Tuesday, June 24, 2025

The Chained Depths: A Day's Torment

 

The Chained Depths: A Day's Torment

Mission: Survive a Day in the Mines

I. Introduction for the Game Master (GM)

Welcome to "The Chained Depths," the brutal opening act of The Obsidian Web campaign. Your players begin as prisoners of the Drow, enslaved within a vast mining and holding complex that feeds Narathzul's insatiable need for resources and new chattel. This session focuses on the immediate, desperate struggle for survival and escape, introducing the oppressive Drow regime and the grim reality of Narathzul's lower strata.

Players start without gear, severely disadvantaged, and must rely on their wits, observation, and emergent alliances to break free. They will immediately be put to work in the dangerous mines, experiencing firsthand the brutal, unforgiving labor expected of Drow chattel. The goal is for the players to feel the oppression, experience the dangers of mining, and through their ingenuity and exploration, discover a viable path to freedom that rewards their creative thinking.

II. Map of The Chained Depths (Area 7)

This map details the immediate mining and prison complex where the adventure begins.

  • Area 1: Mine Section 1 (Commonly worked mining tunnels)
  • Area 2: Mine Section 2 (Commonly worked mining tunnels)
  • Area 3: Mine Section 3 (Commonly worked mining tunnels)
  • Area 4: Slave Pens / Holding Cells (Where the PCs begin their captivity)
  • Area 5: The Barracks (Primary housing, training, and rest area for the Drow guards within the slave pits)
  • Area 6: The Lift (The main vertical shaft leading up/down from this complex to other parts of Narathzul's underworld. This is the key exit route to Narathzul.)
  • Unmapped Area: Adjacent to the "back" of Area 4, there is a separate, barred-off Quaggoth Pen (see "The Ritual of Selection & Feedin' Time" below).

III. Key Non-Player Characters (NPCs)

The following characters populate The Chained Depths, offering threats, opportunities, or vital information.

Drow Guards & Overseers:

  • Captain Xylos Vel'kyn (Drow Male - CR 3):
    • Description: Impeccably armored, moves with rigid authority. Sharp, assessing eyes. Carries a ceremonial whip, rarely uses it directly.
    • Role/Personality: Overall commander of the slave pit guards. Fiercely loyal to the Drow hierarchy and Lolth. Ruthless, disciplined, values efficiency. Unlikely to be bought; extremely perceptive. Primarily found in Area 5 (Barracks) or patrolling key routes.
  • Mistress Vel'dren (Drow Female - Priestess of Lolth, Warden - CR 3-4 equivalent):
    • Description: Dressed in practical yet elegant robes adorned with spider motifs. Carries a staff topped with a menacing, faintly glowing spider effigy. Cold, powerful aura.
    • Role/Personality: The true power in the Chained Depths, answers only to Narathzul's Matron Mothers. Believes enslavement is sacred to Lolth. Intelligent, manipulative, possesses formidable divine magic. Oversees "Selections" and major incidents. Resides mainly in Area 5 (Barracks) or a more secure office nearby.
  • Guard Mal'sar Xildos (Drow Male - Cruel Guard - CR 1-2 equivalent):
    • Description: Sneering face, eyes gleaming with malicious pleasure. Constantly fiddles with his ornate whip or electrified prod. Clothes often stained.
    • Role/Personality: Embodies Drow sadism. Revels in tormenting non-Drow. Impulsive, easily provoked, actively seeks out "Feedin' Time" opportunities. Impossible to reason with or bribe.
  • Guard Varis Na'thos (Drow Male - Corrupt Guard - CR 1/2 equivalent):
    • Description: Uniform slightly unkempt, shifty gaze. Might chew on strange fungi or have a small, illicit trinket.
    • Role/Personality: Driven by petty self-interest. Corruptible and willing to bend rules for a price. Cowardly when facing real danger. A narc for gold; will betray PCs if a better offer or fear of discovery arises.
  • Drow Overseers (Generic - CR 1/2): Standard whip-wielding guards patrolling cells and mine areas.
  • Giant Spiders (Trained - CR 1/4): 1-2 large, trained spiders act as additional guards, often perched menacingly.

Prisoner NPCs: 

(the PC should immediately be introduced to the other NPC prisoners as they work in the mine, the goal of the mission is to interact with the other prisoners)
  • Elara (Deep Gnome Female):
    • Description: Frightened, small, often weeping quietly.
    • Role: Key NPC in the same cell or nearby. Terrified but observant, capable of sharing snippets of information about the Drow or the pits.
  • Bewar (Deep Gnome Male):
    • Description: Older, weathered Deep Gnome, carries himself with quiet dignity despite his bonds.
    • Role: Head of Shadowstone's miners guild; acts as a leader/spokesperson for the Deep Gnome captives. A beacon of quiet strength and hope. Knows much about mining and the local rock formations, and might recall old, hidden tunnels.
  • Milly and Billy (Twin Deep Gnomes):
    • Description: Brother and Sister, otherwise identical nervous, often seen whispering to each other.
    • Role: Eccentric twins whose rapid-fire observations might seem nonsensical but sometimes contain cryptic truths or details others miss, especially about the environment.
  • Brag (Dwarf Male - Cook):
    • Description: A formerly "fat" dwarf, now gaunt but still broad. Grumbles constantly about the rations.
    • Role: Was a cook before capture. Might possess a hidden, crude knife or know a secret about food distribution or waste disposal. Constantly hungry.
  • Skitter (Goblin Male - The Fixer):
    • Description: Small, wiry, with quick, darting eyes. Perpetually nervous twitch but agile.
    • Role: The undisputed king of the prisoner black market. Can "get" almost anything for a price (favors, shiny trinkets, promises). Opportunistic and untrustworthy, but necessary. Knows hidden nooks and passages within the slave pens.
  • Gwali (Duergar Male - The Narc):
    • Description: Sullen, watchful. Always seems to be observing other prisoners, then glancing towards the guards.
    • Role: A snitch for the guards. Will betray fellow prisoners for minor privileges (extra food, less labor). PCs might notice him trying to get Varis's attention.
  • Sister Marl (Human Female - Cleric - CR 1/2):
    • Description: Wears tattered robes, but an aura of quiet serenity surrounds her. Her hands are calloused, but her eyes are kind.
    • Role: A beacon of hope for the prisoners, offering quiet prayers and words of comfort. Her wisdom or divine insight might provide subtle guidance or a sense of peace regarding routines or vulnerabilities.
  • "The Serpent" (Human Male - Prisoner Mob Boss - CR 1):
    • Description: Surprisingly well-preserved. Calm, unnerving gaze. Quiet command among prisoners. May have a small, intricate tattoo.
    • Role: Formerly a mid-tier surface thieves' guild operator. Controls internal prisoner rackets (food, protection, contraband). Shrewd, patient, manipulative. Values information and loyalty (bought or earned). Has an unseen network of eyes and ears.

IV. Pacing & The Prisoner's Life (GM's Toolkit)

The first part of the session focuses on establishing the oppressive atmosphere and the daily grind. The goal is not to keep the PCs imprisoned indefinitely, but to immerse them in the reality of their situation before presenting concrete escape opportunities.

A. Starting the Adventure: The Initial Shock (Area 4)

Opening Hook (Read aloud to players): "Consciousness returned in a dizzying haze of pain and disorientation. The air hung thick with the stench of unwashed bodies, fear, and something sickeningly metallic. Rough stone pressed against their backs, and the clatter of chains announced their predicament before eyes could fully adjust. They lay in a cramped, dark cell within Area 4, the sickly, pulsing glow of bioluminescent fungi barely illuminating the grimy, moss-covered walls. Around them, whimpers rose, a low growl rumbled from somewhere nearby, and the sharp crack of a whip echoed in the damp confines."

Initial Situation (Area 4: The Slave Pens):

  • Location: PCs are in a communal holding cell within Area 4.
  • Conditions: PCs start with no gear (or only very basic, hidden items if a rogue/monk has a trick). They are likely manacled (DC 10 Strength check to break non-magical manacles, harder if magical). They are weak from travel/capture.
  • Visuals: Grim, moss-covered walls. Iron bars, heavy doors. Stench of unwashed bodies, fear, and waste.
  • Sounds: Whimpers, distant growls from the Quaggoth pen, whip cracks, scraping chains, Drow speaking in Undercommon. The faint clink-clank of picks echoes from the mining tunnels.

B. The Daily Grind: Forced Labor in the Mines (Areas 1, 2, 3)

After their initial incarceration, the PCs are quickly integrated into the slave labor force and marched into one of the adjacent mine sections (Areas 1, 2, or 3). They are given crude, heavy picks and assigned a section of rock face.

Objective: Survive the brutal conditions, gather information, and cope with the inherent dangers of forced mining.

Conditions: PCs are without gear, likely manacled (possibly with longer chains allowing for mining movement). They are weak, tired, and constantly supervised by Drow Overseers. The air is thick with dust and dampness. The work is endless; hours blur, marked only by shifting guards and gnawing hunger. Their hands bleed, pickaxes feel dull, and quotas are unforgiving.

Activity: Encourage roleplay during the labor. How do they cope? Do they try to observe? Do they try to communicate?

Distributed Narrative Elements (Read aloud as appropriate):

  • The Weight of the Mine: "The rhythmic clink-clank of picks reverberated from the deep tunnels. A legion of the damned toiled, their only purpose to feed the gaping maw of Narathzul and its Spider Queen. The air here was even thicker, heavy with the scent of damp earth and the biting metallic tang of the silver they were forced to claw from the rock. Every breath was a rasping effort, sometimes dissolving into a dry, tearing cough. The chill of the rock seeps into your bones, and the pervasive dampness never leaves. Every swing of the pickaxe feels like a gamble against the rock itself. Each swing is a desperate prayer for the next breath, the next moment of false rest, and the hope that the rock doesn't decide to take your life. You chip away at veins of raw ore, silver glinting dully in the weak fungal light. Every ounce you extract is another drop of sweat, another gasp for air, destined only to fuel the Drow's insatiable hunger for power and wealth. There is no dignity, no reward, only the lash if the quota isn't met."
  • The Physical & Mental Toll: "Shoulders burned, a dull ache that had become as constant as the dust in their lungs. Spines twisted into perpetual knots from the cramped tunnels. Hands, calloused and cracked, bled anew with each strike, the worn leather bindings offering little protection. Wounds festered in the damp, unyielding chill; here, there was no comfort, only the crude salve of indifference. Hours bled into other hours. No sun marked the passage of time, only the dwindling oil in the few lamps, and the increasing ache in their bones. Sometimes, minds would drift – to sunlight, to open fields, to the crisp scent of a sea unseen in years – before the grim reality snapped them back."

Key Checks (Integrated into Daily Life & Consequences):

Pacing Note: A single failed skill check should escalate the situation or complicate the objective, but not immediately lead to overwhelming force, TPK, or character death. Consequences should be tiered.

  • Athletics/Constitution Saving Throws (DC 10-12) to endure labor:
    • Success: You manage to keep up, avoiding exhaustion or attracting attention.
    • Failure: You falter, drawing the eye of an Overseer. You gain 1 level of exhaustion, or endure a non-lethal whip lash (1-2 slashing damage, but no lasting injury), pushing you to work harder. You are not immediately dragged away or singled out for public punishment unless you continue to defy.
  • Perception (DC 12) to notice details:
    • Success: You clearly observe a guard's routine, a weakness in the mine, or a key behavior of an NPC.
    • Failure: You fail to notice the specific detail. You might catch a fleeting glimpse, but it's not clear enough. The opportunity for that specific observation is lost, but no immediate alarm is raised.
  • Investigation (DC 10) to find hidden things:
    • Success: You discover a loose stone, a dropped tool, or a weak point.
    • Failure: You find nothing immediately useful. You remain unnoticed, but your search yields no immediate results for that attempt.
  • Stealth (DC 10) to observe quietly:
    • Success: You move unnoticed.
    • Failure: You draw a quick, passing glance from a guard. "What was that? Just the wind... no, I heard something!" the Drow might mutter, looking vaguely in your direction for a moment before returning to their duties. No immediate alarm, but you lose the element of surprise for a moment and might need to act quickly to avoid further scrutiny.
  • Persuasion/Intimidation (DC 12) with other captives/Varis:
    • Success: You get the information or influence the NPC as intended.
    • Failure: The NPC is too frightened, distrustful, or simply unhelpful. Varis might sneer and demand a higher price, or simply ignore you. No immediate alarm, but the social attempt fails, and you might have to try a different approach or another NPC later.

C. Mining Accidents: The Constant Threat

These are regular, smaller hazards that punctuate the daily grind, reinforcing the dangers and the cheapness of slave life. They should occur periodically during the "Daily Grind" phase (IV.B), separate from the major "Cave-In" escape trigger. These accidents are why the Drow use expendable slaves.

  • Trigger: A minor tremor, a sudden collapse of a nearby rock face, a burst pipe, or a sudden rockfall within the mining tunnels.
  • Scene: The ground might suddenly shake, dust fills the air, or a section of the tunnel overhead gives way.
  • Distributed Narrative: "A sudden rumble, a low growl from the earth itself, sent a jolt of terror through the cavern. Pebbles showered down from the ceiling as wooden supports groaned under immense weight – the ever-present fear of collapse, of swift burial."

Consequences & Opportunities:

  • Danger: PCs (and nearby NPCs) might be caught in the immediate danger.
    • Dexterity Saving Throw (DC 12): To avoid falling debris (take 1d6 bludgeoning damage on a failed save).
    • Constitution Saving Throw (DC 10): To avoid inhaling too much dust (gain 1 level of exhaustion on a failed save).
  • Casualties: Often, an NPC miner will be injured, trapped, or killed by such an accident. The Drow guards typically show little concern beyond securing the area and ensuring the remaining labor continues. This is a stark reminder of the expendability of life here.
  • Opportunity: The chaos of a small accident can create brief opportunities:
    • Distraction: Drow guards momentarily focus on the accident, potentially leaving a path unguarded, or dropping something small and useful (a loose key, a pouch of low-value coins, a crude tool).
    • New Paths/Weaknesses: An accident might reveal a previously hidden crevice, a loose section of a supporting beam, or a structural weakness the PCs can later exploit.
    • Improvised Tools: Fallen debris might contain sharp shards of rock, splintered wood, or broken mining tools that can be repurposed as crude weapons or tools.
    • NPC Reactions: Observe how other prisoners react. Bewar might try to organize help, Skitter might see an opportunity for illicit scavenging, Gwali might immediately snitch on anyone trying to exploit the chaos.

      "Feedin' Time" Encounter (Survival Challenge: The Snatch & Retreat)

      Encounter Concept: Instead of being forced into the Quaggoth pen, the Quaggoths are briefly loosed into the communal prisoner areas (e.g., dining hall, main cavern, work-site outside the pen), tasked with grabbing a victim for the Drow's amusement and the beasts' sustenance, before being recalled. The challenge for PCs is to avoid becoming the selected prey or collateral damage in the sudden, brutal chaos.

      Quaggoth CR 2 Medium humanoid (Quaggoth), chaotic neutral Armor Class 13 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft., climb 30 ft. STR 17 (+3) DEX 12 (+1) CON 16 (+3) INT 6 (-2) WIS 12 (+1) CHA 7 (-2) Skills Athletics +5 Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 10 Languages Undercommon Challenge 2 (450 XP)

      Wounded Fury. While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

      Actions Multiattack. The quaggoth makes two claw attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.


      When "Feedin' Time" is triggered:

      Suddenly, with a deafening clang of metal and a guttural roar, 1-2 Quaggoths are unleashed from a hidden gate or grate directly into the communal prisoner area. They aren't looking for a protracted fight with armed targets; their mission is swift predation.

      Setup:

      • Guard Mal'sar Xildos (and possibly another generic Drow Overseer) will be present, typically near the Quaggoth entry point or on a raised platform, relishing the spectacle and directing the beasts with whips or shouted commands.

      • The communal area is filled with dozens of terrified, desperate prisoners.

      Objective: Survive the Quaggoths' sudden incursion without becoming their meal or suffering severe injury. This is a desperate evasion and a test of wits and quick thinking, not a direct combat engagement.

      Scene: "A sickening THUD-CLANG! echoes through the common area as a hidden gate bursts open, followed immediately by a terrifying, guttural roar. Two shaggy, clawed beasts – Quaggoths – burst forth into the crowded space, eyes glinting with predatory hunger. Panic erupts among the prisoners, who scatter like startled vermin. Mal'sar's sneering face fills the torchlight from a vantage point as he gestures with his whip, a cruel cackle rising above the screams. The guards begin placing bets, their eyes fixed on the chaos, on who will be dinner."

      Mechanics:

      • Initiative: Roll initiative for PCs, Quaggoths, and any designated "prey" NPCs you wish to highlight.

      • Quaggoth Behavior (The Snatch & Retreat):

        • The Quaggoths are driven by hunger and Mal'sar's sadistic prodding. They will immediately attempt to identify and target the most vulnerable or easiest to catch prisoners within the crowd.

        • They are looking to grab a victim, drag them away, and devour them rapidly, not engage in prolonged combat with well-defended targets or chase agile individuals indefinitely.

        • Once a Quaggoth has a grappled target, it will attempt to quickly drag them towards a secluded corner, its entry point, or simply away from the main group to begin feeding.

        • If a Quaggoth is engaged by a PC or takes significant damage, it might briefly snarl and lash out, but its primary directive is to secure a meal. If a PC proves too difficult, it will abandon them for an easier target if available, or attempt to disengage and retreat to the pen if its hunger is satisfied.

      • Survival (Evasion is Key): PCs must use their wits, agility, and any scavenged items (or quick thinking with the environment) to avoid the Quaggoths. This is not a fight to the death against the Quaggoths for the PCs, but a desperate scramble for safety.

      • Evasion/Stealth (DC 13):

        • PCs can attempt to hide among the panicked prisoners, squeeze into small crevices or alcoves, use overturned tables or piles of debris as cover, or utilize the chaotic movements of others as a distraction.

        • Success: A successful check means the Quaggoth fails to target the PC that round, focusing on a different, easier victim, or losing track of them in the chaos.

      • Athletics/Acrobatics (DC 12):

        • PCs can attempt to sprint away, scramble over obstacles (like sleeping prisoners, work equipment, or piles of refuse) to create distance, or perform evasive maneuvers to dodge incoming charges.

        • Success: A successful check means they avoid being grappled, knocked prone, or hit by a Quaggoth's incidental lunge as it moves towards another target.

      • Consequences of Failure:

        • If a PC is caught by a Quaggoth (failed evasion/dodge while targeted), they are immediately grappled.

        • If they cannot escape the grapple on their next turn, the Quaggoth will attempt to deal damage with a Bite attack (use Claw attack stats for simplicity, describe as a bite) and then drag them away from the group or down to the ground.

        • If a Quaggoth successfully grapples and holds a target, it will continue to deal damage. If the target is incapacitated or killed, the Quaggoth will immediately begin to devour them, typically trying to drag them back towards its point of origin or a secluded corner for its "lunch."

      The Aftermath:

      Once a Quaggoth has successfully caught and incapacitated/killed a prisoner (or two, depending on how many Quaggoths are present and how long the GM wants the scene to last), Mal'sar will eventually crack his whip and let out a sharp, piercing whistle or command (like "Enough!"). The beasts, their hunger sated for the moment, will lumber back towards their entry point. The heavy gate/grate will clang shut, leaving behind the gruesome evidence of the "feeding" – bloodstains, scattered belongings, and perhaps the remains of the unfortunate victim. The other prisoners will slowly re-emerge, shaken and terrified.

      Opportunities within the Chaos:

      • Scavenging (Investigation DC 14): Amidst the panic and the Quaggoths' focus on their victims, a PC might notice a dropped Drow item (a minor coin, a discarded ration, a broken weapon shard, a useful tool) or something valuable dislodged near the Quaggoth's entry point or where a victim was taken.

      • Observation (Perception DC 15): The PCs might observe a specific routine of Mal'sar during the event (e.g., how he signals the Quaggoths, where he looks), a subtle weakness in the area (e.g., a loose stone near the Quaggoth entry point, a structural flaw), or a hidden latch or mechanism used by the guards to open/close the pen. This information could be vital for a future escape.

      • NPC Interaction: PCs might witness Gwali snitching on another panicked prisoner to a nearby guard, or Brag desperately trying to salvage dropped food amidst the carnage. They might also see a fellow prisoner try to make a heroic (or foolish) stand, only to be dragged away. These moments offer moral dilemmas or future plot hooks.

E. The End of the Day: Return to the Cell

After the day's grueling labor and any intervening events (including "Feedin' Time" if triggered), the Drow will herd the remaining prisoners back to their cells in Area 4.

Scene: "The distant hum of mining machinery slowly fades as the Drow overseers bark their final commands. Bruised, battered, and utterly exhausted, you are shoved back into the familiar stench and oppressive darkness of your cell. The heavy clang of the cell door locking shut echoes the finality of the day's torment. The faint glow of the phosphorescent moss is your only comfort, casting long, wavering shadows across the grim faces of your fellow captives."

Conclusion:

The adventure for this specific day ends here. Players have survived the daily grind, endured the threat of the mines, and faced the terror of "Feedin' Time." Any items they managed to scavenge, information they gathered, or observations they made throughout the day are now theirs to keep, ready for future planning and the ongoing struggle for freedom in the days to come.

GM Note: This conclusion sets the stage for the next day, or for a period of downtime where players can consolidate resources, plan, and interact further with the NPC prisoners before another day's torment or a potential escape attempt.

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