Thursday, May 29, 2025

The Obsidian Web: Session 6 - Breaking the Chains

 Mission 1: Periphery Reconnaissance & Readiness

Player Level: 4
Setting: Narathzul's Periphery (using the provided map and detailed zone descriptions). The mission begins with the PCs transitioning from Narathzul City into the Periphery following the chaotic events of Session 5 (The Bloodied Crucible).
Session Goal: Establish the PCs' presence and objectives within the vast and dangerous Periphery. For Vrael-aligned PCs, this means building up the resistance and establishing the "underground railroad." For Mizzrym-aligned PCs, it means aggressively suppressing the "gnome underground" and asserting control. Both paths will involve reconnaissance, making initial contacts (or identifying key targets), and gathering intelligence that points towards Mizzrym's Quay (Area 1) as a crucial future objective.
Key Themes: Adaptation to a new environment, faction loyalty, establishing supply lines/disrupting networks, moral choices (even for evil PCs), foreshadowing of Mizzrym's deeper plot (Contagion Hold) or Vrael's true heresy.
Atmosphere: Begins with the tension of escaping/being dispatched, quickly transitioning to the sprawling, wild, and dangerous reality of the Periphery. Areas will vary from hidden havens to brutal Drow operations, reflecting the faction's goals.
I. The Transition to the Periphery
(Immediately following Session 5's escape from the Bloodied Crucible)
Opening Hook: The chaotic aftermath of the arena breakout in Narathzul City leaves the PCs with a clear directive from their faction (or a desperate need to find refuge). The city is likely on high alert, making prolonged stays dangerous. Their next steps lie in the sprawling, less-controlled wilds of the Periphery.
A. Vrael-Aligned Path: Seeking Refuge and Rebuilding
  • The Message: A frantic, whispered message from a trusted Shroud contact (perhaps Whisper Lyna if introduced previously, or a new, desperate gnome scout) urges them to move to a pre-arranged rendezvous point just outside the city proper, in the Periphery. "The streets are swarming. Head to the old way. Mouse needs you. Now."
  • Exit Route: The PCs are guided towards a less-guarded, perhaps obscure, exit from Narathzul City into the Periphery (e.g., a rarely used service tunnel leading into Area 0's fringes, or a concealed passage directly into the outer reaches of Area 2 or Area 4). This might involve a low-stakes stealth or deception check to avoid Drow patrols.
  • Initial Contact: Upon reaching the designated rendezvous, they are met by a small, wary group of resistance fighters, including a solemn Gorok Stonefoot or a pragmatic "Cinder" Ryn. They are told that Mouse is coordinating the resistance efforts deeper within the Periphery and urgently requires their aid to secure a new, larger base.
  • Urgency: The immediate objective is to find and secure a suitable, discreet location for a larger resistance camp, as more freed gnomes and escaping slaves will soon need sanctuary.
B. Mizzrym-Aligned Path: The Hunt Begins
  • The Order: A stern, impatient order from Lord Kaelen'thar Mizzrym or Commander Valen'ra Mizzrym reaches the PCs shortly after the arena incident. "The vermin have scattered. Your loyal service is now needed beyond the city walls. Hunt them. Bring them to heel. And find that troublesome gnome, Mouse. She will lead us to Vrael's true treachery."
  • Exit Route: The PCs are given a direct, expedited passage through a heavily guarded Drow gate (likely Area 0: The Sunken Ascent / Gate to Narathzul City). Their Mizzrym authorization allows them to bypass usual scrutiny, but they witness the sheer scale of Drow patrols and the rigid control over the Periphery's access points.
  • Initial Briefing: They are briefed by a Mizzrym officer (perhaps Scout-Captain Veldrin) on the general whereabouts of the "rebellion hotspots" (Area 2 and Area 4) and given a mandate to pursue and capture escaped "property" and eliminate resistance elements. They are warned about "heretical elements" (Eilistraee followers) collaborating with the gnomes.
  • Urgency: The immediate objective is to re-establish Mizzrym's dominance in the Periphery and suppress the nascent rebellion before it can gain more traction.

II. Periphery Objectives & Encounters (Faction-Specific)
(The PCs will spend the majority of Mission 1 in this section, navigating the Periphery and completing their initial faction goals. The specific areas they visit will depend on their choices and faction path.)
A. Vrael-Aligned Path: Reinforcing the Resistance & Setting up the Underground Railroad
Overall Goal: Secure a new resistance camp, integrate freed gnomes, find and liberate more slaves, and gather intelligence on Mizzrym's operations in the Periphery.
Establishing the New Camp (Area 2: Resistance Territory / Hidden Encampments or Area 4: Resistance Territory / Staging Ground)
  • Objective: Find a secure, defensible location. This will involve scouting, perception checks for hidden paths, and potentially clearing out minor threats (e.g., a Grick, a small band of aggressive cave goblins, or a minor Drow patrol that strayed too deep).
  • Introduction of Cynthia: As they begin establishing the camp, Cynthia (Half-Drow Cleric/Ranger) and Talon (Black Panther) arrive. She is a seasoned resistance fighter, deeply devoted to Eilistraee, and a key figure in the "underground railroad." She expresses a pragmatic gratitude for their efforts, and immediately begins organizing resources and advising on security. She mentions her past contact with the Harpers and how crucial their network is for intelligence.
  • Task from Cynthia: Cynthia will immediately task the PCs with either:
  • Secure Supply Routes: Find and clear a safe passage to The Bioluminescent Groves (Area 3) to discreetly acquire rare fungi from Myrla (Drow Commoner), who secretly sympathizes with the resistance, for food/medicinal purposes. This could involve navigating minor Drow patrols or wild Underdark creatures.
  • Scout Grimstone Quarry (Area 7): She's received intelligence that a fresh "shipment" of gnomes might be arriving soon, or that conditions are particularly brutal, and asks the PCs to scout the quarry, identify potential targets for liberation, and look for signs of unusual Drow activity there. She'll specifically mention hearing rumors of "sick gnomes" being taken from there to The Sunken Ascent Shipping Hub (Area 1).
Slave Liberation & Intelligence Gathering:
  • Grimstone Quarry (Area 7):
  • Objective: Infiltrate the quarry, assess the security, and attempt to liberate a small group of gnome slaves or key individuals (like "Dusty" Gorgrim or "Shift-Slave" Elara).
  • Challenges: Encountering Overseer Vran (zealous and petty), Drow Overseers, Drow Guards, and enslaved non-Drow miners. Stealth and tactical combat will be key.
  • Discovery: Liberated slaves or intercepted Drow communications might mention the transfer of particularly "troublesome" or "unusual" gnomes to The Sunken Ascent Shipping Hub (Area 1), specifically a section referred to as "The Contagion Hold" or "Mizzrym's Quay," where "things are done." This confirms Cynthia's earlier hints and focuses the next mission.
  • The Beast Pens (Area 5):
  • Objective: (Optional, if PCs seek more opportunities or are directed by Gorok/Cynthia) Disrupt the beast pens to create a diversion or free captured gnome/non-Drow slaves being used as beast-handlers.
  • Challenges: Drow beast-masters (like K'tharr) and their controlled creatures.
  • Discovery: PCs might overhear beast-masters complaining about "problematic Deep Gnomes" being transferred from the pens to the "new facility" at the Quay.
Moonless Grotto & Harpers Connection (Area 2):
  • Objective: (Optional, if PCs seek spiritual guidance or more allies) Discover The Moonless Grotto, a hidden sacred place for Eilistraee followers, potentially led by Sister Lyra.
  • Encounter: Sister Lyra offers minor healing, blessings, and may provide specific intel about Drow movements or offer to relay information to surface allies via Harper contacts. This solidifies the "Harper" connection hinted at by Cynthia.
B. Mizzrym-Aligned Path: Crushing the Rebellion & Securing Property
Overall Goal: Systematically hunt down and recapture "stolen property" (gnome slaves), eliminate resistance cells, and gather intelligence on Vrael's "heretical" underground railroad.
Initial Hunt & Patrols (Area 2: Resistance Territory / Hidden Encampments or Area 4: Resistance Territory / Staging Ground)
  • Objective: Patrol designated "hotspots" for resistance activity. This involves tracking, perception checks for hidden signs, and identifying concealed paths used by the "gnome underground."
  • Task from Mizzrym Officer: Scout-Captain Veldrin or a lieutenant assigns them to:
  • Sweep Resistance Areas: Conduct aggressive patrols through Area 2 and Area 4, looking for signs of gnome encampments or hidden routes. Their goal is to flush out or ambush resistance elements.
  • Investigate Grimstone Quarry (Area 7): Overseer Vran reports a spike in escape attempts and resistance communications. The PCs are dispatched to the quarry to reinforce security, interrogate existing slaves/overseers, and track down any recent escapees. They are warned about "outside agitators" (Vrael's allies).
Confronting Resistance & Securing Property:
  • Grimstone Quarry (Area 7):
  • Objective: Assert Mizzrym's authority, recapture escaped slaves, interrogate miners (like "Dusty" Gorgrim or "Shift-Slave" Elara) for information on the "underground railroad."
  • Challenges: Overseer Vran may be overly zealous. They might face desperate, small-scale resistance from gnome slaves or their sympathizers.
  • Discovery: Interrogations or intercepted resistance communications reveal that "troublesome" gnomes, particularly those resisting conditioning or showing signs of "unnatural influence," are being moved to a "specialized holding area" at The Sunken Ascent Shipping Hub (Area 1), which they refer to as "Mizzrym's Quay" or "The Contagion Hold." This confirms a key location for future operations.
  • The Beast Pens (Area 5):
  • Objective: (Optional, if PCs seek more opportunities or are directed) Ensure the security of valuable livestock, investigate any reports of "subversion" among beast-handlers, or recapture any escaped "property" hiding there.
  • Challenges: Drow beast-masters (like K'tharr) may be resistant to outside interference, or dangerous beasts might be an obstacle.
  • Discovery: PCs might find evidence of Vrael-aligned attempts to sabotage Mizzrym's resources or even free slaves from the pens, solidifying the need to confront Vrael's direct interference.
Encountering the Enemy (Cynthia & Zephyr):
  • Objective: (High-priority encounter, potentially leading to combat) Locate and confront Cynthia (Half-Drow Cleric/Ranger) and Zephyr (Black Panther). She represents the "heretical" Eilistraee-aligned Drow working with the resistance.
  • Location: Likely guarding a hidden resistance cache, a small group of rescued slaves, or attempting to establish a communication line in Area 2 or Area 4, possibly near The Moonless Grotto.
  • Encounter Details: Cynthia is cunning and will prioritize protecting the gnomes/resistance over direct combat if outnumbered. She embodies the "heresy" Mizzrym seeks to crush. Capturing or defeating her provides valuable intelligence to Mizzrym. Her presence confirms House Vrael's deep-seated treachery.

III. Leading to the Next Mission
As the PCs complete their primary objectives in the Periphery, they will gather crucial intelligence (either about the dire conditions at Mizzrym's Quay and the 'Contagion Hold' or about the pervasive nature of the 'gnome underground' and Vrael's support).
Regardless of faction, the intelligence will point to The Sunken Ascent Shipping Hub (Area 1), and specifically Mizzrym's Quay (The Contagion Hold), as the next critical objective.
  • Vrael-Aligned PCs: They will have confirmed the horrors of the "Contagion Hold" and the need for a major infiltration and liberation. Cynthia and Mouse will confirm this is the critical next step.
  • Mizzrym-Aligned PCs: They will have identified the "Contagion Hold" as a key nexus for Vrael's "stolen property" and the "heresy," requiring a full-scale assault to reclaim and assert control. Lord Kaelen'thar will demand they strike at this heart of the "rebellion."
This successful completion of Mission 1 will transition directly into the briefing and planning for Mission 2: Infiltration of Mizzrym's Quay - Breaking the Chains (the content I previously provided, which now becomes Session 6).

    Investigate The Contagion Hold 


III. Strategic Overview: The Two-Pronged Assault

Recognizing the heavily guarded nature and the combat-heavy environment of Mizzrym's Quay, Mouse, in consultation with Cynthia and other resistance leaders, proposes a coordinated two-team strategy. This approach is designed to create a critical diversion, allowing the main objective to be achieved with greater efficiency and less direct resistance.

  • Team 1: The Diversionary Force (Mouse & Company)

    • Composition: Mouse will lead a powerful contingent of resistance fighters, including Thalin (her loyal dwarf bodyguard), Cynthia (whose divine magic and panther, Talon, are invaluable), and the eccentric but effective Fizzlebop (for crowd control and healing). They may be joined by other trusted resistance members.
    • Entry Point: This team will execute a frontal assault via corridor 'c' into Area 4 (The Outrider's Post).
    • Objective: To create maximum noise, disruption, and chaos, drawing the bulk of House Mizzrym's Drow guards, beast-masters, and infected horrors away from the vital captive holding areas. They are prepared for a brutal, sustained engagement.
  • Team 2: The Rescue & Disruption Team (The Player Characters - PCs)

    • Composition: The player characters (PCs) will form this team.
    • Entry Point: The PCs will enter Mizzrym's Quay via corridor 'w', making their way to Area 7 (The Lower Security Outpost). This provides a discreet, flanking route to their objectives.
    • Objective: To infiltrate the less-guarded holding areas while the Drow are distracted. Their mission is critical:
      • Rescue Key Captives: Prioritize rescuing any intelligent gnome captives, especially Click, the alchemist, who may possess crucial knowledge of the curse or its countermeasures.
      • Confirm the Operation: Gather definitive proof of Mizzrym's smuggling and infection activities.
      • Disrupt the Operation: Halt the current infection process and prevent further infected carriers from being unleashed into the city.
      • Find Damning Evidence: Specifically locate documents, journals, or artifacts that reveal the true scope of Mizzrym's ambition, including any subtle hints of a pact with a demon lord or a betrayal of Lolth. This evidence is crucial for later use in exposing Mizzrym.

IV. Mizzrym's Quay: Layout & Room Connections

(This section details the logical flow and connections between rooms, serving as the "if-then" map for navigation.)

(No changes to this section, as it's a fixed layout description.)

V. Mizzrym's Quay: Room-by-Room Guide

(No changes to the individual room descriptions based on your previous instructions. The critical "Discoveries/Lore" update for Area 8 to include hints of demonic pacts was already incorporated in an earlier revision.)

VI. Conclusion & Aftermath

Upon achieving their objectives (rescuing Click and other gnomes, gathering proof of the plague operation, and disrupting it, and crucially, finding the evidence hinting at Mizzrym's deeper heresy), the party must make their escape from Mizzrym's Quay. The distraction created by Mouse's frontal assault may still be ongoing, or Drow forces might begin to redirect their attention to the PCs' intrusion.

Once clear of the facility, the party will regroup with Mouse and her company at a pre-arranged resistance camp (likely in Area 2 or Area 4 of Narathzul's Periphery).

  • The Joyful Reunion: As the party delivers Click to Mouse, a deeply emotional moment unfolds. Mouse and Click were childhood friends before the Drow invasion, separated for many years. Their reunion is one of profound joy and relief, a poignant reminder of the personal stakes in this war.
  • Rewards & Future: Mouse, overjoyed and incredibly grateful for the party's success, rewards them very well for their services (e.g., 500-1000 gp, a minor magic item of their choice from a limited selection, and permanent enhanced standing with the Gnome Resistance and The Shroud), recognizing their critical contribution to the gnome resistance and the broader fight against Lolth's tyranny. Mouse, as second-in-command of The Shroud, makes it clear that money is not an issue for such vital work.
  • The Path Forward: The Ultimate Proof: Click's invaluable insights and potion formula will significantly bolster the resistance's efforts against the plague. More importantly, the subtle, yet damning, evidence retrieved by the PCs from Mizzrym's Quay (e.g., the cryptic references found in Area 8) will be crucial. Mouse confirms these hints align with other disturbing intelligence. She will then present the party with the next critical task: infiltrating the Crystal Spire to steal the Necromancer's Spellbook, as it is believed to contain the definitive, undeniable proof of Mizzrym's demon pact that the Drow Council would truly act upon. This sets the stage directly for the Crystal Spire module, leading into the grand climax at the Obsidian Throne.

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