, identify any rising stars, and report on any unusual betting patterns, or if any specific noble houses are showing unusual interest in particular gladiators, especially non-Drow. Don't fight unless you have to, but if you want to make a name, the arena is one way."
    • Opportunity: This mission places them directly in the environment where Vaelen (Nyssia's son, the warrior) might be found, or where Commander Valen'ra Mizzrym might be recruiting new, ruthless enforcers.
    • Skill Checks: Perception (DC 13) to observe fights and betting. Insight (DC 14) to gauge gladiator skill or identify suspicious behavior.
    • Encounter: Players might encounter Brak "Spinebreaker" (Retired Gladiator, Enforcer/Gambler) running a side bet, or witness a particularly brutal fight orchestrated by a Drow overseer. This might lead them to either be disgusted (pushing them towards good) or impressed (pushing them towards evil).
  3. "Arcane Inquiry" (Leads to Spire of Whispers/Mages/Both Paths):

    • Vexia's Briefing: "There's a particular arcane text (or formula) that The Shroud wants copied from The Spire of Whispers (Area 10) archives. It's nothing sensitive, just a complex bit of magical theory. Go in, act like scholars, find the book, and copy it. Don't draw attention. And while you're there, note anything unusual being studied by mages from House Mizzrym (Area 2 nook) – they're always dabbling in something dangerous."
    • Opportunity: This mission places them in a high-society intellectual setting.
    • Skill Checks: Intelligence (Investigation) (DC 14) to find the book. Stealth (DC 12) to avoid drawing attention. Arcana (DC 13) to recognize unusual magical research.
    • Encounter: They might encounter Master Tholgar or Acolyte Seraphina. More importantly, they might witness a Mizzrym mage or scholar looking at texts that seem too dark, or perhaps a guarded shipment of rare reagents going into Mizzrym's section of the Spire.
  4. "Temple Observation" (Leads to Temple/Priests/Both Paths):

    • Vexia's Briefing: "The Temple of Lolth (Area 8) is always a hub of power. I want a general report on the movements of certain high priestesses – particularly Priestess Maelys Xiloscient. Note who she meets with, where she goes, and any unusual ceremonies being prepared. Blend in, look pious if you must, but be invisible."
    • Opportunity: This mission places them in the heart of Lolth's power.
    • Skill Checks: Charisma (Deception) (DC 13) to blend in as a respectful observer. Perception (DC 14) to notice subtle details.
    • Encounter: They might witness Maelys Xiloscient engaging in a minor (or symbolically chilling) ritual, or overhear whispers of upcoming "purges" or special offerings. This could be a stark reminder of Lolth's cruelty (pushing to good) or an invitation to participate in her glory (pushing to evil).

Part 3: The Alliance or The Temptation (The Pivotal Choice)

Objective: PCs either receive a direct offer of alliance from House Vrael or are recruited by House Mizzrym, forcing their faction choice.

(DM's Note: This part occurs after the PCs have completed one or more Shroud assignments. Their actions and expressed desires during Part 2 should heavily influence which offer comes first, or if both are presented as competing opportunities.)

Scenario A: The Whispered Alliance (Good/Rebellious Path)

  • Trigger: PCs successfully completed "The Quiet House" assignment and/or expressed clear discomfort with Drow brutality/Lolth's ways.
  • The Approach: After returning from their assignment, or while navigating a less-trafficked noble thoroughfare, a discreet Drow agent (perhaps Lyra from House Vrael, or even the trusted Deep Gnome servant Nanna in a nervous disguise) approaches them. They deliver a veiled message or a subtle signal. "Walk this way," the agent might murmur, "if you seek a path less trodden, away from the Spider's suffocating embrace."
  • The Meeting: The PCs are led through a labyrinth of hidden passages (possibly blindfolded or under a Minor Illusion spell for disorientation) to a secluded, magically warded chamber within or very near House Vrael's Compound (Area 12). The chamber is elegant but understated, with carved, flowing lines contrasting the harsh Drow aesthetic.
    • Matron Mother Nyssia: Sits calmly, observing them. "Welcome," she says, her voice cultured and calm. "You have drawn our attention. Not with brute force, but with a certain... discretion. A rare quality in this city."
    • The Test: Nyssia will subtly probe their motives, background, and what they truly desire. She might question their perceived disdain for Lolth (if they've shown it) or their willingness to defy authority.
      • Insight (DC 15): To discern Nyssia's true intentions and the immense weight of her offer (she is offering protection against the very foundation of Drow society).
      • Persuasion/Deception (DC 14): To convince Nyssia of their loyalty to her cause or their genuine usefulness.
    • The Revelation: If convinced, Nyssia reveals her house's secret devotion to Artemis/Eilistraee, the Moonbow, the goddess of freedom, beauty, and light (the antithesis of Lolth). "We believe in a different path for the Drow," she whispers. "A path of light, not shadow. But Lolth's web is vast."
      • For Clerics (If applicable): If a PC is a good-aligned cleric, Nyssia might specifically confide her true faith to them, recognizing a kindred spirit. This is a powerful moment of trust and mutual recognition.
    • The Threat: She outlines the rising power of Matron Malice Mizzrym (Area 2 nook). "Malice is a growing cancer. Her research, her ambition, her very essence, threatens to consume Narazthul in a darkness even Lolth would struggle to contain. And it may not stop here. It threatens the surface, the very balance of our world."
    • The Terms of Alliance: Protection, limited resources, and vital information in exchange for assistance in covert operations against Mizzrym and Lolth's growing influence. Secrecy is paramount – any hint of their alliance means death for both parties.
    • Internal Dynamics: Vaelen (Drow Male, Warrior Son of Nyssia) might be present, his expression a mixture of disdain and suspicion. "Mother, you would trust surface-dwellers with our secrets?" he might scoff. Lyra (Drow Female, Wizard Daughter of Nyssia) might observe silently, a more understanding expression on her face, while Nanna (Deep Gnome Female, Trusted Servant) might offer a small, reassuring glance to the PCs.

Scenario B: The Serpent's Embrace (Evil/Loyalist Path)

  • Trigger: PCs explicitly sought contact with Mizzrym, displayed ruthless behavior (e.g., in the arena), or expressed loyalty to Lolth.
  • The Approach: An imposing figure, Commander Valen'ra Mizzrym (Drow Female, Elite Warrior/Enforcer), approaches them directly. She might be at The Iron Citadel (Area 19), observing a gladiatorial contest at The Bloodied Crucible (Area 15), or even appear at The Abyssal Weave (Area 8) if PCs are showing religious zeal. Her presence is unmistakable. "You have caught the eye of House Mizzrym," she states, her voice cold and commanding. "Your aptitude for… order… has been noted. My Matron Mother seeks loyal and capable agents for sensitive work."
  • The Meeting: Valen'ra leads them to a stark, heavily guarded chamber, perhaps within the Iron Citadel (Area 19) or a secure part of House Mizzrym's Compound (Area 2 nook). The room is unadorned, efficient, and radiates an oppressive power.
    • Valen'ra's Proposition: She wastes no time with pleasantries. "Matron Malice seeks to strengthen Narathzul, to purge it of weakness and impurities. This city is rife with heretics, dissenters, and those who would undermine Lolth's true will. We offer power, status, and favor in return for unwavering loyalty."
    • The Terms of Recruitment: They are offered an opportunity to become "Enforcers" or "Special Agents" for House Mizzrym. This means status, resources, direct access to power, and the ability to operate with impunity under Mizzrym's protection. However, absolute obedience to Matron Malice and Lolth is demanded. Failure or betrayal means a swift and brutal end.
    • The Mission: She outlines early missions focused on rooting out "heresy" or "disorder."

Part 4: The First Assignment & Cliffhanger

Objective: The PCs receive their first, definitive mission from their chosen faction, cementing their alliance and setting the stage for future sessions.

(DM's Note: The specific mission depends on their choice. Offer one from the "Good" list or one from the "Evil" list.)

If PCs Aligned with House Vrael (Good Path):

Nyssia's First Assignment: "The Mizzrym Shadow" "Matron Malice moves with increasing speed," Nyssia explains, her brow furrowed. "We need to understand her immediate intent. Your first task is vital: Observe House Mizzrym's Compound (Area 2 nook) for unusual activity. We specifically want to know if they are receiving any strange captives or displaying any peculiar alchemical smells around their hidden labs. Be unseen. Do not engage. Report back only to Lyra or Nanna through established channels. This is reconnaissance, nothing more. The fate of many Deep Gnomes, and perhaps all of Narathzul, depends on your discretion."

  • Focus: Stealth, Perception, Investigation. hints that House Mizzrym is developing new, dangerous magical or alchemical weapons, or perhaps enhancing their own soldiers.
  • Consequence: Success leads to deeper involvement with House Vrael and the ongoing fight against Mizzrym.

If PCs Aligned with House Mizzrym (Evil Path):

Valen'ra's First Assignment: "The Heretic's Stain" "There are whispers of disloyalty, even heresy, among the miserable Deep Gnomes still permitted to roam the Sunken Warrens (Area 1) docks," Commander Valen'ra growls, her expression cold. "We suspect they are harboring some who aid the wretched surface-dwellers, or worse, preach false hope. Your task is to infiltrate the Fungus Grotto Lofts (Area 1) and identify any Deep Gnomes acting suspiciously. You will bring them back for 'interrogation.' If they resist, eliminate them. Make an example. Prove your loyalty to Matron Malice and the Spider Queen."

  • Focus: Stealth, Intimidation, Combat. Directly involves them in Lolth's tyranny.
  • Consequence: Success leads to power and favor within House Mizzrym, and puts them directly at odds with the Deep Gnome resistance (Mouse and Thalin).

Ending the Session:

"You leave the meeting, the weight of your decision heavy upon you. Whether aligned with the whispered hope of rebellion or the crushing certainty of Lolth's power, your path is now irrevocably set. You are no longer merely surviving; you are an active player in Narathzul's deadliest game. The fate of many, perhaps even the surface, rests on your next moves."

Cliffhanger: As the session concludes, and the PCs prepare for their first assignment, they might catch a fleeting glimpse of a familiar, agile figure darting through the shadows (Mouse, if they chose evil) or perhaps hear hushed Drow voices speaking of an impending "purge" (if they chose good), a stark reminder of the escalating conflict they have now joined. The lure of something better (or something more powerful) has pulled them deeper into the web.

Part 1: The First Music and The Shaping of Arda-Valeria

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