Thursday, May 29, 2025

The Obsidian Web: Session 5 - The Bloodied Crucible & The Whispering Spire

 

Session 5: The Bloodied Crucible & The Whispering Spire - The Tavern Challenge 

Setting the Scene: The Blood & Bet

The air in The Blood & Bet, the raucous tavern directly adjacent to The Bloodied Crucible (Area 15), is thick with the smell of cheap fungus-brew, stale sweat, and the electric anticipation of impending violence. Even within these grimy walls, the distant roar of the arena crowd is a constant, thrumming backdrop. Hard-carved tables are scarred with centuries of blade marks, and the dim, flickering glow of fungi lamps illuminates boisterous Drow, off-duty guards, and grizzled gladiators swapping boasts and coin.

Amidst the din, the hulking, one-eyed figure of Brak "Spinebreaker" dominates a section of the tavern. He's near a heavily used betting slab, his massive, scarred hands sifting through piles of coin and precious stones. He's clearly the master of these illicit gambits, his keen eye assessing every potential wager. He sees you, and a predatory smile stretches across his face.

The Rival Encounter & The Duel Proposed - With Stakes Attached

Suddenly, a shift in the tavern's energy. A palpable tension descends as the rival faction's champions stride in. Their presence chills the room, their eyes sweeping over the patrons with disdain or cold assessment.

(DM's Note: Choose the appropriate faction's entrance based on PC alignment, as previously discussed.)

A pointed remark, a sneering challenge, or a deliberate provocation cuts through the tavern's din, aimed directly at your group. The verbal jabs escalate rapidly, insults flying back and forth, until the leader of the rival champions steps forward, their gaze fixed on your party.

  • Rival Leader: (Valen'ra Mizzrym for Vrael PCs; Thalin for Mizzrym PCs) Their voice cuts through the rising tension, clear and commanding. "Words are wind in this city. True power is demonstrated in blood, in the roar of the crowd! Your faction [or your kind] makes bold claims. Let us settle this not with petty squabbles, but with a display worthy of the Spider Queen's notice! A duel, here, in the Crucible itself!"

Brak "Spinebreaker" barrels forward, his single eye gleaming with opportunistic delight. "A duel, eh? Now that's what I call entertainment! But no fight of champions goes unwagered! What stakes, worthy of such a contest, shall we see placed on this arena floor?"

The Wager: Your First Test, Their Hidden Hand

The challenge isn't just to fight; it's to wager. This is your immediate opportunity to define not just the fight, but the very nature of your current mission. The wager is a negotiation, a test of your cunning and nerve as much as the duel itself.

  • Proposing the Stakes (Player Agency): Brak eyes both parties, waiting for the first offer. What are you willing to put on the line? What do you demand if you win? This is where your earlier discoveries come into play.
    • (For Vrael Path PCs): Driven by the horrors subtly hinted at (gnomes as "cattle," Mizzrym's dark rituals), you might demand: "If we win, you reveal the location of the eastern lower pens and allow safe passage for any there!" or "If we win, you cease this abomination of feeding the innocent to beasts for sport!" (This is a dangerous, direct challenge). Or perhaps, more subtly: "If we win, you provide full access to your House records regarding your 'unforeseen complications' and 'deliveries' to the arena!" (Connecting to the Rogue's hook).
    • (For Mizzrym Path PCs): Tasked with asserting dominance and crushing dissent, you might propose: "If we win, you guarantee no further interference with the arena's scheduled events, and surrender any 'problematic' elements you've harbored!" (Subtly aiming at Mouse's network). Or: "If we win, you forfeit a significant sum that will be used to reinforce security around the holding pens!"
  • The Rival's Counter-Offer / Accepted Terms: The rival leader will either accept your proposed wager or counter with their own, equally significant terms. They might try to bait you, offering a high-value item, or demand something that would severely cripple your own faction's plans.
    • A DC 15 Charisma (Persuasion or Intimidation) check might influence their acceptance or rejection of your terms, or lead them to reveal a more telling counter-offer.
    • A DC 14 Wisdom (Insight) check could discern their true intentions behind their proposed wager, or identify a tell if they are hiding something about the conditions or true stakes.

The tension in The Blood & Bet is palpable as the wager is debated and ultimately agreed upon. Brak "Spinebreaker" grins, stamping his approval on the betting slab. The arena's gates stand open, ready for the main event.

The Arena Combat

The roar of the crowd is deafening as you step into the vast, open-air arena. The Drow spectators fill the tiered seating, a sea of dark forms illuminated by the eerie glow of bioluminescent banners. The air vibrates with their bloodlust, their shouts for pain and spectacle. The opposing champions stand ready, their expressions a mix of grim determination and eager cruelty, mirroring your own faction's chosen path.

(DM Note: Before initiating combat, remind yourself of the Mizzrym and Vrael Champion stat blocks you'll be using, and the detailed combat tactics. This is where your preparations from earlier will shine!)

The match begins.

The champions immediately employ their precise, coordinated tactics:

  • The casters (Succubus and Bone Naga, reskinned for either side) focus their spells, attempting to charm or hold your party's melee fighters, neutralizing your frontline.
  • Simultaneously, the strikers (Gladiator and Gnoll Fang of Yeenoghu, reskinned for either side) bypass the controlled combatants. They charge your vulnerable casters and squishier characters, unleashing a torrent of focused attacks to take them down quickly.
  • The casters then re-apply control, heal their melee allies, and continue to eliminate your party one by one.

This is a brutal, high-stakes fight. The opposing champions are cunning and relentless, showcasing superior teamwork and a clear strategy. They fight to defeat, to incapacitate, to put on a terrifying show of dominance. The Drow crowd roars its approval, jeering at every stumble and cheering every devastating blow.

  • If you are House Vrael (Good Path): You fight with grim determination, witnessing firsthand the brutality your enemies embody. Every blow you land is for the freedom of the gnomes, every spell a defiant spark against the darkness. The fight itself is a necessary diversion, a distraction designed to draw all eyes away from Mouse's clandestine operation in the lower pens.
  • If you are House Mizzrym (Evil Path): You fight with cold precision, seeking to assert your faction's power and crush any perceived weakness. Your victory in this match will send a clear message: Mizzrym's will is absolute. You revel in the efficiency of your champions, ensuring the arena's grim spectacle proceeds as planned.

The battle rages, a whirlwind of blades, spells, and desperate maneuvers. You push yourselves to the limit, facing some of the most skilled and ruthless combatants Narathzul has to offer. Eventually, through sheer force of will, tactical brilliance, or perhaps a stroke of luck, the arena combat concludes.


Hooks for Active Discovery

For the Fighters (or any combat-focused PC) - "The Opponent's Arrogance"

As the rival champions posture and the duel is proposed, your gaze is drawn to their primary frontline warrior (whether it's Valen'ra for good PCs, or Thalin for evil PCs). This warrior radiates a chilling confidence, their eyes sweeping over the tavern with disdain. They might let slip a boast: "These pits will soon be cleansed of weakness. We have... assets... that will ensure the glory of [Mizzrym / the Resistance] is etched in blood today. Some creatures are simply born to be broken, and the masses here love a good breaking." There's a casual cruelty in their tone, a subtle hint that the arena's upcoming spectacles are designed to demoralize or destroy specific "undesirables" beyond mere entertainment.

  • Lure: A direct challenge to their combat prowess and an implied threat to the vulnerable, sparking a fighter's protective instinct or competitive drive.
  • Discovery: This boast might subtly reference the Deep Gnome spectacle or the specific "assets" (afflicted Drow, or captured gnomes) that the opposing faction controls. A successful DC 13 Wisdom (Insight) check might pick up on the specific target of their veiled contempt, or the chilling implication of "creatures born to be broken."

For the Clerics (or any faith-focused PC) - "The Doctrine of Dominance"

Amidst the tension of the duel's challenge, one of the rival faction's spellcasters (Kaelen'thar for good PCs, or Priestess Xyris for evil PCs) speaks with an unnerving, almost ritualistic certainty. They might intone, "The Spider Queen's will guides our hand in these sacred games! She demands purity, and all filth—be it weakness, heresy, or the very essence of the unfaithful—shall be consumed. The arena is merely Her chosen altar. Such blessed rites ensure Narathzul's rightful dominion, and soon, nothing will defy Her." Their words, though seemingly generic Lolthite dogma, are delivered with a pointed, specific intensity.

  • Lure: A direct, chilling assertion of religious power and justification for brutality, challenging their own faith (if Eilistraee) or inspiring them to join the cause (if Lolth).
  • Discovery: A DC 14 Intelligence (Religion) check might reveal the specific, twisted nature of their "blessed rites"—implying sacrifices or transformative magic rather than mere execution. For an Eilistraee Cleric, this is a direct call to action, perhaps even triggering a subtle divine sense of wrongness. For a Lolth Cleric, this is an opportunity to prove their own zeal, and they might gain specific insight into the ritualistic importance of the upcoming events.

For the Wizards (or any arcane/intellect-focused PC) - "The Subtle Anomaly"

As the duel's stakes are being negotiated, your attention is drawn to the rival faction's arcane user (Kaelen'thar for good PCs, or Fizzlebop for evil PCs). You notice a faint, almost imperceptible shimmer around their equipment, or perhaps a subtle distortion in the air near them – a transient magical effect. This isn't just their personal magic; it feels like the lingering residue of a larger, more complex ritual or ongoing arcane manipulation. It hints at a deeper, unseen arcane operation connected to the arena.

  • Lure: An intriguing and unsettling arcane mystery that suggests a hidden magical agenda beneath the spectacle.
  • Discovery: A successful DC 14 Intelligence (Arcana) check allows you to pinpoint the type of magic: perhaps a faint aura of Transmutation, Necromancy, or powerful Enchantment that indicates not just individual spells, but a systemic magical influence within the arena. This might also suggest that the arena's "victims" are being prepared or augmented in some unnatural way. This could lead to questions about hidden labs or arcane connections between the arena and other Mizzrym facilities (like the Spire of Whispers, which is the session's secondary location for Vrael PCs).

For the Rogues/Thieves (or any stealth/perception-focused PC) - "The Whispered Exchange"

Amidst the tavern's din and the rising tension, you spot a furtive exchange near a shadowed archway leading deeper into the Coliseum complex. A nervous-looking Drow Arena Attendant is receiving a small, heavy coin purse from a cloaked figure (a representative of the rival faction, not one of the main champions). Their hushed conversation is barely audible, but words like "delivery," "unforeseen complication," and "lower pens" drift on the air. The attendant glances nervously towards the arena entrance.

  • Lure: A classic covert exchange that promises illicit dealings and hidden agendas.
  • Discovery: A successful DC 15 Wisdom (Perception) or DC 14 Dexterity (Stealth) to get closer might allow you to overhear more specifics:
    • The Gnome Plot: "The latest shipment of assets arrived later than expected; some are proving... difficult. Keep them isolated in the eastern lower pens, away from the usual traffic, until the spectacle." (Directly confirming the gnome prisoners and their location.)
    • Mouse's Plan (if PCs are Evil): "Keep an eye on the vents, too. There are whispers of a distraction, and some of the unwanted elements might try to leverage the chaos." (Hinting at Mouse's planned breakout.)
    • Security Flaws: "The main gate is fine, but the service tunnels to the south are always a mess during peak hours. No one will notice anything there." (Revealing a potential weak point for infiltration or escape.)
  • A successful DC 14 Dexterity (Sleight of Hand) could even snatch the coin purse, which might contain a small, coded manifest or a crudely drawn map of the lower pens.

House Vrael Champions (Opponents for House Mizzrym / Evil Path PCs)

These courageous individuals fight for the liberation of Narathzul and its oppressed. They might be publicly known, but their true allegiance to the resistance is a guarded secret.

Thalin
Dwarf Fighter 3
Proficiency Bonus: +2
AC: 22
HP: 34/34
Initiative: +2
STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3)
INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0)
Save Proficiencies: Strength +6, Constitution +6
Skill Proficiencies: Athletics +6 (adv), Initiative +2 (adv), Intimidation +3, Stealth +4, Survival +3
Senses: passive Perception 11
Resistances: poison
Attacks
2-Handed Battleaxe, +1: Attack: +6 to hit. Hit: 1d10+4 [magical slashing] damage.
Battleaxe, +1: Attack: +6 to hit. Hit: 1d8+4 [magical slashing] damage.
Unarmed Strike: Attack: +5 to hit. Hit: 4 [bludgeoning] damage.



Cynnthia
Custom Lineage Cleric 3/Ranger 1
Proficiency Bonus: +2
AC: 20
HP: 28/28
Initiative: +2
STR: 10 (+0) DEX: 15 (+2) CON: 12 (+1)
INT: 10 (+0) WIS: 17 (+3) CHA: 10 (+0)
Save Proficiencies: Wisdom +5, Charisma +2
Skill Proficiencies: Insight +5, Nature +2, Religion +2
Senses: passive Perception 13
Attacks
2-Handed hunters strike: Attack: +3 to hit. Hit: 1d8 [magical piercing] damage.
Longbow, +2: Attack: +6 to hit. Hit: 1d8+4 [magical piercing] damage.
Unarmed Strike: Attack: +2 to hit. Hit: 1 [bludgeoning] damage.
hunters strike: Attack: +3 to hit. Hit: 1d6 [magical piercing] damage.

Cynnthia has 11 spells prepared and knows 65 spells.
DC
13
Spell Attack Bonus
5
Spell Slots
1 ◉◉◉◉
2 ◉◉◉
Cantrips
Elementalism, Sacred Flame, Starry Wisp, Thaumaturgy
1st Level
Bless, Cure Wounds, Entangle, Hunter's Mark, Protection from Evil and Good
2nd Level
Aid, Lesser Restoration

Zephyr
Custom Lineage Fighter 4
Proficiency Bonus: +2
AC: 16
HP: 36/36
Initiative: +4
STR: 15 (+2) DEX: 15 (+2) CON: 15 (+2)
INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0)
Save Proficiencies: Strength +4, Constitution +4
Skill Proficiencies: Athletics +4 (adv), Initiative +4 (adv), Intimidation +2, Stealth +4, Survival +2
Senses: passive Perception 10
Attacks (will attack with Charge from a distance, knockdown, or Bite, or will use 2 claw attacks
Bite, +2: Attack: +6 to hit. Hit: 1d10+4 [magical piercing] damage.
Charge, +2: Attack: +6 to hit. Hit: 2d6+4 [magical bludgeoning] damage.
Claw, +2: Attack: +6 to hit. Hit: 1d6+4 [magical slashing] damage.
Claw, +2 : Attack: +6 to hit. Hit: 1d6+4 [magical slashing] damage.

Fizzlebop
Custom Lineage Bard 4
Proficiency Bonus: +2
AC: 14
HP: 27/27
Initiative: +2
STR: 10 (+0) DEX: 12 (+1) CON: 12 (+1)
INT: 11 (+0) WIS: 14 (+2) CHA: 17 (+3)
Save Proficiencies: Dexterity +4, Charisma +6
Skill Proficiencies: Animal Handling +5, Insight +5, Medicine +5, Nature +3, Performance +8 (expertise), Religion +3, Stealth +6 (expertise, adv), Survival +5
Senses: passive Perception 14
Attacks
Dagger: Attack: +3 to hit. Hit: 1d4+1 [piercing] damage.
Dagger 2: Attack: +3 to hit. Hit: 1d4+1 [piercing] damage.
Unarmed Strike: Attack: +2 to hit. Hit: 1 [bludgeoning] damage.

Fizzlebop knows 14 spells.
DC
14
Spell Attack Bonus
6
Spell Slots
1 ◉◉◉〇
2 ◉◉◉
3 ◉◉
Cantrips
Guidance, Mage Hand, Spare the Dying, Starry Wisp, Vicious Mockery
1st Level
Animal Friendship, Cure Wounds, Healing Word, Speak with Animals
2nd Level
Aid, Hold Person, Lesser Restoration
3rd Level
Leomund's Tiny Hut, Mass Healing Word

Mizzrym Champions (Opponents for House Vrael / Good Path PCs)

These Drow are the pinnacle of House Mizzrym's might and cruelty, embodying their dedication to Lolth and their sinister experiments. 

The champions fight as a highly coordinated unit, employing a brutal and efficient strategy aimed at isolating frontline threats while quickly incapacitating vulnerable backline targets.

Overall Goal: Control the enemy's melee combatants while simultaneously eliminating their squishier, high-value targets (like spellcasters or rogues). The aim is defeat and incapacitation, not necessarily death, but the methods are merciless.

    • Krag

    • Goliath Fighter 4
    • Proficiency Bonus: +2
    • AC: 16
    • HP: 44/44
    • Initiative: +2
    • STR: 17 (+3) DEX: 15 (+2) CON: 18 (+4)
    • INT: 8 (-1) WIS: 8 (-1) CHA: 8 (-1)
    • Save Proficiencies: Strength +5, Constitution +6
    • Skill Proficiencies: Animal Handling +1, Athletics +5 (adv), Initiative +2 (adv), Intimidation +1, Nature +1
    • Senses: passive Perception 9
    • Attacks
    • Maul, +1: Attack: +6 to hit. Hit: 2d6ro<3+4 [magical bludgeoning] damage.
    • Unarmed Strike: Attack: +5 to hit. Hit: 4 [bludgeoning] damage

Rakasha

Custom Lineage Sorcerer 4
Proficiency Bonus: +2
AC: 10
HP: 22/22
Initiative: +0
STR: 10 (+0) DEX: 11 (+0) CON: 12 (+1)
INT: 14 (+2) WIS: 12 (+1) CHA: 18 (+4)
Save Proficiencies: Constitution +3, Charisma +6
Skill Proficiencies: Arcana +4, Deception +6, History +4, Insight +3, Investigation +4, Perception +3, Persuasion +6
Senses: passive Perception 13
Attacks
Unarmed Strike: Attack: +2 to hit. Hit: 1 [bludgeoning] damage.

Rakasha knows 17 spells.
DC
14
Spell Attack Bonus
6
Spell Slots
1 ◉◉◉◉ 2 ◉◉◉
Cantrips
Friends, Guidance, Mind Sliver, Minor Illusion, Sorcerous Burst
1st Level
Arms of Hadar, Charm Person, Comprehend Languages, Detect Magic, Disguise Self, Dissonant Whispers, Sleep
2nd Level
Calm Emotions, Detect Thoughts, Hold Person, Invisibility


Neon Knight

Custom Lineage Paladin 4
Proficiency Bonus: +2
AC: 19
HP: 40/40
Initiative: +1
STR: 14 (+2) DEX: 12 (+1) CON: 17 (+3)
INT: 12 (+1) WIS: 10 (+0) CHA: 10 (+0)
Save Proficiencies: Wisdom +2, Charisma +2
Skill Proficiencies: Arcana +3, History +3
Senses: passive Perception 10
Attacks
Greatsword, +1: Attack: +5 to hit. Hit: 2d6+3 [magical slashing] damage.
Unarmed Strike: Attack: +4 to hit. Hit: 3 [bludgeoning] damage.

Neon Knoght knows 10 spells.
DC
10
Spell Attack Bonus
2
Spell Slots
1 ◉◉◉
Cantrips
Chill Touch, Shocking Grasp, Toll the Dead, Word of Radiance
1st Level
Bane, Cure Wounds, Divine Smite, False Life, Hunter's Mark, Searing Smite

Alister

Eladrin (Variant) Wizard 4
Proficiency Bonus: +2
AC: 11
HP: 22/22
Initiative: +1
STR: 10 (+0) DEX: 12 (+1) CON: 13 (+1)
INT: 19 (+4) WIS: 12 (+1) CHA: 12 (+1)
Save Proficiencies: Intelligence +6, Wisdom +3
Skill Proficiencies: Arcana +8 (expertise), History +6, Investigation +6, Perception +3
Senses: passive Perception 13
Immunities: magical sleep
Attacks
Unarmed Strike: Attack: +2 to hit. Hit: 1 [bludgeoning] damage.

Alister has 12 spells prepared and knows 15 spells.
DC
14
Spell Attack Bonus
6
Spell Slots
1 ◉◉◉◉
2 ◉◉◉
Cantrips
Acid Splash, Chill Touch, Poison Spray, Toll the Dead
1st Level
Feather Fall, Mage Armor, Magic Missile, Ray of Sickness, Shield, Witch Bolt
2nd Level
Misty Step, Tasha's Mind Whip


Battle Plan: Round 1 & Subsequent - Control & Eliminate

Overall Strategy: Maximize pre-combat buffs. Prioritize single-target crowd control to neutralize frontline threats, clearing the path for rapid elimination of vulnerable backline targets. Maintain relentless focus on single targets, using heavy damage to secure incapacitations and gain action economy advantage.


Pre-Battle Setup

  • Fizzlebop (Bard):

    • Cast Aid (2nd level spell) on Krag, Neon Knight, and Fizzlebop themselves (or other key allies if within range) to increase their maximum HP.
    • Use Bardic Inspiration (via harmonica/performance) to grant a d6 inspiration die to all allies (Krag, Neon Knight, Rakasha, Alister), if permissible pre-combat and for all allies.
  • Alister (Wizard):

    • Cast Animate Dead (or equivalent summon spell) to summon undead pets (e.g., skeletons or zombies) before combat begins. These undead will be commanded to engage the enemy's frontline or flank targets as needed.

Round 1: Initial Engagement - Control the Frontline, Engage the Backline

I. Controllers Lead (Focusing on Single-Target Control)

  • Rakasha (Sorcerer):
    • Action: Immediately use Charm Person on a primary melee PC. (If Charm Person is resisted or if a more potent control is needed and available through Metamagic, consider Hold Person if it can be delivered as a single-target spell.)
    • Primary Target: Melee PCs (e.g., Barbarian, Fighter, Paladin, Monk) who are the most direct physical threats.
    • Goal: Neutralize the enemy frontline and remove a primary tank.
  • Fizzlebop (Bard):
    • Action: Cast Hold Person on a strong frontline combatant not already targeted by Rakasha's charm.
    • Primary Target: A different melee PC or other strong frontline combatant.
    • Bonus Action: Use Bardic Inspiration on an ally.
    • Goal: Prevent an additional melee PC from reaching and protecting their vulnerable backline allies.
  • Priority (Controllers): Systematically lock down the enemy's primary tanks and melee damage dealers one by one to prevent them from protecting their squishier companions.

II. Summoner & Strikers Engage (Targeting Uncontrolled, Vulnerable PCs)

  • Alister (Wizard):
    • Action: Command pre-summoned undead pets to move towards and engage the enemy's frontline, aiming to intercept or flank.
    • Primary Target (Alister): If an opportunity for heavy damage presents itself on a vulnerable target, use a high-damage spell like Witch Bolt (if single target focus) or Magic Missile (for reliable damage). Prioritize setting up a "nuke" for subsequent rounds.
    • Goal: Establish battlefield presence with summons and prepare for heavy damage output.
  • Krag (Fighter):
    • Movement: Bypass any held or charmed opponents.
    • Primary Target: Move directly towards an uncharmed, unheld PC, preferably a spellcaster or other low-HP character.
    • Action: Use Maul, +1 to deliver maximum damage to this vulnerable target.
  • Neon Knight (Paladin):
    • Coordination: Coordinate with Krag.
    • Movement: Bypass controlled targets.
    • Primary Target: Engage the same low-HP PC as Krag.
    • Action: Unleash Greatsword, +1 attacks and potentially Divine Smite to combine damage and rapidly incapacitate the chosen PC.
  • Priority (Strikers & Alister): Overwhelm and eliminate a single, vulnerable backline threat immediately, supported by Alister's initial damage.

Subsequent Rounds: Relentless Focus & Strategic Support

I. Maintain & Reapply Control / Nuke & Heal (Controllers, Nuke, Healer)

  • Rakasha (Sorcerer):
    • Continue to use Charm Person on any uncharmed enemy melee PCs, moving to the next available threat once one is charmed.
    • If all desirable melee PCs are charmed, shift to other control spells or debuffs (e.g., Dissonant Whispers to force movement), or direct damage spells against vulnerable PCs already being targeted by the Strikers.
    • Utilize Metamagic (if any) to maximize control or damage.
  • Fizzlebop (Bard):
    • Maintain Hold Person or reapply it on key melee PCs. Once a target is held, move to target another unheld melee PC with Hold Person.
    • Bonus Action: Continue to use Bardic Inspiration on allies.
    • If all desired melee PCs are held, use other control spells (e.g., Vicious Mockery as a bonus action, if applicable), or direct damage spells against vulnerable PCs.
  • Alister (Wizard):
    • Nuke Focus: Once initial control is established and Strikers are engaging, Alister will unleash heavy damage spells (e.g., Magic Missile upcast, Witch Bolt maintained, or higher-level offensive spells if available) to rapidly finish off already wounded or focused PCs.
    • Command undead pets to continue engaging the frontline, flanking, or protecting Alister.
  • Cynnthia (Cleric/Ranger):
    • Healing Focus: Prioritize Cure Wounds or Aid (if available and needed) on their melee allies (Krag and Neon Knight) to sustain their focused assault. Use Lesser Restoration if any allies are debuffed.
    • Support/Damage: If healing is not immediately needed, use Bless on allies, or provide ranged support with Longbow, +2 attacks targeting the Strikers' focus target. Hunter's Mark can be applied to increase damage output from allies.

II. Focused Elimination (Strikers)

  • Krag & Neon Knight:
    • Continue to focus all attacks on the single, most vulnerable PC (likely a caster or rogue).
    • Target Switch Condition: Only switch targets if their current one is incapacitated OR if a more vulnerable, unheld PC presents itself.
    • Prioritization: Finish off incapacitated PCs to reduce the number of active threats and gain action economy advantage.
    • Neon Knight: Utilize Divine Smite judiciously to burst down the primary target.

III. Adaptation & Responsiveness

  • All Melee PCs Controlled: If all frontline PCs are controlled, Strikers and Alister will then shift focus to the next most threatening, unheld PC.
  • Control Spells Resisted: If control spells are resisted, Casters will pivot to offensive spells or debuffs against the most threatening PCs.
  • General Principle: Always prioritize the rapid elimination of single targets to gain action economy advantage. Undead pets from Alister should be used to apply pressure, flank, or intercept threats to the casters.

The Chaos Unleashed

As the final blow is struck, and one side stands victorious (or utterly defeated, but not dead), the planned chaos erupts.

(Important Note on Gnome Liberation Timing: Regardless of the outcome or progress of the arena battle, the Deep Gnomes are not to be narratively freed or described as escaping until the "Cat and Mouse" side adventure, focusing on Mouse's infiltration and actions, has fully concluded.) (if it is being played, if not then go ahead)

From the service tunnels and the grim holding pens beneath the arena, a wave of desperate Deep Gnomes surges forth! They are not unarmed; some clutch crude tools, others scavenged weapons, and a few even wield desperate, untrained magic. They are led not by Mouse (who executed the liberation from the shadows), but by brave, if untrained, Deep Gnome zealots who have been waiting for this moment.

  • If you are House Vrael (Good Path): The arena combat was your diversion. Now, with the enemy champions defeated (or at least incapacitated), you see the gnomes surge forward. Your immediate objective shifts from fighting champions to fighting alongside the gnomes. You must help them battle their way through the now-alerted arena guards and chaotic Drow spectators who are scrambling to react. This is the moment the "resistance" begins in earnest, and you are at its forefront.
  • If you are House Mizzrym (Evil Path): Your hard-won victory against the "good" champions is immediately overshadowed by this unexpected, infuriating development. The gnomes, these "assets" meant for spectacle, are escaping! Arena guards (Drow Guard CR 1/4) immediately scramble to contain them, but their numbers are overwhelming. Your new objective is to crush this rebellion, to stop Mouse's success. You must cut down the escaping gnomes and their desperate leaders, showing no mercy.

Cat and Mouse

Mouse

Custom Lineage Rogue 1/Wizard 3
Proficiency Bonus: +2
AC: 12
HP: 28/28
Initiative: +2
STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2)
INT: 16 (+3) WIS: 10 (+0) CHA: 12 (+1)
Save Proficiencies: Dexterity +4, Intelligence +5
Skill Proficiencies: Arcana +7 (expertise), History +5, Investigation +5, Perception +2, Sleight Of Hand +6 (expertise), Stealth +6 (expertise, adv)
Senses: passive Perception 12
Attacks
Dagger, +1: Attack: +5 to hit. Hit: 1d4+3 [magical piercing] damage.
Dagger, +1 2: Attack: +5 to hit. Hit: 1d4+3 [magical piercing] damage.
Sling, +1: Attack: +5 to hit. Hit: 1d4+3 [magical bludgeoning] damage.
Unarmed Strike: Attack: +3 to hit. Hit: 4 [bludgeoning] damage.

Mouse has 17 spells prepared and knows 24 spells.
DC
13
Spell Attack Bonus
5
Spell Slots
1 ◉◉◉◉
2 ◉◉
Cantrips
Guidance, Message, Minor Illusion
1st Level
Disguise Self, Feather Fall, Jump
2nd Level
Invisibility, Rope Trick, Shadow Blade, Suggestion
Unknown
Arcane Disruption, Elemental Strike, Expedient Construction, Mimic, Split Shot, Twinned Blades, interrogation

Sly

Custom Lineage Rogue 4
Proficiency Bonus: +2
AC: 15
HP: 27/27
Initiative: +3
STR: 10 (+0) DEX: 14 (+2) CON: 13 (+1)
INT: 14 (+2) WIS: 10 (+0) CHA: 13 (+1)
Save Proficiencies: Dexterity +5, Intelligence +5
Skill Proficiencies: Arcana +5, Deception +4, History +5, Initiative +3 (adv), Investigation +5, Perception +3, Performance +4, Persuasion +4, Sleight Of Hand +7 (expertise), Stealth +7 (expertise)
Senses: passive Perception 13
Attacks
Crossbow, Light, +1: Attack: +5 to hit. Hit: 1d8+3 [magical piercing] damage.
Dagger, +1: Attack: +5 to hit. Hit: 1d4+3 [magical piercing] damage.
Dagger, +1 2: Attack: +5 to hit. Hit: 1d4+3 [magical piercing] damage.
Unarmed Strike: Attack: +2 to hit. Hit: 1 [bludgeoning] damage.

The Obsidian Web: Session 5 - (Cat and Mouse Side-Quest)

The Unseen Gambit: Mouse and Sly in the Lower Pens (with a Third Shadow) While the main PC party is embroiled in the life-or-death duel within The Bloodied Crucible, a different kind of high-stakes game unfolds beneath the arena's floor, in the grim, labyrinthine Lower Pens and Service Tunnels. This is the domain of Mouse, the meticulous architect of rebellion, and Sly, the enigmatic observer with his own hidden agenda. Potentially, a third "thief-like" character joins this sub-adventure, either aiding Mouse or complicating Sly's observations.

Setting the Scene: The booming roar of the arena crowd above is a muffled, constant vibration. The air here is colder, smelling of damp stone, fear, and the metallic tang of uncleaned cages. Flickering fungi lamps cast long, dancing shadows. Chains clink, and the whimpers of imprisoned Deep Gnomes echo from the various holding cells. Mouse moves like a phantom through this grim tableau, driven by a quiet, burning urgency. Somewhere in the shadows, always just out of sight, Sly follows. A third, unseen player might also be at work.

Mouse's Objective: The Gnome Liberation Mouse's ultimate goal is to free the Deep Gnomes held captive for the Drow's cruel spectacles. She has meticulously planned this, knowing the arena duel above would create the perfect, deafening diversion.

Mouse's Tactics: Mouse utilizes her exceptional Stealth (with advantage) to navigate the shadowed corridors, bypassing or subtly disabling isolated Drow Arena Attendants. Her Sleight of Hand (expertise) is crucial for manipulating complex Drow locks, cage mechanisms, and possibly even the crude traps set to deter escapes. She uses her Wizard spells for utility:

  • Minor Illusion to create distractions (a sudden noise, a false shadow).
  • Message to communicate silently with key Gnome captives, or even to send misleading signals to Sly if she perceives him.
  • Invisibility as an emergency escape or to bypass particularly tricky guard patrols.
  • Her Rogue Cunning Action allows her to Hide, Dash, or Disengage as a bonus action, making her incredibly elusive.

The Path: Mouse is making her way towards the eastern lower pens, the specific location of the gnomes identified through her previous intelligence gathering. She might need to override security consoles, disable pressure plates, or pick a master lock on a central control panel to release multiple cell doors simultaneously.


Sly's "Pursuit": The Dynamic Test Sly's role is not to genuinely stop Mouse, but to actively challenge and test her, while serving his own, deeper purpose. He's a "cat" playing with his "mouse," observing every move, every bypassed security measure, and directly gauging her capabilities. His primary goal is intelligence gathering and assessment, not her outright capture or death.

Sly's Tactics: Sly, with his own formidable Stealth (expertise) and Perception, shadows Mouse. He is proactive in his "hindering" and testing:

  • Ranged Harassment & Testing: Sly will frequently initiate encounters with quick ranged attacks (e.g., from his +1 light crossbow) from unexpected angles or elevated positions. These attacks are aimed to force Mouse to react, expend resources, or reveal her defensive capabilities, rather than to kill her. He might target a support beam near her, or directly at her.
  • Brief Melee Engagement: Sly may occasionally close the distance to engage Mouse in brief melee skirmishes using his +1 daggers. These encounters will be swift, designed to test her close-quarters combat and evasive skills. He will not fight to the death and will prioritize withdrawal.
  • Disruptive Actions: He might "accidentally" set off a minor alarm that she then has to quickly bypass, or create a minor collapse that draws attention to her area, ostensibly "trying to stop the escape," but actually adding to the challenge and diverting attention for his observation.
  • Rapid Disengagement (if losing): If Mouse gains a significant upper hand in a direct confrontation (e.g., lands a critical hit, applies a potent debuff, or cornered him), Sly will immediately use his Cunning Action (Dash, Disengage, Hide as a bonus action) to rapidly retreat and vanish back into the shadows. His priority is always escape and continued observation, not defeat. He will then seek a new vantage point to resume his surveillance.
  • Subtle Manipulation: He might subtly leave a door slightly ajar that Mouse needs, or "fail" to re-secure a panel that provides her a shortcut, ensuring her path, while challenging, remains viable for his continued observation.
  • Intelligence Gathering: His true agenda is to observe Mouse's methods, assess the arena's security vulnerabilities, and understand the extent of the resistance's network within these hidden pathways. He's learning their escape routes, their communication methods, and the weaknesses of Mizzrym's control. He might be mentally mapping the layout, or even subtly activating a hidden sensor for his own faction.

The Third Shadow: A Variable Player (DM's Choice) Introduce this character if you want to add another layer of complexity or offer direct player involvement in this subplot.

Option A: The Ally (Assisting Mouse / Resistance Operative)

  • Role: This character is another member of the resistance or a sympathetic individual, sent to provide direct aid to Mouse's operation.
  • Actions: They might actively engage isolated guards, pick specific locks Mouse can't reach, scout ahead, or create more overt diversions to draw attention away. They could use their own stealth, thieving skills, or even minor combat abilities.
  • Impact on Mouse: Provides direct assistance, potentially speeding up the process or overcoming more difficult obstacles. Mouse might communicate with them via discrete signals or whispered words.
  • Impact on Sly: Sly would expand his observation to include this new element, learning how two resistance operatives work together. He might subtly guide both Mouse and her ally, ensuring their success for his intelligence gathering.

Option B: The Competitor / Antagonist (Assisting Sly's Agenda / Mizzrym Agent)

  • Role: This character is another agent of Sly's faction, or a dedicated Mizzrym agent (perhaps a talented scout or assassin) sent to genuinely prevent the escape or to directly assist Sly.
  • Actions: They might actively set off alarms, directly engage Mouse (non-lethally, if Sly's influence allows), try to re-lock doors Mouse opens, or attempt to corner her. They could use their skills to track Mouse, report her position, or physically impede her progress.
  • Impact on Mouse: Creates more direct and aggressive obstacles. Mouse now has to evade two pursuers, one subtle (Sly) and one potentially overt.
  • Impact on Sly: This is where it gets interesting. Sly needs Mouse to succeed for his observations. If this third agent is genuinely trying to stop Mouse, Sly must subtly undermine their efforts. He might "accidentally" trip them, make a noise that draws their attention away, subtly disarm a trap they set too effectively, or "fail" to relay critical information to them, all to ensure Mouse's eventual success while blaming the chaos or a "fluke" on the Drow's part. This adds a layer of meta-game and subtle sabotage for Sly.

The Chase Dynamic (Adjusted for a Third Shadow): The lower pens become a complex, echoing labyrinth of cat-and-mouse. Mouse navigates, subtly aided or overtly challenged. Sly remains the constant, shadowy observer, sometimes acting as an unseen, benevolent force for Mouse, other times subtly sabotaging the third agent to ensure Mouse's success serves his own ends. Alarms might sound, brief skirmishes might break out with stray guards, all while the primary objective of gnome liberation inches forward amidst the chaos.

The Climax: The Chaos Unleashed As the duel above reaches its crescendo (or resolves), Mouse's efforts culminate. She triggers the main release mechanism for the Deep Gnome pens. The cacophony from the arena is perfectly timed with the sudden rush of desperate gnomes, surging into the tunnels and towards the wider underworld.

Mouse's Success: Mouse ensures the majority of the Deep Gnomes gain their freedom, slipping away into the labyrinthine depths of Narathzul. She may briefly be seen leading a desperate charge, or simply vanishing into the chaos having completed her part.

Sly's Agenda Achieved: As the gnomes flood out, Sly melts back into the shadows, a faint, knowing smile playing on his lips. He has gathered invaluable intelligence on escape routes, security flaws, and the resilience of the resistance. If a third agent was with him, Sly ensures they are either left confused by the "failure" or subtly discredited for their inability to stop the escape. His faction now has new strategic insights for future operations or counter-measures. He allows the escape, because the resulting chaos and the intelligence gained serve his agenda more effectively than a mere arrest.

The Third Shadow's Resolution: This character either blends into the escaping gnomes, vanishes with Sly, is captured by scrambling guards, or makes a final, desperate play for their objective.

This expanded version allows for a richer, more dynamic mini-adventure, offering more avenues for player engagement if one of them is controlling the "Third Shadow" character.


The arena, moments ago a stage for a grand duel, descends into utter pandemonium. The crowd is a mix of shock and rage, the guards are overwhelmed, and the gnomes, fueled by desperation and a glimmer of hope, fight for their lives.

Most of the gnomes will escape. Regardless of the PCs' efforts (whether fighting for or against them), Mouse's meticulously planned diversion and coordinated breakout succeed in allowing the vast majority of the Deep Gnome prisoners to flee into Narathzul's labyrinthine underworld. Some will fall, but many will find their freedom.


The roar of the crowd shifts from bloodlust to chaos. The smell of fear is now mixed with the bitter tang of rebellion. Your involvement in the arena has irrevocably set in motion a larger conflict. What will you do amidst the pandemonium?

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