The Alexandrian

Call of the Netherdeep - Torog Statue (Wizards of the Coast)

Go to Part 1

I’ve already provided a detailed breakdown of how you can prep and run the Betrayers’ Rise dungeon to best effect in Call of the Netherdeep: Running Betrayers’ Rise. You can just check out that article to provide the spine for this section of the campaign.

But here are a few extra things to think about.

RIVALS

Where are the Rivals and what are they doing? If they aren’t working with the PCs, you might consider having them enter the dungeon after the PCs and begin exploring. (Maybe they’re there to help; maybe hinder. Maybe working with another researcher. Having the Rivals and PCs end up in a proxy fight for the researchers they’ve been independently hired by is certainly a viable option here.)

LORE OF ALYXIAN

The prayer site and even the iconography around that site are a great opportunity for injecting more Lore of Alyxian into the campaign. Take a peek through your revelation lists and see what clues you can lay down here.

TOROG’S COMMANDMENTS

As a bonus, here’s a hyper-specific tip. In Area R13, there’s a puzzle. The designers include a hint which can be accessed with a relevant check:

Hints. A character who makes a successful DC 14 Intelligence (Religion) check recalls one of Torog’s commandments: “Seek and exalt places where no light touches.” If they aren’t sure what that means, a character can guess that the darkened passages of the labyrinth are related to this commandment by making a successful DC 10 Wisdom (Insight) check.

This is okay as far as it goes, but in my experience it’s more effective to have information like this in a different room. And it turns out that there’s a statue of Torog over in Area R12:

A beam of light from above illuminates a statue in the middle of the room. The statue, made of pale marble, is shaped like a man on his knees, arms pinioned behind his back, trussed up in chains that cut into his skin. Hooks line the corners of the figure’s mouth, pulling his lips away from his teeth, and smaller barbs encircle his eyes, holding the eyelids open.

So what you can do is either (a) have the players make the DC 14 Intelligence (Religion) check in Area R12 to recall Torog’s commandment, or (b) actually just inscribe the commandment onto the statue.

The point is that it now requires the PCs to actually put information from two different areas to solve the puzzle. That’s a more satisfying experience than, “Oh, you’re struggling? Make a check and I’ll give you a hint.” And connecting information in a dungeon like this makes the dungeon more dynamic and interesting. Even having stuff just a couple rooms away makes the place feel like a total environment, rather than a sequence of isolated rooms. As a result, it also encourages exploration and strategic thinking.

Go to Part 7: Cael Morrow

One Response to “Remixing Call of the Netherdeep – Part 6: Betrayers’ Rise”

  1. Renato says:

    This series of posts on Netherdeep has been such a blessing to me! I’m running the campaign and it absolutely helped me flesh out a lot of the lore and drive of the party.
    The tools and how you’re presenting them in other posts will certainly help me for a very long time too.
    Thank you and congratulations on the articles.
    Waiting anxiously on the final couple ones!

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