As the PCs arrive in Bazzoxan, we come to what I consider the core structure of Call of the Netherdeep. It works like this:
- In Ank’harel there are three factions — the Allegiance of Allsight, the Consortium of Vermilion Dreams, and the Library of the Cobalt Soul.
- Each faction has a specific ruidium agenda regarding ruidium. (The Allegiance wants to use it to become arms dealers; the Consortium wants to monopolize it for arcane research; the Library wants it destroyed.)
- Each faction has sent a researcher to Bazzoxan — Prolix Yusaf (Allegiance), Aloysia Telfin Consortium), and Question (Library).
- The PCs should arrive in Bazzoxan and befriend a researcher (or more than one).
- The PCs will follow the researcher(s) back to Ank’harel and join a faction (or more than one, although that probably won’t remain tenable given the factions’ mutually contradictory goals).
- The PCs will then perform faction missions, which lead them to Cael Morrow and then the Netherdeep.
Conceptually, this is a very elegant structure: You can see how the PCs are allowed to make one-on-one connections with NPCs which are then used to (a) draw them across the world to another continent and (b) pull them into more complicated alliances and politics which nevertheless remain meaningful to them because of the personal connections they’ve made. And at every step of the way — researchers, factions, missions — the tripartite structure gives ample opportunity to inject the Rivals and have them challenge the PCs (both ideologically and otherwise).
In practical terms, unfortunately, someone decided to cripple this structure right out of the gate in Bazzoxan by larding it with railroads and badly preprogrammed cutscenes. There are a number of smaller head-scratchers, but there are two major culprits.
First, all three researchers are hidden behind weird cutscene-triggers. To meet Prolix, for example, the PCs need to:
- Randomly decide to check out the crematorium.
- Talk to the crematorium workers.
- Agree to help them load corpses into the furnace.
Shortly thereafter, Prolix will come rushing up.
The sequences for meeting Question and Aloysia are no less convoluted (with the trigger for the latter actually being hidden inside Question’s scene like a Matryoshka doll).
Note: All of this actually makes perfect sense if you imagine Call of the Netherdeep as a video game in which the players are expected to click on every NPC to receive their preprogrammed dialogue. Unfortunately, this is both (a) undesirable and (b) doesn’t actually work in a tabletop roleplaying game. (You can’t actually click on every single patron in the tavern until you randomly click on Question.)
Second, at the end of the Betrayers’ Rise dungeon, there’s a railroaded cutscene in which Aloysia shows up with the Rivals, attacks the PCs, and tries to steal the Jewel of Three Prayers.
This sequence is broken in so many ways that it’s actually difficult to enumerate all of them — it assumes the Rivals aren’t working with the PCs; it assumes the PCs didn’t agree to work with Aloysia when she proposed doing that earlier in the adventure; it assumes the PCs have the Jewel; etc. — but the biggest problem is that it completely breaks the core structure of the campaign.
By force-framing a scene in which Aloysia becomes a maniacal, monologuing villain, the adventure collapses the PCs’ choices: The Consortium of Vermilion Dreams has just attacked them and (possibly) robbed them. Even if they had the opportunity to join the Consortium they almost certainly wouldn’t, and it’s rather unlikely they will have the opportunity, because Aloysia is their only contact with the Consortium and she’s either their enemy or she’s dead.
(Bizarrely, the book nevertheless acts as if joining the Consortium is just as likely in Ank’harel as joining the other two factions.)
In any case, we’re going to take all of this stuff, scrunch it up in a ball, and throw it away.
PREPPING THE RESEARCHERS
Our goal, basically, is to switch everything from preprogrammed railroads and cutscenes to active play. We could honestly just wing it, but we’ll probably get better results if we create some clean prep that’s designed for flexible play at the table.
The first thing we’ll want to do is prep our three researchers — Prolix, Question, and Aloysia — using universal NPC roleplaying templates. It’ll make them a lot easier to pick up and play, while simultaneously giving us an opportunity to clearly wash away all of the nonsense and other detritus.
When designing the Key Info for each researcher consider:
- How do they point the PCs towards the Cyst of Avandra? This might be directly or through another researcher (see below), but their most immediate function is to point the PCs towards the right location in Betrayers’ Rise.
- Make sure to include their faction’s ruidium agenda. (Even if they don’t just spell everything out, you’ll want to start hinting at these dynamics… which will also get the players thinking about it and forming opinions.)
- What unique Lore of Alyxian do they have to offer? Each researcher makes an excellent vector for this (based on both what they learned in Ank’harel and what they’ve learned since coming to Betrayers’ Rise).
- What offer will they make to invite friendly/allied PCs back to Ank’harel after they’ve completed their business in Bazzoxan?
CROSS-INTERACTIONS
Next, we want to start lightly tugging the PCs into the faction politics and maybe even prompt them to start thinking about their allegiances. To do this, we’ll want to give each researcher an agenda vis-à-vis the others:
- Aloysia will attempt to eavesdrop on conversations between the PCs and other scholars. (And can be caught doing so by attentive PCs.) She might also ask the PCs to distract Prolix so that she can slip away and so something without his prying eyes.
- Prolix may tell the PCs that he’s been sent primarily to spy on Aloysia. And we can strengthen this by having Prolix ask them to break into Aloysia’s room and steal her notes.
- Question suspects that one of the other Ank’harel researchers has stolen one of his sketchbooks. She’d like the PCs to recover it.
Other options you might consider could include hiring the PCs to:
- Accompany them on an expedition into Betrayers’ Rise.
- Retrieve ruidium samples for them.
- Assassinate another researcher. (My gut says it’s probably better to limit things to light intrigue at this point, but if it feels right to ramp up the stakes and/or escalate someone into being a villain in the players’ eyes, go for it.)
Any offers that the PCs don’t take up, of course, it’s fully possible that the Rivals might do instead.
LOCATION TRIGGERS
Instead of hard-coded cutscenes, you’ll want to look for opportunities to introduce the researchers flexibly as the PCs explore Bazzoxan. You might find it useful to prep a short list of options for each researcher (but, again, avoid actually doing half-page scripts or anything like that).
Prolix might be at the crematorium. But he’s also at the inn. Or studying a sacrifice engine.
Question is at the inn. Or leaving an offering at the Wall of the Unforgotten (she’s made, and lost, friends here). Or studying carvings at Betrayers’ Rise.
Aloysia is at the inn. Or demanding soldiers from Verin to escort her into Betrayers’ Rise. Or getting a puncture wound treated at the infirmary (she was helping in the fight against the gibbering mouthers, CotN, p. 50).
Rather than keying these to the researchers, I would still jot these down as 1-2 sentence notes in each location key. When the PCs go to a particular location, you’ll have those options right at your fingertips.
CHECK OUR WORK
With everything we’ve done, we should be covered here, but treat each researcher as a revelation and make sure you’re satisfying the Three Clue Rule.
If, as we’ve previously discussed, you’ve got “look for local researchers” set up as the default action for the PCs to take when the arrive in Bazzoxan, this should largely take care of itself, as the PCs can simply ask around town and almost anyone can point them in the direction of one, two, or all three researchers. (“I actually just Question over at the Wall of the Unforgotten.”)
Of course, the researchers are also their own proactive nodes: When in doubt, or if you’ve got a researcher who has been MIA so far for some reason, just have one of them show up. You can easily justify that happening almost anywhere.
MAKE AN ENEMY
I mentioned above that befriending a researcher is an essential element in the core structure of Call of the Netherdeep. Although it’s not essential, you may find that it’s highly effective to focus on the opposite — to pay attention to which researcher(s) the PCs have made their enemy.
(And to do the same — both friends and enemies — for the Rivals.)
In fact, if you have the PCs interacting with the researchers and the researchers all have active objectives in conflict with each other, this will likely happen quite naturally. You just need to make sure that you lean into it: If the choices the PCs are making are big, meaningful choices, then the blowback from those choices should also be big and meaningful (and it should be quite difficult to walk the tightrope of somehow keeping everyone happy… or at least duped).
The beauty of it, of course, is that ANY of the researchers might end up being this enemy. Because you’re not predetermining it or forcing it, it’s the players who are responsible for the consequences.
To seal the deal, having some sort of big finale in Bazzoxan featuring a confrontation with this enemy is probably desirable. You can concoct a custom scheme for each researcher or play it by ear to see what makes the most sense, but it’s probably just fine if we draw inspiration from the book here: The enemy researcher tries to steal the Jewel from the PCs.
A few things to think about:
- Where do they do it? (This will depend, at least in part, on what the NPC knows about the PCs’ location and intentions.)
- How do they do it? (Broadly speaking you’re probably choosing between an open assault or a stealthy heist. If the latter, make sure you slather plenty of evidence around so that the PCs know exactly who did it.)
- What allies can they call upon? (The Rivals may or may not be available, but there are a lot of other NPCs in Bazzoxan. Some of the researchers have access to teleportation and might even return to Ank’harel and bring back a strike team from their faction.)
- How does the guilty party flee to Ank’harel ASAP? (Assuming they survive the attempt.)
You may discover, depending on how things play out, that it’s more natural to let the PCs travel to Ank’harel and then run this confrontation as one of their first experiences there. Nothing wrong with that. The point is, after all, to be actively playing in response to what the PCs are doing.
Hey Justin!
Just a small question: for the ruidium agenda’s of the factions you give:
“The Allegiance wants to use it to become arms dealers; the Consortium wants to monopolize it for arcane research; the Library wants it destroyed.”
Could it be you mixed up the Allegiance and Consortium here? Seems to make more sense to me, but it might also be creative differences ofcourse.
Regarding the ruidium agendas, in Chapter 4 with the faction missions, they do talk about how the Allegiance of Allsight are trying to use ruidium to make weapons, and the Consortium are wanting a monopoly on ruidium. So it seems to track with what Justin said.
If you want to retain Aloysia’s ruthless turn on the players without throwing a wrench into the events in Ank’Harel, there is a tidy way to do it. In my campaign, Aloysia was an ambitious schemer who overstepped her authority. As soon as she reaches Ank’Harel, a team of Consortium agents is waiting to capture her. If the players came through with her, the Consortium will try to smooth things over in an attempt to recruit the players. Otherwise the Consortium will invite the players to meet once they reach Ank’Harel. A lawful party will still most likely reject their offer, but at least this way they have a chance.