The Alexandrian

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 28A: THE MAW BECKONS

September 14th, 2008
The 15th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Jevicca Nor & the Ghostly Minstrel - Ptolus (Monte Cook Games)

Jevicca offered them 1,000 gold pieces each for a preliminary investigation of the Banewarrens and identified a mansion on Nibeck Street in Oldtown where the Inverted Pyramid had first detected the surges of wild magic.

They looked at each other, clearly uncertain. Tee asked Jevicca if they might have a few moments alone to discuss the matter. Jevicca agreed and headed downstairs.

They quickly discussed what they had just learned. It wasn’t the first time they’d heard of the Banewarrens. They had discovered the “Drill of the Banewarrens” in the laboratories of Ghul’s Labyrinth, and now they could guess at the impregnable walls that the Skull-King had been seeking to penetrate. And, of course, there was also the prophecy of the coming of Tavan Zith that they had discovered in Pythoness House – a prophecy which now seemed to be coming true.

“There’s something else,” Tee said. She pulled out a thick bundle of papers representing the various fruits of their investigations. Among them was the sheet of astronomical-based prophecies they had discovered in the house of Helmut Itlestein. “Listen to this.”

The warrens are opened. Great evil pours forth.
No seal may be found while the heart remains untouched.

“I thought it was talking about the Warrens, but it didn’t make any sense. Maybe it’s actually talking about the Banewarrens.”

There was more than a little trepidation in the room. It was easy to feel overwhelmed in the face of such portentous history and riddling prophecy. The Banewarrens seemed like an insurmountable problem.

“But it’s not a problem we have to solve,” Ranthir pointed out. “She just wants us to investigate.”

“It’s easy money,” Agnarr said. “We don’t even have to go in. She said preliminary.”

(Dominic looked at him. “Where did you learn that word?” Agnarr grunted.)

Tee frowned. “I don’t think it’ll be that easy.”

“It’s never that easy,” Tor said.

But they decided to take the job. Tee headed downstairs to tell Jevicca. As she arrived in the entryway, however, Elestra walked in off the street. Tee sent her up to talk to the others.

Jevicca was glad that they were willing to conduct the investigation. While discussing the exact parameters of what the Inverted Pyramid was looking for (which turned out to be fairly vague), Tee dropped the name of Tavan Zith to see if Jevicca would know it. She didn’t.

Tee explained Zith’s identity and gave Jevicca copies of the two prophecies they had discovered. Jevicca promised to look into them.

A PARANOIA OF CASTLE SHARD

Tee headed back upstairs. By the time she got there, Elestra had already been filled in by the others. She agreed with Agnarr. It sounded like easy money.

After discussing it, they decided not to go up to the Nibeck Street mansion until the next morning. Many of them were exhausted from the ordeals they had suffered earlier in the streets of Oldtown and there were only a few hours left before Tee needed to go back undercover to the Brotherhood of Venom’s project site.

Dominic, however, raised the possibility of trying to question Tavan Zith again. “I know it’s dangerous, but we could try talking to him somewhere without any people around. Like a ceme— Like a field. A big, empty field.”

“We need some way of talking to him without triggering his power,” Tee said.

Ranthir pondered this for a moment. “The effect triggers a latent connection to sorcerous powers. It’s possible that an antimagic field should suppress it. If nothing else, it would suppress the powers released in others.”

“Can you make one of those?” Dominic asked.

Ranthir shook his head. “It’s beyond my skill.”

“We could talk to Lord Zavere,” Tee suggested.

“I don’t know if I trust Zavere any more,” Ranthir said. “We sold him the Drill of the Banewarrens yesterday and today someone breaks into the Banewarrens.”

Agnarr promptly proposed ambushing.

Elestra laughed nervously. “Okay, who here doesn’t want to ambush the most powerful wizard in the city?”

Hands were raised.

“Jevicca was interested in it, too,” Tee pointed out.

“So what you’re saying is that we can’t trust anybody?” Tor asked.

“Right,” Tee said. “Business as usual.”

There was a knock on the door.

THE SECOND INQUIRY

It was Brother Fabitor, the priest from the Chapel of St. Gustav. They let him. He seemed very nervous.

“Is this about Phon?” Tee asked. “We heard what happened to her.”

“What? Oh, no,” Fabitor said. “That was a terrible tragedy. But no, I have a message for Dominic.”

Now it was Dominic who seemed very nervous. “What is it?”

“A friend of mine has gone missing,” Fabitor explained. “A member of the Church. Earlier this evening I went to the Cathedral to report his absence. I was spoken to by the Novarch himself. I was honored. He asked me to come here. He requests an audience with Dominic.”

“When?”

“He said as soon as possible. It seemed quite urgent.”

“Then I guess we should hurry,” Tee said.

They ushered him out of the room and rapidly made preparations. Tor removed the signet ring of the Order of the Dawn. Dominic put back on the purple prelate robes that Rehobath had given him

They took a carriage to the Temple District. When they arrived at the Cathedral they were quickly escorted to Rehobath’s private office. He was waiting for them there, seeming to bathe in the light cast from his godwood desk.

Rehobath was being attended by three others: A middle-aged, brown-haired woman wearing Crissa’s ankh. A muscular, fit, middle-aged man with a shaved head wearing Athor’s cross. And a young, dark-haired man with angular features and a tall frame wearing the winged serpent of Vehthyl.

The woman introduced herself as Sister Mara von Witten, a member of the Sisterhood of Crissa. The younger man – Brother Thad – eagerly shook their hands. He gushed enthusiastically over Dominic, repeating over and over again what a great honor it was to meet him. Dominic squirmed.

Finally the other man was forced to interrupt him. “I think that’s enough. We should get down to business.”

“Yes, I agree,” Rehobath said. “This is Brother Heth Neferul, my friend and advisor.”

“How can we be of service to you, Novarch?” Dominic asked with a meekness born from feigned humility and nervous fear.

“We live in a time of prophecy,” Rehobath said. “And you seem to have a habit of finding yourselves in the middle of it.”

“What do you mean?”

“The extraordinary events in Oldtown today – in which I have been told you were involved – are the beginning of what will be a new chapter in history. Tavan Zith has returned to this world, and if the prophecies are true that means that the Banewarrens have been opened. Tobias, if you would…”

Thad nodded and took up the thread. “I tend to the Archive of the Church as a member of the Order of the Silver God. There are many secrets recorded there that have been forgotten by other men. Among the legends recorded there is the tale of the Sword of Justice – a blade once wielded by the goddess Crissa herself.

“The sword was lost. But it was said to have been used by a man of great evil to create a place known as the Banewarrens. It is written that the Banewarrens were sealed by the gods themselves as an affront to the natural order of the world… but the Sword of Crissa remained inside.”

“If the Banewarrens have been opened,” Sister Mara said. “Then we have a unique opportunity to regain one of the lost artifacts of the Church.”

“If the sword is within our grasp,” Rehobath said, “It would be a powerful talisman in our cause to purify the Church. I have been told of your role in the return of Tavan Zith. And when the Chosen of Vehthyl is found in such a place… well, it seems to me that the gods have spoken.”

“Of course,” Brother Heth Neferul said, “We understand that such investigations will have certain expenses associated with them. And to that end we would be more than happy to supply you with a fund of 2,000 gold pieces for your trouble.”

They would practically be getting paid twice for the same job. There was no reason to pass that up. They agreed to the commission.

“Excuse me,” Tee said. “You said that Tavan Zith was mentioned in your books. Who is he?”

“We don’t properly know,” Brother Thad said. “But in some texts he’s referred to as a ‘saint’, so I’d assume he was working on behalf of the gods – although I have no idea which of them he may have served.”

“I see,” Tee said. “Thank you.”

Running the Campaign: One Job, Multiple Patrons Campaign Journal: Session 28B
In the Shadow of the Spire: Index

Go to Part 1

The following handouts are found throughout the Mrathrach Machine and worksite. Note that chaos lorebooks will be collected in a separate post.


ANALYSIS OF THE HOLOGRAPHIC PROJECTOR

The holographic notations appear to be an effort to analyze the Face on the machine’s tower. The person making the notations appears to be intimately familiar with the machine’s construction, but the appearance of the Face seems to have not been anticipated by its builders.

The bulk of the text is an almost impenetrable mass of esoteric arcane formulas, most of them solving to nothing but confusion. A few preliminary conclusions are perhaps more comprehensible:

“The sympathetic synchronization of the discontinuity may be more powerful than we anticipated.”

“There are extraordinary spikes of potentiated chaos in the immediate vicinity of the extrusion. The ethereal solidification is permeating across the planar barrier.”

“The spirit of the Vested made manifest?”

“It’s an extrapolation of inertial compensation excess, allowing the energy left un-transubstantiated across the permeable mediation membranes to express itself through a retrogradal echo.” (The accompanying calculations indicate that this may be only partly accurate, as the retrogradal calculations aren’t resolving properly.)


CALDOR’S PERSONAL JOURNAL

This is a personal journal kept by a chaostechnician named Caldor. It seems clear from a quick perusal that the writer is deliberately not including any details of their work, although there are a few references to such details being included in a separate “work journal.”

Most of the journal is filled with inconsequential personal details:

  • Dwarven poetry, most of it written about a cat named Sprocket.
  • A frequent complaint regarding chaffing from a “metallic harness,” along with long descriptions of various lotions and unctions being used in an attempt to alleviate it.
  • A week-long complaint about a sunburn apparently contracted while journeying aboveground in the Guildsman’s District.
  • Several pages dedicated to the artistic drawing of various dwarven runes:

One particular entry stand outs:

Although Wuntad places great trust in the rhodintor demons, my distrust of them grows as I work daily by their sides. They claim to have been drawn from their Vaults to serve in the House of Dissolution and to be bound by ancient oaths to serve those who bring about the greatest times of chaos. And there is no denying their great mastery of the arts of chaositech, belying a lore of ages. But I suspect some deeper agenda. As Wuntad turns the lich to his purposes, so I think the rhodintor turn us all to theirs.

And later:

As I feared, Hao is utterly enamored by the rhodintor. But I think I shall speak to Legire about these matters. He serves the Destroyer, and has little sentiment for these earthbound pups, I think.


CALDOR’S WORK JOURNAL

This work journal contains an essentially eclectic collection of practical problem-solving which appears to be associated with the development and maintenance of the Machine. Most of the notes appear to refer back to more detailed and comprehensive design schematics, which are — unfortunately — not present.

Ethereal Solidification Effects: “We are beginning to see violent disturbances within the Ethereal Plane similar to those observed at the Pit.”

Update: As anticipated, the disturbances within the ether are cycling up into solidification events.

Update: Near crisis. The local discontinuity was dissociating from the primary discontinuity, threatening a complete dissociation which would have resulted in the creation of a unique event horizon. Rhodintor succeeded at using the ethereal solidification effects to create a binding matrix.

Update: Enter interior of the machine has solidified on the Ethereal Plane. Connection of discontinuities has collapsed into a unity.

Sympathetic Resonance Balance: “The grounding principles of the project’s inherent structure and order are beginning to spread throughout the Mrathrach network.”

Update: I have temporarily prevented the desynchronization of the discontinuities by randomizing the activation of the Mrathrach nodules, but the chaotic potential is equalizing and the randomization is suffering from a normalizing rendition.

Update: Have permanently resolved the chaotic grounding issues by intertwining the twin networks of sympathetic resonance. The bloodsand ruby focal lenses forming resonance with the Pit and the resonance of the Mrathrach collectors effectively destabilize each other and prevent discontinuities from dissociating.

Proto-Biological Protrusion: I am turning over all of my case notes on the proto-biological protrusion on the upper level to Hao. It has become his particular obsession. He is receiving extraordinary assistance from the rhodintor on this matter. As it does not seem to be affecting — and perhaps may even be assisting — the primary function, I am no longer concerned by it.


EXCERPTED REPORT FROM THE PIT

This is an extensive geologic and geographic survey which appears to have been excerpted from some larger report (the details of which are unclear). It describes with precise detail the location of a landmark referred to as “Mrathrach’s Pit,” initially using details from “aboriginal myths” to place it somewhere within the Cold Desert in southern Palastan.

Physical Properties of the Pit: “The visible portion of the Pit is vast — a funnel of frost-rimed sand nearly half a kilometer in diameter — but I suspect that the physical distortions may extend for miles beneath the surface, and the ethereal distortions may be greater yet.

“I have found it impossible to enter the core funnel of the Pit. The air is beyond frigid; indeed, it seems as if the temperature drops by an ever-increasing amount. Other attempts to penetrate the area via magical means have been ripped apart by the powerful forces coruscating through the area. For now, I will have to content myself with exploring the fringes of this phenomena.”


LETTER FROM WUNTAD TO CALDOR

Most Worthy Caldor—

I offer you all thanks for the assistance you have given in the construction of the holy vessel for the Blood of Gellasatrac. I shall arrange for its transport to the Haven of Gisszaggat within the week. Know that when I have partaken of the Feast and the ritual has been completed that the hands of such a master craftsman shall not be forgotten nor the debt go unpaid.

I wish you the best of speed in completing Aggah-Shan’s Tower. It shall serve our ends more than his, I think. Send word to Wulvera at the House of Porphyry if you have any need of my attention or aid.

Wuntad


DM Note: The House of Porphyry is a reference to another cult operation in Ptolus. The Haven of Gisszaggat refers to “The Final Ritual” from Night of Dissolution.


CALDOR’S SPELLBOOK

1st level—burning hands, charm person, comprehend languages, detect chaositech, detect taint, disguise self, expeditious retreat, false life, feather fall, grease, hideous laughter, identify, mage armor, magic missile, protection from evil and good, resist chaotic contamination, shield, silent image, unseen servant

2nd level—arcane lock, false life, magic mouth, mirror image, ray of enfeeblement, scorching ray, see invisibility, spider climb, suggestion

3rd level—chaos siphon, dispel magic, fly, lightning bolt, major image

4th level—confusion, detect scrying, locate creature, maddening insight, stoneskin

Detect Chaositech: Ptolus, p. 628

CHAOS SIPHON
2nd level transmutation

Casting Time: 1 action
Range: Touch
Target: 1 chaos storage cube
Components: V, S
Duration: Instantaneous

You transfer raw chaos within a storage cube into a chaositech device, refueling and restoring it. You can safely touch both the cube and the device when you cast the spell. After the casting, the device is fully charged. The cube has a 10 percent chance of being empty, at which point it collapses into a corrosive puddle (like a pool of acid).

DETECT TAINT
1st level divination (ritual)

Casting Time: Standard action
Range: Self
Target: Self
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of taint within 30 feet of you (which appears as a faint aura around tainted characters and objects). If you sense taint in this way, you can use your action to determine the severity of the taint — faint or fully tainted for an object, and the number of taint points a person has.

MADDENING INSIGHT
4th level transmutation

Casting Time: 1 minute
Range: Self
Target: Self
Components: V, S, M
Duration: 1 hour
This spell opens your mind to the warped irrationality of pure, primal chaos. It grants you advantage on Chaos Surgery checks and checks using chaositech tools, but carries with it a risk. If you fail a Wisdom saving throw, you suffer insanity in the form of a confusion spell for the duration of the spell.

Material Component: Three drops of mercury

RESIST CHAOTIC CONTAMINATION
1st level abjuration

Casting Time: 1 action
Range: Touch
Target: A creature
Components: V, S, M
Duration: 24 hours (creature) or 1 week (object)

You give a creature or object advantage on saving throws against taint.

Material Component: Three drops of pure water


Go to Part 3D: Building the Machine

Go to Part 1

CAVERNS

This is a diff key. To run these areas, you need to refer to the original key in Night of Dissolution (pgs. 82-85) and then either add or alter the elements listed here.

AREA 1 – THRALL QUARTERS

CHAOS PROPHECY: Scrawled on the wall of each of these areas (tapped out by the claws of the thralls, who don’t comprehend what they’re writing) is the Prophecy of the Saint of Chaos:

The Saint of Chaos shall return and the Banewarrens shall ope their maw. And the name of doom shall be Tavan Zith.

Not all of these are complete. Many instances are only random assortments from the middle of the prophecy.

DM Background: This prophecy refers to the scenario hook for the Banewarrens campaign.

AREA 5 – CHAOS STORAGE CUBES

SECRET COMPARTMENT: The secret area is a small shrine. The Prophecy of Black Rain is written on the wall, with black candles on a small altar in front of it:

Mrathrach Machine - Night of Dissolution (Monte Cook Games)And there shall come a night of black rain. And the arts of magic shall have no power against it. And the Gods shall be silenced. And the rain shall wash away the world that we have known and end all bonds.

  • DC 16 Intelligence (Investigation): Caldor’s Personal Journal and a chaositech siphon is hidden inside the shrine.

AREA 7 – SARYCAL MEDITATION CHAMBER

(This entry replaces the full key from the adventure.)

Three sarycal prepare the meditation rituals necessary to replace their brethren within the Machine (see Level 2). Three mock meditation chambers — looking like lozenges of steel thrusting up through the floor — stand at various points within an ornate arcane circle.

These meditation chambers are similar to those found within the Machine itself, but are not fully functional (nor linked to the Machine).

  • DM Note: The intention here is that investigating this chamber should allow clever players to intuit the fact that sarycal rhodintor are sealed inside Level 2 of the Machine.

AREA 8 – LEGIRE’S CHAMBER

CHAOS LORE: The disheveled mess of notebooks, formulae, diagrams, and ranting includes:

  • Excerpted Report from the Pit
  • Greater Book of Chaos (chaos lorebook)

AREA 9 – HAO’S CHAMBER

CHEST: In addition to the other items in the chest, the PCs find:

  • Oath of the Divided Eye (chaos lorebook)
  • Skull of the Metal Eye

SKULL OF THE METAL EYE: A strange technomantic device is surgically grafted onto a skull. It includes an array of three crystals around a larger crystal in a plate on the skull’s forehead.

  • This device is designed to be surgically grafted to one who has taken the Third Eye of the Destroyer feat (see Oath of the Divided Eye) to harness the energy of their darkvision and make it blindsight 60 ft.
  • DM Note: Hao hasn’t perfected the Third Eye of the Destroyer, but keeps this device — still grafted to its former owner’s skull — for his personal use once he has done so.

AREA 10 – WORKSHOP

There is a chaos nodule from Level 5 being repaired here. There is also a chaos storage cube.

AREA 12 – THE MACHINE MAGE

DESK: Among the books and papers carefully arranged here are:

  • Caldor’s Spellbook
  • Caldor’s Work Journal
  • Letter from Wuntad to Caldor
  • Greater Book of Chaos (chaos lorebook)
  • Vested of the Galchutt (chaos lorebook)
  • Book of Mrathrach (chaos lorebook)

AREA 13 – ENTRANCE FROM THE CATACOMBS

The entrance of Area 13 opens onto the Machine directly facing the Face of Mrathrach.

Face of Mrathrach

LEVEL 1 – THE FACE OF MRATHRACH

A living extrusion of proto-biological thrust out from the metal of the Machine. Streams of frozen tears hang from its pain-haunted eyes.

COLD AURA: Anyone starting their turn on the top level must make a DC 12 Constitution saving throw, suffering 2d6 cold damage on a failure.

ETHEREAL HOWL: Those on the Ethereal Plane can hear the Face of Mrathrach’s screams. Non-chaotic creatures hearing the scream must make a DC 15 Wisdom saving throw or suffer an ill effect:

  • < Level/CR 5: Knocked unconscious for 1d10 minutes. Deafened for 3d6 hours.
  • Level / CR 6-10: Stunned. Deafened for 1d4 hours.
  • Level/CR 10+: Deafened for 1 hour.

DESTROYING THE FACE: AC 15, 300 hp. The face regenerates 5 hit points per round.

  • Chaos Hammer: When reduced to 100 hp, the Face of Mrathrach hurls a multicolored explosion of leaping, ricocheting energy from its mouth. Non-chaotic creatures suffer 22 (5d8) psychic damage
  • Prismatic Spray: When destroyed, the Face releases a prismatic spray that affects the top two levels of the Machine. (DC 17 saving throws. If the violet ray teleports a character, there’s a 90% chance they emerge from a random energy portal on Level 3 or Level 9; otherwise, they are teleported to a random location in Ptolus.

HOLOGRAPHIC ANALYSIS PROJECTOR

On the catwalk in front of the Face of Mrathrach a tripod with seven crystals surrounded by chaositech machinery has been set up.

ACTIVATING: A DC 15 Wisdom (Chaositech tools) check or DC 23 Intelligence (Arcana) check.

When the device activates, the crystals spin up and are struck by coruscant, plasmic light which refracts into a translucent projection before the surface of the tower where the Face extrudes itself.

The light forms a perfect image of the surface of the tower. In a somewhat jerky progression, you can see a disruption of the twisted pieces of machinery in the projection as the Face slowly emerges. As the projected Face comes to mirror the Face on the tower itself, additional beams of information sprout around and through the image: Lances of light join projection to reality, and strange garbled strings of text twist and resolve around various facets.

ANALYZING: After the projector is activated, an Intelligence (Chaositech tools) check can decipher the notation. Give the players the Analysis of the Holographic Projector handout.

Wicker Rhodintor

LEVEL 2- WICKER RHODINTOR

The three wicker rhodintor are spiritual foci for three sarycal rhodintor who are forming a sympathetic meditation circle inside this level of the Machine. (These rhodintor are welded and sealed inside; inaccessible unless someone were to physically hack open the Machine.)

SARYCAL SPELLS: Each wicker rhodintor can manifest sarycal spells (Ptolus, p. 594) while drawing on the Machine’s power to remove daily limits. The range of the spells is limited to the first three levels of the tower.

  • Initiative +2
  • Spell Save DC 16
  • At Will: magic missile
  • Once per 1d3 roundshold person, levitate, ray of enfeeblement
  • Once per 1d6 roundsdispel magic, lightning bolt, slow

DESTROYING A WICKER RHODINTOR: AC 15, 150 hp. Vulnerable to fire.

Mrathrach Machine - Energy Portals

LEVEL 3 – ENERGY PORTALS

CHAOTIC TELEPORT: Jumping through a portal on Level 3 allows one to emerge from a portal on Level 9 (and vice versa). Creatures without teleport stabilizers suffer chaotic disruption during teleport (2d6 points of necrotic damage, DC 16 Constitution saving throw negates).

ENTRANCE TO MUTATED THRALL CHAMBERS: Opening in the side of the shaft leads to Areas 1-3. This opening is not directly connected to the shaft, requiring characters to jump a 5 foot gap.

LEVEL 4 – ENTRANCE FROM THE LONG PASSAGE

DISABLE LEVEL: This is a complex skill check requiring 5 successes before 2 failures. DC 14 Wisdom (Chaositech tools) or DC 18 Intelligence (Arcana) checks.

LEVEL 5/6/7 – EBON MACHINES

EBON MACHINES: These machines serve as both collectors and amplifiers of the chaotic energies being gathered by the Mrathrach tables. They are also energy regulators and channelers.

CHAOS NODULES: Inside each ebon machine are ten oblong, silvery gray nodules roughly the length of a forearm.

  • These are virtually identical to the ones found in the White House (Area 13), but careful examination will reveal that they are three-dimensional negatives of the nodules installed into Mrathrach tables around the city.

DESTROYING AN EBON MACHINE: AC 17, 100 points of damage.

LEVEL 7: Has an entrance to the Storage Level (Areas 5-7).

LEVEL 8 – CHAOSTECHNICIAN LEVEL

DISABLE LEVEL: This is a complex skill check requiring 5 successes before 2 failures. DC 14 Wisdom (Chaositech tools) or DC 18 Intelligence (Arcana) checks.

ENTRANCE TO CHAOSTECHNICIAN LEVEL: This level is connected to the Chaostechnician quarters (Area 8-10).

LEVEL 9 – ENERGY PORTALS

CHAOTIC TELEPORT: Jumping through a portal on Level 3 allows one to emerge from a portal on Level 9 (and vice versa). Creatures without teleport stabilizers suffer chaotic disruption during teleport (2d6 points of necrotic damage, DC 16 Constitution saving throw negates).

Mrathrach Machine - Skull Foci

LEVEL 10 – SKULL FOCI

SKULL FOCI: A wide variety of humanoid skulls have been embedded into the machinery on this level of the Machine. Removing or destroying a skull foci opens a passage into the interior of the Machine. If all skull foci are removed or destroyed, it destabilizes this level.

  • Destroy: AC 15, 10 hp
  • Remove: DC 16 Intelligence (Chaositech tools) or DC 23 Intelligence (Thieves’ Tools)

RHODINTOR NESTS: A passage at the bottom of the shaft leads to the Rhodintor Nests (Areas 11-12).

INSIDE THE MACHINE

Zaug - Ptolus (Monte Cook Games)

TM and © 2022 Monte Cook Games, LLC

The inside of the Mrathrach tower is accessible from Level 10 (by removing or destroying the skull foci). It’s a hollow cylinder, but crisscrossed with pipes, wiring, gearworks, etc.

SEALED LEVELS: The interior of Level 2 is sealed and cannot be accessed from below. (It contains sarycal rhodintor.) The interior of Level 1 is just a solid mass of chaositech machinery.

ETHEREAL PLANE: The interior of the Mrathrach Machine has solidified on the Ethereal Plane.

INTERNAL RESONANCE: Each interior level of the Machine has 3d20+10 bloodsand rubies taken from Mrathrach’s Put. (These serve as sympathetic foci.)

  • Disabling: Removing at least 10 bloodsand rubies from each level will disrupt the internal resonance of the Machine.

BLOODSAND RUBIES

A dark red in color, with murky depths like coagulated blood. The surface of a bloodsand ruby glitters with a multitude of facets and is gritty to the touch.

CONDITIONS:

  • Difficult terrain due to the uneven floors, pipes, unstable paneling, etc.
  • Ruby Beams: Shooting between the bloodsand rubies on each level. There’s a 1 in 6 chance per level of a beam strike, targeting a random character. If struck, a character suffers 4d6 force damage (DC 18 Constitution saving throw for half damage).
  • Moving Between Levels: DC 16 Dexterity (Athletics) check to climb the interior walls. (There are lots of gaps between the pipes and the like, but also a lot of moving machinery which makes it quite difficult to maneuver thorugh.)

THE ZAUG: Located on Level 8. The zaug is hooked into the Machine with various tubes, etc. and cannot move. Killing the zaug destabilizes the machine.

Go to Part 3C: Mrathrach Handouts

Mrathrach Machine - Night of Dissolution (Monte Cook)

Go to Part 1

The Mrathrach Machine can be reached from Aggah-Shan’s catacombs (see Part 2) or from the Temple of Deep Chaos (Night of Dissolution, p. 47).

This light remix adapts “The Mrathrach Machine” adventure by Monte Cook from Night of Dissolution (p. 75). You will need the original adventure in order to use this material, which features:

  • A few quality of life enhancements to make it easier for the GM to manage the adventure.
  • An enhanced key featuring bonus content.
  • The resources necessary for creating a full ten-level model of the Machine for use with miniature figures.

The model of the Mrathrach Machine uses resources shared by users of the old Okay You’re Turn forums on Monte Cook’s website, but they have also been remixed and modified.

LEVELS

The levels have the Mrathrach Machine have been enhanced to have special features in the remix, and I’ve shuffled the sequencing of the Machine levels to enhance the flow of the scenario with these special features in mind. Use the following guide to determine where the dungeon levels intersecting the Machine chamber are located (Night of Dissolution, p. 81).

LEVEL 1Face of MrathrachTop Entrance (Area 13)
LEVEL 2Wicker Rhodintor
LEVEL 3Energy PortalsMutated Thralls (Areas 1-3)
LEVEL 4Entrance from the Long Passage
LEVEL 5Ebon Machines
LEVEL 6Ebon Machines
LEVEL 7Ebon MachinesStorage Level (Areas 4-7)
LEVEL 8Chaostechnicians (Areas 8-10)
LEVEL 9Energy Portals
LEVEL 10Skull FociRhodintor Nests (Areas 11-12)

TOP LEVEL: Area 13 and the connection to Aggah-Shan’s Catacombs, which were previously located on the Bottom Level, have been moved to the top level.

ENTRANCE FROM THE LONG PASSAGE: The Long Passage from the Temple of Deep Chaos ends in a door leading to Level 4 of the Machine. See Night of Dissolution, p. 73 for a description of the passage.

BOTTOM LEVEL: Area 13 on the map here can be rekeyed as an additional instance of Area 11 (a rhodintor nest).

ADVERSARY ROSTER

This adversary roster for the Mrathrach Machine supersedes any creatures listed in the Night of Dissolution location key.

  • Active creatures are normal adversaries who are actively working on the Machine. They are initially occupied in the location indicated.
  • Patrols are moving through and around the Machine and are actively alert for intruders. For those located in the Machine Shaft, you can randomize which level they’re currently on by rolling 1d10.
  • Resting creatures are sleeping or otherwise not on alert. They make Perception checks with disadvantage and are less likely to respond actively to threats unless a general alarm is raised or they are specifically fetched by other NPCs for aid.
  • Stationary are creatures who will not move from the listed location. They are included here to fully disambiguate the location key.
ACTIVE
Hao Adus*Level 8 (Area 9)
Legire Endaw*Level 8 (Area 10)
Caldor*Level 10 (Area 12)
Rhodintor, Kravren (x3)Level 8 (Area 10)
Rhodintor, Kravren* (x5)Machine Shaft (split between two random levels)
PATROLS
Venom-Shaped Thralls* (x2)Machine Shaft
Mrathrach Protectors (x3)Machine Shaft
Caldor's Cat*50% Level 10 (Area 12) / 50% with Caldor
RESTING
Venom-Shaped Thralls* (x12)Level 3 (Caves)
Rhodintor, SarycalLevel 7 (Area 7, meditating)
STATIONARY
CloakerLevel 1 (Area 13)
Wraiths (1d3, confused)Interior
ZaugInterior

* Carry teleport stabilizers to negate negative effects of energy portals. (Venom-shaped thralls have them surgically fused to their carapace. Caldor’s cat has it built into its clockwork mechanisms.)

LESSER MRATHRACH PROTECTORS: In addition to the foes listed above, when the Machine begins to destabilize (see below), lesser Mrathrach protectors sprout from the machine:

  • Outside the Machine: 1d6 per round
  • Inside the Machine: 2d6 per round
  • Maximum: 12 in either case.

MRATHRACH PROTECTORS

You can think of the Mrathrach protectors as an extrusion of the machine — protective drones, a technomantic immune response, or just the raw reflex of a mad demigod. Whatever analogy resonates best with you. They are vaguely arachnic in character, although they only have four legs ending in sharp spikes. They go scuttling across the surface of the Machine, and multiply when it is threatened or in need of repair.

MRATHRACH PROTECTOR, LESSER

Small construct, neutral evil


Armor Class 14 (natural)

Hit Points 35 (10d6)

Speed 50 ft.


STR 14 (+2), DEX 14 (+2), CON 11 (+0), INT 10 (+0), WIS 12 (+1), CHA 8 (-1)


Saving Throws Con +2

Skills Athletics +4, Perception +3

Senses darkvision 60 ft.

Damage Immunities: poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Challenge 2 (450 XP)

Proficiency Bonus +2


Self Repair. The protector regains 3 hit points at the start of its turn. The protector does not regain these hit points if it is reduced to 0 hp.

ACTIONS

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage.


MRATHRACH PROTECTOR, GREATER

Medium construct, neutral evil


Armor Class 17 (natural)

Hit Points 110 (20d8+20)

Speed 60 ft.


STR 18 (+4), DEX 14 (+2), CON 13 (+1), INT 10 (+0), WIS 12 (+1), CHA 8 (-1)


Saving Throws Con +4

Skills: Athletics +7, Perception +4

Senses darkvision 60 ft.

Damage Immunities: lightning, poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Challenge 7 (2,900 XP)

Proficiency Bonus +3


Self Repair. The protector regains 5 hit points at the start of its turn. The protector does not regain these hit points if it is reduced to 0 hp.

Pounce. If the protector moves at least 20 ft. straight towards a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the protector can make one claw attack against it as a bonus action.

ACTIONS

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 40 (4d8+2) piercing damage.

MRATHRACH MACHINE – OVERVIEW

TAINT: This entire Machine Shaft is a tainted location. Tainted effects include:

  • Prismatic spray from the destruction of the Face of Mrathrach (Level 1).
  • Chaotic teleport on Level 3 or Level 9.
  • An exploding ebon machine (Levels 5-7)

Design Note: 3E rules for taint can be found here. I may attempt to adapt these to 5E as part of this Remix in the future. As an alternative, you might use the 5E rules for Madness (DMG, p. 258) or simply eschew this aspect of the Machine entirely.

TAKING DAMAGE: If a character on the scaffolding suffers damage, they must succeed on a Dexterity saving throw (DC 8 + 1 per 10 damage taken). On a failure, they are knocked off the scaffolding, but may attempt an additional DC 18 Dexterity saving throw to catch themselves on the edge (rather than plummeting down the shaft).

Playtest Tip: Don’t forget to have NPCs try to push the PCs off the scaffolding.

INNER RING – MOVING PARTS: PCs on the inner ring must make a DC 12 Dexterity saving throw each round. On a failure, they are knocked off the scaffolding by some part of the Machine which has unexpectedly jutted or spun out, but they may attempt an additional DC 18 Dexterity saving throw to catch themselves on the edge.

  • NPCs are immune to this effect due to their familiarity with the machinery, unless unable to move.

STEAM VENTING: There is a 1 in 6 chance per level of steam being vented out of the machine.

  • Target: A random character on that level (and any other characters in a line with them).
  • Inner Ring: 4d6 fire damage, DC 14 Dexterity saving throw for half damage.
  • Outer Ring: 2d6 dire damage, DC 14 Dexterity saving throw for half damage.
  • NPCs are immune to this effective due to their familiarity with the machinery, unless unable to move or in line with the randomly determined target.

FALLING:

  • Second Chance: Characters falling more than 50 ft. through this chamber can attempt a second Dexterity saving throw (DC 15) to catch themselves on a lower level. The character still suffers falling damage for the distance they fell.
  • House Rule – Catching a Falling Character: If it seems as if a character on a lower level would be in a position to catch a falling character, they can use a bonus action to do so by making a successful Dexterity saving throw (DC 10 + 1 per 10 feet fallen). The falling character still suffers damage for the distance they fell.

CHAOS EFFECTS

The Machine Shaft is permeated with chaotic energy. Each time a character takes an action requiring an ability check in the chamber or casts a spell, there is a 1 in 20 chance the action is afflicted by the energy. Roll on the Chaos Effect table.

Playtest Tip: This element works best if you lean heavily into describing the strange, probability-defying distortions wrought by the chaos energy of the Machine. Use the mechanical effects listed here as inspiration, but customize the exact effect to the current circumstance and the action being attempted.

TABLE: CHAOS EFFECTS

d10Action EffectSpell Effect
1Forced rerollC 10 + spell level Intelligence (Arcana) check to control the spell. On failure, roll Major Chaos Effect.
2Automatic critical successSpell’s effect is maximized.
3-4 modifier to the checkSpell acts as if cast 1d4 levels lower; targets have advantage on saving throws.
4-2 modifie to the checkSpell acts as if cast 1 level lower; targets have advantage on saving throws.
5+2 modifier to the checkSpell acts as if cast 1 level higher; targets have disadvantage on saving throws.
6+4 modifier to the checkSpell acts as if cast 1d4 levels higher; targets have disadvantage on saving throws.
7GlitchCosmetic effect of spell is bizarre.
8CatastropheSpell reverses target or effects random target.
9-10Roll Major Chaos EffectRoll Major Chaos Effect.

TABLE: MAJOR CHAOS EFFECTS

d20Chaos Effect
1Character and target swap places.
21d4 of character’s limbs turn invisible.
31d4 of character’s limbs turn to stone.
4A glowing halo appears around the character’s head.
5A nimbus of shadow appears around the character’s head.
6A statue of the character appears where they were 5 seconds before.
7Characters becomes 2-dimensional for 1d4 rounds.
8Character’s clothes turn to lead for 1d4 minutes.
9Character sees everything around them rapidly age, then revert to pristine, then back again.
10A worm grows out of the character’s ear.
11Character is hurled 10 ft. in a random direction.
12It begins to rain (locally around the character or throughout the entire chamber).
13Characters throughout the chamber have a 50% chance of entering a shared time stop.
14Character’s decision bifurcates and a duplicate appears to resolve both actions before quantum-collapsing back into a single probability.
15A burst of blinding light, requiring a DC 12 Constitution saving throw to avoid becoming blinded for 1d4 rounds.
16Character floats 2 feet off the ground.
17Character disappears for 1d4 rounds, then reappears in same location mid-action.
18Character’s consciousness is swapped with that of another random character.
19Character teleports to a different level of the machine.
20Character teleports to the interior of the machine.

DESTROYING THE MRATHRACH MACHINE

In order to destroy the Mrathrach Machine, the PCs must first destabilize the Machine, after which it will explode.

DESTABILIZING: There are three ways to destabilize the Machine.

  • Disable 7 out of 10 levels.
  • Disable the internal resonance.
  • Kill the zaug inside the Machine.

EXPLOSION: Occurs 10 rounds after destabilization.

  • Inside the Machine: 20d6 fire damage, DC 25 Dexterity saving throw for half damage.
  • In the Shaft: 10d6 fire damage, DC 25 Dexterity saving throw for half damage.
  • Collapse: As the machine collapses, anyone on the Machine falls, suffering falling damage from their current level to the bottom of the shaft. They must also attempt a Dexterity saving throw (DC 10 + 2 per level fallen) to avoid objects. On a failure, they suffer 2d6 bludgeoning damage per level fallen.

REWARD: Destroying the Machine earns the PCs a reward of 15,900 XP. (XP equal to a CR 10 encounter + the XP for defeating the CR 13 zaug.)

DISABLING LEVELS

Here’s a quick reference for how each level of the Machine can be disabled. Each is described in more detail in the level description.

LEVELHOW TO DISABLE
1Destroy the Face of Mrathrach.
2Destroy all three wicker rhodintors.
3Overload 4 energy portals.
4Skill check.
5-7Destroy ebon machine.
8Skill check.
9Overload 4 energy portals.
10Remove or destroy all skull foci.

Go to Part 3B: Mrathrach Key

Call of the Netherdeep - Jewel of Three Prayers

Go to Part 1

THIS BROKEN RAILROAD

By its nature, Call of the Netherdeep is a linear campaign: Festival of Merit → Emerald Grotto → Bazzoxan → Ank’Harel → Cael Morrow → the Netherdeep.

In theory, this should be fine.

In practice, however, the designers have decided to link these set pieces together with a railroad.

And, unfortunately, it’s a really shoddy railroad. Honestly, just sloppy, terrible, ill-conceived infrastructure. Maybe not quite, “there’s a dragon attacking a town that’s also being besieged by an army, and our expectation is that the 1st level characters will decide to just walk into town,” bad, but close.

Let’s start with the hook for the entire campaign.

At the end of the Festival of Merit, the Elders of Jigow choose the two most successful teams to compete in the Grand Finale race through the Emerald Grotto. One team will be the PCs. The other team will be the Rivals.

This is a little weird, because literally none of the festival games up to this point have been team-based events. The only previous mentions of a “team,” in fact, were (a) an event where you are explicitly FORBIDDEN from competing as a team and (b) a different event where you competed with a partner (which is not the same thing as the five-ish person teams selected at the Grand Finale).

So, to kick things off, there this’s big, glaring continuity error squatting right on top of the event which is the lynchpin for the entire campaign.

In any case, the PCs and Rivals have to race through the Emerald Grotto and claim the Emerald Eye. Whichever team returns with the Emerald Eye wins the race.

Oddly, the adventure then acts as if the races ends as soon as someone grabs the Eye. Which, of course, it doesn’t.

But let’s move past that, too.

The real problem here is that the entire campaign hook is horribly broken.

Here’s how it works:

  • The PCs get to the end of the Emerald Grotto and they spot a shark that has the Emerald Eye strapped to its side.
  • They fight the shark.
  • When the shark dies, it crashes into a stone pillar, causing the wall of the cavern to crack open.
  • This reveals a passage “awash with golden light.”
  • If the PCs go down the passage, they will discover the Jewel of Three Prayers, which — as noted above — is the essential McGuffin on which the entire plot is built.

Problem #1: It’s a race.

So, yeah, the glowy light is interesting. But the PCs are motivated by their immediate and only goal to NOT explore the light right now. Generally speaking, you want scenario-crucial actions to flow from the established goals of the PCs, not in direct contradiction to them.

The same is true of the Rivals, of course, but ultimately you, as the DM, control their actions, so you can just decree that they go and check out the glowy light even if the PCs don’t. The campaign is designed to hypothetically work if the Rivals claim the Jewel of Three Prayers (more on that in a second), so you can route around this. It’s just kind of awkward in its design.

The bigger problem is that you don’t have to fight the shark.

In fact, fighting the shark is probably the dumbest way for the PCs to get the Emerald Eye.

Even if you overrule an Animal Handling check, that still leaves alternative solutions like mage hand (to grab the amulet), an animal friendship spell, or just a Stealth check (with or without invisibility). And it should be noted that the writers know that these options exist, because animal friendship is how they get the amulet on the shark in the first place:

A druid of Jigow cast animal friendship on the shark earlier today and tied the Emerald Eye around its body, then made a speedy getaway.

So… no dead shark?

No thrashing.

No thrashing, no pillar collapse.

No pillar collapse, no glowy light.

No glowy light, the campaign doesn’t happen.

Oof.

Okay, let’s move forward to the next day. There are four scenarios:

PCs have the Jewel, the Rivals are Indifferent. The Rivals decide to just follow the PCs. (We’ll come back to this.)

PCs have the Jewel, the Rivals are Friendly. The Rivals offer to join the PCs (and, as mentioned before, the rivalry breaks and GMPC problems start).

PCs have the Jewel, the Rivals are Hostile. In this case, the Rivals try to steal the Jewel. First, as mentioned earlier, this probably means that the Rivals are now dead and the rivalry is over. More than that, the railroad is frequently driven by the Rivals showing up by surprise and forcing the plot forward: So whether they’re working with the PCs or they’re dead, the railroad breaks multiple times over.

Second, their plan for stealing the Jewel is also hilarious:

The rivals’ plan is to gather outside the inn where the characters are staying. One rival then sneaks into the characters’ room at the inn and searches for the jewel. If the thief doesn’t return after an hour, the rivals travel to the Emerald Loop Caravan Shop (described later in this chapter) and wait up to seven days for their mission companion.

Uhh…

Maggie: So the plan was for Galsariad to sneak in and grab the Jewel?

Ayo: Yup.

Maggie: And then he comes right back?

Ayo: Yup.

Maggie: And he hasn’t come back.

Ayo: Yup.

Irvan: What should we do?

Ayo: Let’s leave town and wait at a rest stop for a week. See if he shows up.

Anyway.

The Rivals have the Jewel. This is, as both we and Call of the Netherdeep have established, quite likely. And if it happens, the railroad junction is almost unimaginably bad:

You’re eating breakfast at the Unbroken Tusk while locals chat around you. Through the cacophony, one voice catches your attention.

“Rumor has it they’re going to Rosohna to sell it. Elder Ushru met them and everything, kept whispering while pointing at a huge, shiny amulet on the table. He was talking about ‘destiny’ and other heroic-like words. I think they were the group who won the grand finale yesterday. The amulet looked plenty magical, but even if it isn’t, it’d be worth a fortune. Yeah, they’re traveling down the Emerald Loop today.”

[…]

People are saying that the jewel would sell for over 1,000 gold pieces — maybe twice that if it’s magical, and twice that again if the sellers were to make the long, oversea journey to a trade hub like the desert metropolis of Ank’Harel.

Nothing is forcing the characters to chase down the rivals, but the thought of losing out on such a prize is enough to motivate most adventurers.

That’s it. That’s the hook: Chase the Rivals down and rob them.

“The thought of losing out on such a prize is enough to motivate most adventurers.”

That’s not adventurers. You’re thinking of criminals.

And not even very smart criminals. There’s gotta be easier marks for 1,000 gp than five well-equipped adventurers who already beat you once.

Even if the players do hear these rumors and leap straight to, “Oh, man! We definitely gotta rob those people!” Call of the Netherdeep forgets to include a mechanism for telling them that they’re supposed to go to Bazzoxan.

Sure, they might interrogate the Rivals before/after robbing them. Or maybe they follow them all the way to Bazzoxan before robbing them.

But if not, the entire adventure is literally scripted to derail.

EVERYTHING FAILS TOGETHER

Sadly, the whole campaign is like this. Every transition is a broken, ill-conceived railroad.

One I want to call particular attention to, however, is the transition from Bazzoxan to Ank’Harel, because I think it reveals the fundamental misstep of Call of the Netherdeep here.

To briefly review, the core structure here is:

  • The PCs meet one or more of the three researchers in Bazzoxan.
  • They go into Betrayers’ Rise.
  • They follow one of the researchers back to Bazzoxan, where they join that researcher’s faction.

This seems pretty straightforward, right?

But every step of the way, Call of the Netherdeep transforms this into a tortured disaster.

First, the campaign hides the researchers so that the PCs have to jump through weird, arbitrary, unlabeled hoops to meet them.

The first option is:

  • The PCs randomly wander over to the crematorium.
  • They decide to stay and help dispose of corpses.
  • A researcher named Prolix shows up.

If the PCs don’t go to the crematorium? The campaign breaks. If they don’t help dispose of the corpses? The campaign breaks.

The second option is:

  • The PCs eventually wander into the inn.
  • Among a number of other patrons, there’s a tiefling in the common room.
  • If they don’t talk to the tiefling, the adventure specifically says the tiefling will ignore them.
  • If they do talk to the tiefling (who is named Question), they need to mention the Jewel of the Three Prayers.
  • If they mention the Jewel, then the third researcher (Aloysia), who has been eavesdropping on this conversation, will be like, “Hey! I’m the NPC who tells you what to do next!”

Don’t randomly talk to the tiefling? The campaign breaks. Don’t decide to spontaneously mention the Jewel (which you could very easily have decided is something you shouldn’t be flashing around) during this specific conversation? The campaign breaks.

Call of the Netherdeep - TieflingThis is, to put it politely, a very convoluted path. It’s really unclear to me why they’re locked the plot behind these deliberately obfuscated checkpoints.

To put it less politely, this is video game writing. And, sure, in a video game you can expect the players to keep clicking on NPCs in the tavern until they click on the right tiefling. But it doesn’t translate to the table top at all. There is no display of patrons for the players to click on.

But we’re not done yet.

Aloysia then proposes that she and the PCs should work together. Of course, as we’ve established, the campaign then just assumes the PCs will not accept her offer and pretends it never happened.

The campaign is simultaneously pretending that there’s no way the PCs are working with the Rivals, either. This is important, because, at the end of Betrayers’ Rise, the designers frame up a heavily railroaded “gotcha!” scene where Aloysia, accompanied by the Rivals, shows up and steals the Jewel.

This forced fight (which can’t happen at all if any of these convoluted preconditions is not met), ends with one of two scripted outcomes.

If Aloysia wins, she cracks a teleportation tablet, creating a teleportation circle to Ank’Harel, and announces that the Rivals should follow her. The PCs theoretically have the opportunity to follow her here, but since they’re presumably dead or unconscious, this is unlikely.

If Aloysia loses, she runs away and casts earthquake, triggering a cave-in that blocks the PCs from pursuing her. She then fumbles through her bag and — hilariously — drops two teleportation tablets on the ground while trying to activate a third.

The PCs can then spend 10-20 hours digging their way out, find the teleportation tablets, think to themselves, “This definitely isn’t a trap,” and then use them to follow her.

Now, once the PCs get to Ank’Harel, the book acts as if the PCs are equally likely to join each of the three factions. But that’s not really the case, is it? First, Aloysia has just tried to rob them (and possibly kill them). Remember the Unforgivable Sin of stealing the PCs’ shit? Yeah.

Second, the only way for the PCs to join Aloysia’s faction — the Consortium — is if they raced after her, jumped through the teleportation circle moments after she went through, immediately forgave her for everything, and then signed up on the spot.

I mean… C’mon. Even if the adventure wasn’t doing everything in its power to stop the PCs from doing that, it’s not exactly a plausible outcome, right? “Hey, person who just tried to kill us! We are interested in your ideas and would like to hear more! Do you have a pamphlet or anything we could look over?”

It seems fairly likely to me that all of this would have made a lot more sense earlier in development: You have dynamic, interesting Rivals. The researchers in Bazzoxan would have had clear, ruidium-focused agendas. This would allow the players to make meaningful choices about which faction’s agenda they agree with, and these choices could have been contrasted against the choices of the Rivals, driving the action forward through Bazzoxan and into Ank’Harel.

If the book just presented these as toys for the DM to actively play with, it’s a robust situation rich with possibility.

But then somebody decided that they needed to write a railroad that forces Aloysia to be a maniacal, monologuing villain.

And the whole thing falls apart into nonsense.

The researchers get hidden behind scripted cut scenes in Bazzoxan. The adventure wants to hide what the researchers know (so that there can be Startling Revelations™ in Ank’Harel), so the PCs aren’t given the information to make meaningful choices. Aloysia gets railroaded off the table as a viable ally.

No clear stakes? The choice of researcher becomes arbitrary.

No true choice in researchers? The faction recruitment in Ank’Harel breaks.

All of these threads — all of these broken techniques based on the fundamental flaw of believing that railroading is the only way to link an adventure together — are woven together here. The result is muddy, confusing, difficult to use, and, more often than not, completely broken in actual practice.

It’s easy to look at a moment like this and say, “Well, the writers can’t possibly account for every possibility!”

And you’d be right.

Which is why Call of the Netherdeep SHOULD be focusing on giving the DM — who CAN account for what the group has done — the tools to do so, rather than hamstringing them with unusable scripts.

FACTION MISSIONS

Call of the Netherdeep - Aboleth Spawn in Cael Morrow

In addition to the shortcomings of Netherdeep’s connective tissue, we now need to talk about the faction missions in Ank’Harel.

Like the faction missions in Dragon Heist, these are very barebones in their presentation.

Unlike the faction missions in Dragon Heist, these aren’t designed to be run as contrapuntal story beats while other stuff is happening. They’re just a linear string of events. So the barebones approach here mostly just means that this phase of the campaign feels incomplete.

The other problem with the faction missions is that… well, they’re pretty bad.

For example, there’s a mission where someone is trying to frame one of the PCs’ friends for stealing a ring by planting it in his pocket. So the PCs mount an investigation to clear their friend’s name.

They find two pieces of evidence:

  1. An Insight check reveals that someone has a “guarded expression.”
  2. This same person, a researcher in the ruidium-infested ruins of Cael Morrow, has a ruidium infection.

The adventure then confidently announces: “The characters can present their findings to Headmaster Gryz Alakritos.”

WHAT findings?

Bizarrely, their NPC friend, whose name they “cleared,” then gives them the ring as a reward.

The stolen ring.

That isn’t his.

Because that was the whole premise of the entire scenario.

The next faction mission features the PCs needing to track down a double agent. This one wraps up when the PCs find two pieces of evidence:

  1. An Insight check reveals the agent’s “true intentions and affiliation.”
  2. This same person, a researcher in the ruidium-infested ruins of Cael Morrow, has a ruidium infection.

And if you’re thinking, “Justin, you just said that.”

Yes.

Yes, I did.

It’s the exact same setup.

And the conclusion is, once again, “Proof?! Sir, I made an INSIGHT check!”

Add to this the aforementioned problem of multiple faction missions being set in the ruins of Cael Morrow, despite Cael Morrow being too small to support multiple faction missions.

Basically, the faction missions are really bad.

Fortunately, they’re also pointless: The idea is that you have to do these faction missions in order to gain access to Cael Morrow. But it turns out that the impregnable security on the Cael Morrow site consists of… a handful of CR 1 guards who might summon five CR 3 guards if they get a chance.

CONCLUSION

I’ve spent the last couple of sections really breaking down the problems with Call of the Netherdeep, so as we wrap up, I want to mention a few more things that I really like about the book.

First, the monster design is fantastic. Look at this aboleth spawn, it oozes creepiness:

Call of the Netherdeep - Aboleth Spawn

And look at this sword wraith:

Call of the Netherdeep - Sword Wraiths

Just incredible concepts wedded to fantastic art. In fact, as you’ve seen throughout this review, the art team for Call of the Netherdeep is simply superb from one end of the book to the other.

Speaking of the visual design, I also want to mention the ruidium-inspired design of the book. At the beginning of the campaign, the occasional page will have have a ruidium-veined edge treatment. Over the course of the book, however, these veins grow, until the ruidium appears to be literally taking over the tome.

I don’t know if that’s the work of Senior Graphic Designer Trish Yochum or Graphic Designer Matt Cole, or both, but bravo. Excellent work.

In closing, as I look over the totality of Call of the Netherdeep, I see some familiar themes and elements:

But the synthesis works here. In fact, in all but one case (the faction missions), I think you can safely argue that each individual element works better in Call of the Netherdeep than in its antecedents.

I think there are, as we have seen, some serious issues with structure and logic that will make this campaign much harder to run effectively than it should be. Ultimately, whether you decide to answer the Call of the Netherdeep or not is largely going to depend on whether you think it’s worth the salvage effort to rebuild the core structure of the campaign into something that makes sense.

The things to focus on, I think, are:

  • Those excellent dungeons that form big, meaty pillars to build your campaign around.
  • The fundamental excellence of the Rivals once your strip away the badly scripted sequences.
  • The beautiful and enigmatic lore of Alyxion the Apotheon, which — if properly structured — will draw the players deep into a tragic story of epic proportions and then empower them to provide its conclusion.

Despite my reservations, I recommend Call of the Netherdeep. With a manageable amount of work, I think you’ll find something truly special for you and your players to enjoy.

Style: 5
Substance: 3

Project Leads: James J. Haeck, Matthew Mercer, Christopher Perkins
Writers: James J. Haeck, Makenzie De Armas, LaTia Jacquise, Cassandra Khaw, Sadie Lowry
Publisher: Wizards of the Coast
Cost: $49.95
Page Count: 224

Call of the Netherdeep - Wizards of the Coast

FURTHER READING
Call of the Netherdeep: Running Betrayers’ Rise
Call of the Netherdeep: Running the Rivals
Remixing Call of the Netherdeep
How to Remix an Adventure

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