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Call of the Netherdeep - Emerald Grotto

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THE DUNGEONS

Call of the Netherdeep is studded with a sequence of really cool dungeons:

  • Emerald Grotto
  • Betrayers’ Rise
  • Cael Morrow
  • The Netherdeep

Emerald Grotto is the launch point of the campaign. It’s a pretty basic cave design, but the underwater setting gives it some nice flavor. The forked design is also used to structurally highlight the relationship between the PCs and the Rivals.

Betrayers’ Rise is you standard “cyst of evil” affair, but the devil is in the details here. (Pun intended.) The map is lightly xandered, giving the PCs some nice strategic control in their exploration, and the key is drenched in gothic atmosphere.

Cael Morrow is a sunken city. Or, more accurately, a small part of this city. This is probably the weakest of the dungeons, but is still quite good. The back half opens up, allowing for a more freeform exploration of the ruins, and the key is once again excellent in its specific detail.

The Netherdeep is the big finale of the campaign, an extrusion of the Apotheon’s subconscious mind and memory. And, not to sound like a broken record, once again the map is great and the key richly detailed.

Here’s a good example of how great these dungeon keys are:

R2. HALL OF HOLES

The walls of this hallway are covered with carvings that depict a great battle involving mortals, celestials, and fiends. A faint whistling noise emerges from the walls, sounding almost like snoring.

A character who succeeds on a DC 15 Intelligence (History) check recognizes the wall carvings depict the Battle of the Barbed Fields. This fight was a climactic battle of the Calamity, in which the devotees of the Prime Deities broke through the garrison at the Betrayers’ Rise and reached the walls of Ghor Dranas. Prominently depicted in one scene is a proud, melancholy warrior with curly hair carrying a spear and shield. By his side are two figures; a white-haired girl no more than twelve years old, and a young adult woman with hair that flows behind her, turning into a road upon which countless soldiers march. A character who makes a successful DC 10 Intelligence (Religion) check realizes that the latter two are common depictions of the gods Sehanine the Moon Weaver and Avandra the Change Bringer.

There are several things to note here.

First, the boxed text invokes multiple senses, not just sight.

Second, you see generic “there are pretty pictures on the wall” or “there are some statues here” in dungeon keys all the time, but the writer here has taken the effort to get specific with the art: The hall isn’t just covered in carvings; it’s covered in these specific carvings depicting this specific thing.

Third, this effect is enhanced with multiple skill checks allowing one or more PCs to dive even deeper into the lore. This turns the lore into a reward, giving real meaning to the PCs’ abilities and also likely investing the players more deeply in what their abilities have revealed.

In a single room, this attention to detail is nice. Over the course of the entire campaign, it elevates the entire experience. This is the practical method by which the world of Exandria is brought to vivid life in Call of the Netherdeep.

When it comes to the dungeons, however, I do have a quibble.

Taken on their own merits, Betrayers’ Rise and Cael Morrow are both really good dungeons. The problem is that the dungeons are too small for the lore surrounding them.

Betrayers’ Rise, for example, is presented as a sort of Moria or Undermountain: A vast underground complex with depths unexplored and perhaps unexplorable, out of which demons of the Abyss emerge to threaten the town above. But the actual dungeon found in Call of Netherdeep is teeny-tiny, consisting of just sixteen rooms.

To address the mismatch, the writers kind of toss out the idea that “the characters experience a particular version” of Betrayers’ Rise, and that others experience “different configurations” of the dungeon. They also provide “Betrayers’ Rise Encounters” (p. 63) that can be used as inspiration to “expand” the Rise. But ultimately you’re selling one experience and then delivering another.

Call of the Netherdeep - Betrayers' Rise

Betrayers’ Rise does, ultimately, work as presented, even if it’s not ideal. More problematic is Cael Morrow: Here again, the lore treats the drowned city as a vast archaeological site… but only delivers a handful of buildings and seventeen keyed locations.

In Cael Morrow, however, this is not just an aesthetic mismatch; it’s a deeply flawed structure. The campaign is designed with the expectation that the PCs will journey down into Cael Morrow for a series of faction missions (at least three, possibly more). This makes sense if the archaeological expedition is exploring the entirety of the ruined city, but it isn’t. Cael Morrow simply isn’t large enough to support the iterative missions.

Imagine that you give the PCs a faction mission that sends them into a dungeon. And, when that mission is done, there are seven DAYS until they receive their next mission. (And then another seven days between that mission and the one after that.)

What are the PCs going to do?

Well, if they didn’t completely explore the dungeon during the first mission (and they very easily may have), they’re almost certainly going to go back and finish exploring the dungeon.

Again: It’s only seventeen rooms.

And there’s nothing else for them to do in Ank’Harel.

Because Cael Morrow’s design doesn’t match its lore, there’s just no way these faction missions can work as written.

A good chunk of Cael Morrow is also hilariously linear given the nature of these missions.

The way it works is that the Allegiance of Allsight (one of the Ank’Harel factions) has used magical keystones to create regions of the city where the water is held back, making it much easier for them to excavate these sites. In practice, what they’ve done is create a linear corridor of air about 300 feet long.

One of the Allsight faction missions involves the primary archivist, who is concerned because one of his researchers has been missing for three days and he has no idea where she might be.

Where is she?

200 feet away, straight down a linear corridor.

To be clear, the problem here is not that the excavation site is limited to only one small portion of the city. (As I mentioned before, on its own merits the design of Cael Morrow dungeon is pretty good.)

The problem is that everything in the campaign — the NPCs, the faction missions, the lore, the pacing — is pretending this isn’t the case.

Go to Part 3: This Broken Railroad

Call of the Netherdeep - Wizards of the Coast

SPOILERS FOR CALL OF THE NETHERDEEP

Call of the Netherdeep is a campaign set in Exandria, the world of Critical Role created by Matthew Mercer.

I have virtually no knowledge of Critical Role.

I haven’t read the comic books or the tie-in novels. I haven’t watched the animated series. Of the original show itself, I’ve watched a number of clips, a couple of episodes, and Matthew Colville’s phenomenal recap of the Season 1 finale. (Which still brings tears to my eyes.)

I haven’t even had the time to dive into the Explorer’s Guide to Wildemount or the Tal’dorei Campaign Setting.

Nonetheless, Call of the Netherdeep is something that I’ve wanted Wizards of the Coast to do for awhile now: Release a sourcebook for a campaign world (e.g., Explorer’s Guide to Wildemount) and then support it with a full campaign book. (Ravnica, Theros, etc. They’d all be more useful with an accompanying campaign book.)

In any case, this review tackles Call of the Netherdeep on its own terms and only its own terms.

OVERVIEW

Call of the Netherdeep starts the PCs at 3rd level (and eventually wraps up as they hit 12th level). Things kick off in the coastal village of Jigow, where the PCs have arrived just in time to enjoy the Festival of Merit. While enjoying the festival games, they fall into rivalry with another group of adventurers who are also competing. As the festival draws to a close, both groups race through the Emerald Grotto, an underwater obstacle course, in order to claim a magical spear that has been stuck into the side of a shark.

When the shark is killed, its death throes knock open an underwater temple that has been lost since the time of the Calamity (a semi-legendary apocalypse). Inside the temple, either the PCs or their rivals claim the Jewel of Three Prayers, an artifact which once belonged to Alyxion the Apotheon.

The PCs are then sent to Bazzoxan, a small city that was built around Betrayers’ Rise, a huge temple complex dedicated to the Betrayer Gods and squatting atop a vast dungeon. The Rise had been abandoned since the Calamity, but would-be explorers delved too deep and awoke Abyssal portals. Bazzoxan is now a military compound — the front line in a war against demons and abominations streaming up from below.

While in Bazzoxan, the PCs will run into scholars belonging to three different factions from the distant city of Ank’Harel who have come to Bazzoxan because [SPOILERS FOR THE NEXT CHAPTER, TELL THE PLAYERS NOTHING]. Heading into the depths of Betrayers’ Rise themselves, the PCs discover another temple that adds extra magical mojo to the Jewel of Three Prayers.

Following one or more of the scholars back to Ank’Harel, the PCs join their faction. After completing a series of faction missions, the PCs are eventually granted access to the ruins of Cael Morrow, a city which was destroyed during the Calamity and now lies sunken below an underground sea beneath Ank’Harel.

Within Cael Morrow, the PCs eventually discover (and enter) the transdimensional prison in which Alyxion the Apotheon has been held since his “death” during the Calamity. Within this prison, the PCs explore manifestations of Alyxion’s memories, learning the true story of what happen to him. In short:

  • He was born under the red moon of Ruidus, which is considered bad luck.
  • He entire life was, in fact, an endless string of bad luck.
  • During the Calamity he prayed to the gods three times for assistance to save those in peril, and three times the gods answered his prayer (creating the Jewel of Three Prayers).
  • When Gruumsh attempted to destroy all life on the continent of Marquet with a single blow of his spear, the Apotheon countered the blow with his semi-divine power. Cael Morrow was destroyed, but the rest of the continent was spared.
  • The fury of Gruumsh’s blow, combined with Alyxion’s parry and the destruction of Cael Morrow, ripped open an interdimensional space into which the strange energies of Ruidus flowed. This was the Netherdeep, and it became Alyxion’s prison.

Recently the Netherdeep has been leaking, its strange energies escaping in the form of ruidium – a reddish crystal that is both immensely powerful and also corrupting. The PCs have been encountering ruidium since the beginning of the campaign, and it turns out the factions in Ank’Harel want access to its source so that they can either exploit it or destroy it (depending on their individual agendas).

At the campaign’s finale, the PCs confront the Alyxion in three different forms, ultimately deciding whether to kill the Apotheon, redeem him, or unleash him. A decision which will have consequences for all of Exandria.

THE RIVALS

So if we strip away the Critical Role tie-in, what’s the log line for Call of the Netherdeep? What’s the pitch? Why would you pick this campaign over any other campaign?

Well, as you can see from the summary, this is an epic adventure: From humble beginnings, the PCs journey across vast distances to save the world.

There are, of course, any number of such campaigns, but Call of the Netherdeep is a well-formed one. The transition from the gothic depths of Betrayers’ Rise directly to the sun-drenched streets of Ank’Harel, for example, is beautifully vivid, and speaks to the varied and richly realized milestones in the PCs’ journey. The underwater themes of the adventure — in the Emerald Grotto, Cael Morrow, and the Netherdeep —  also give it a distinctive flair.

But Call of the Netherdeep’s truly unique calling card is the Rivals: Five NPCs who form their own adventuring party and dog the PCs’ heels throughout the campaign.

So my elevator pitch for Call of the Netherdeep would be:

It’s an epic adventure, like the Lord of the Rings. But you have a group of rivals who are competing with you for glory.

The best thing about the Rivals are the rivals themselves: Ayo Jabe, Dermot Wurder, Galsariad Ardyth, Irvan Wastewalker, and Maggie Keeneyes. Each is given a great backstory and strong personality, which are then expertly presented in three or four paragraph briefings. Each is also given an individual goal to pursue.

Call of the Netherdeep - Ayo Jabe (Nicki Dawes)The result is very easy to pick up and play, with lots of varied opportunities for cool interactions. In fact, if you paired these up with character sheets, you’d have a great party of pregenerated PCs, which speaks to just how solid these characters are.

The Rivals are then given a really great introduction, being individually introduced during the festival games in Jigow, so that the players have a chance to form one-on-one relationships with them (instead of the Rivals just becoming an undifferentiated mob).

Unfortunately, in practice, the Rivals are then marred (possibly crippled) by the adventure’s execution.

The core problem is that the campaign is railroaded. Or, more accurately, that it’s railroaded badly. We’ll discuss this in more detail momentarily, but as far as the Rivals are concerned, this railroading hamstrings their ability to actually have a rivalry. A rivalry generally requires you and your rival to be in competition to achieve a common goal and/or to demonstrate your superiority in a field of endeavor.

But like most bad railroads, Call of the Netherdeep (a) scripts predetermined outcomes and (b) struggles with presenting a clear, actionable agenda.

So the rivalry largely works at the beginning of the campaign — when the PCs and the Rivals are both clearly aimed at winning the Emerald Grotto race — but then rapidly falls apart. You can’t race to achieve a goal before your rivals do when the campaign has failed to define what your goal is. Nor can you meaningfully race someone if they’re scripted to show up in the next cutscene.

The other major problem is that the relationship between the Rivals and the PCs is defined entirely by attitude: The Rivals are Friendly, Indifferent, or Hostile.

This gauge is basically designed to produce fail-states in the rivalry.

If the Rivals are Hostile, for example, they are constantly framed up to either:

  • try to steal the magical artifact from the PCs; and/or
  • attack the PCs and try to kill them.

In my experience, there are two Unforgivable Sins that an NPC can commit:

  1. They can kill a PC’s pet.
  2. They can steal the PC’s shit.

Anything else (even assassination attempts) can probably be forgiven, but if an NPC does either of these things? The PCs will never forgive them and will almost certainly kill them on sight.

So if the Rivals go Hostile, the overwhelmingly likely outcome is that the PCs will kill them very early in the campaign. And then, obviously, no more rivalry.

On the other hand, if the Rivals go Friendly, the logical outcome is that they’ll offer to work with the PCs. As Call of the Netherdeep says:

If [Ayo Jabe] gets the sense that the characters have stumbled onto something big, her eyes grow wide. She decides that she and her group want a piece of the action and proposes that they travel with the characters, saying that there’s safety in numbers. A character makes a successful DC 13 Wisdom (Insight) check realizes that she isn’t hiding anything and wants nothing more than to be part of a grand adventure.

It seems rather likely that the PCs will agree with Ayo Jabe’s logic… and now you have five GMPCs to deal with.

This, honestly, feels like a huge headache to me. Even running one NPC companion can create issues with spotlight time and bias (perceived and actual), as I discuss in more detail here. But the Call of the Netherdeep - Galsariad Ardyth (Nicki Dawes)really big problem is combat balance: Running 5th Edition D&D for a group of ten PCs is infamously difficult because the action economy means results in any encounter with a small number of opponents (one or two or three) just getting absolutely curb-stomped.

Crucially, Call of the Netherdeep is not designed for this: The encounters are neither CR-balanced for ten party members, nor are they designed for large groups. Betrayers’ Rise, for example, is made up entirely of encounters with 1-3 opponents, and will be absolutely steamrolled if the PCs and Rivals have teamed up.

The campaign clearly knows it has a problem here, so — even though it explicitly mentions that Ayo Jabe will offer to work with the PCs — it just silently assumes that the PCs won’t do that.

Problem solved, right?

No.

Rather the opposite, actually, because the book, as part of its bad railroading, just blithely includes multiple pre-scripted scenes which assume that the Rivals are definitely not working with the PCs.

This is actually something that Call of the Netherdeep does quite often, and it’s honestly kind of bizarre: An NPC will approach the PCs, offer to work with them… and then the book just assumes that they don’t do that.

Maybe the authors have just literally never had players willing to work with NPCs before?

Regardless, the result is badly broken.

To sum up: The Rivals are incredibly cool. But if you run them the way the book tells you to, then somewhere around Chapter 2 they will end up either:

  • dead;
  • no longer rivals of the PCs; and/or
  • breaking the campaign.

I think we can mark this down as “rough around the edges.”

Go to Part 2: The Dungeons

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Woman With the Red Umbrella - grandfailure (Modified)

Go to Part 1

So now you have a stack of notes about the city. How do you actually use them during play?

The key is that virtually all actions in the city boil down to either finding information or going to a location.

For finding information, check out Rulings in Practice: Gathering Information for an in-depth look. Finding the information will almost always involve going somewhere. Often the information the PCs are looking for will be (either directly or indirectly) a location, too – a service they need, a resource, the place where their enemy is hiding out, etc.

Once the PCs are heading to a location, look at your notes for the district they’re going to. Then:

  1. Name the district and point to it on the map. (“You head over to the Docks.”)
  2. Mention a landmark – a major street they travel down, a building they pass, an art installation, etc. (“Passing down Fishwives’ Lane, the smell of gutted tuna thick in the air…”)
  3. Make an encounter check for a scenic encounter. (Or, alternatively, automatically run an encounter.) (“…you see a dragonborn fishmonger offering to sell freshly harvested oyster pearls. He says one of them is a rare rainbow pearl, a sign of good luck.”)
  4. Describe the location they arrive at. (“Dominic’s hovel is tucked into a narrow side street just past the red docks. There’s smoke coming out of the crooked chimney, so somebody must be home.”)

Advanced Technique: Make the encounter check first. If an encounter is indicated, you can then choose to frame the encounter at either the landmark or the destination itself. It’s a convenient way of adding context to procedurally generated content, and can also be a great way of adding unexpected complications to whatever location the PCs are heading to.

And that’s all it takes.

The districts and landmarks weave together the geographical fabric of the city. The encounters provide a low-level of activity not directly connected to the PCs or what they’re immediately engaged with, creating the sensation that the city is in constant motion.

By the same token, this doesn’t need to be a straitjacket. Maybe you mention two  or three landmarks instead of just one. Maybe you complicate things by checking for encounters in each district the PCs pass through. Or, conversely, once you’ve established the life of the city as a pervasive presence at the table, you may find that effective pacing demands fast-forwarding past an encounter and cutting straight to the action.

Follow this procedure rigorously for a couple or three sessions to make sure you’ve really internalized it, but then do what feels right, knowing that you can always return to this procedure as a safe and effective foundation.

INTRODUCING THE CITY

Now that we’ve established our basic procedure, let’s take a closer look at our first session: How do we go about introducing a city to the players?

If one or more of the PCs live in the city or are otherwise familiar with it, particularly if it’s going to be the focal setting of the entire campaign, I will prep a short player briefing to orient them. This will include:

  • The map.
  • Two or three sentences describing each district.
  • Maybe one page of common services (list of taverns, list of weaponsmiths, etc.).

Give this briefing to the players before or during Session 0 so that it can inform character creation.

As with most such handouts, five pages is probably the longest you’d want to make this. Any longer and, in my experience, most players won’t actually process the information. (Paradoxically, the more information you try to cram into the handout, the less information about the city the players will actually take away from it.)

It may also be useful to note that this player briefing largely mirrors the material you’ve prepped for yourself. If you’re doing minimal prep yourself, you can often just strip out the random encounter tables and be good to go.

But what about the adventurer at the gate scenario, where a PC is coming to the city for the first time?

Generally, I will still give them the map. Even if the PCs technically wouldn’t have one, it’s just too useful as an easy point of common reference at the table. (I will often print out poster-size version of the map and hang them on the wall of the gaming room, using a laser point to indicate locations.)

Advanced Technique: If you’d rather run a streetcrawl until the PCs have taken action to orient themselves within the city (which might be literally obtaining a diegetic map, but could also simply be sufficiently exploring the city, closely questioning a local, visiting every district, or something else along those lines), that can be a very immersive technique. In a peaceful city, however, you may not find that the streetcrawl to be particularly compelling.

At this point, focus on the players’ goals, but use those goals as a vector for the player briefing.

For example, if the players say that they’re going to spend a day or two getting to know the city, that’s super simple: You can just give them the player briefing.

But maybe they say something like, “Let’s find an inn.”

Depending on what their goal is, you might call for some kind of skill check to see if they can find it – Streetwise, Charisma (Investigation), Library Use, something like that.

Advanced Technique: Even if they’ll definitely find the thing they’re looking for, you might still call for the skill check and use fail forward techniques to make the check meaningful. Maybe on a success they can find a really good deal and/or on a failure they get marked as rubes by pickpockets.

If it’s a common service, present them with the multiple options you prepped earlier. (High-, middle-, and low-class for hotels, for example). Specifically call out the different districts these services are in. If they went looking for a weapons shop, you might say, “There’s an elven bowyer in Emerald Hill or dwarven crafters in the Guildsman District.” You’re not just saying, “These districts exist.” You’re inviting the players to make a choice based on these districts. That’s significant. The districts are now an active part of the players’ thinking about the setting. The more they do that, the more the city comes alive in their imagination.

As this point, the PCs are going to pick a location to go to – either a common service they’ve selected or some specific location that brought them to town in the first place (e.g., the tower of the High Mage Ghulak). This is simple: Just use the urban procedure we detailed above… but with one important addition!

For the district of the location they choose, include the description of the district from the player briefing. You can probably work these two or three sentences into the description of their journey to the inn or tower or whatever.

As the players work their way through their shopping list (or whatever brought them to the city), you’ll be organically building up their understanding of the city over time. The scenic encounters, landmarks, and the locations found in the adventure scenarios you’re running will gradually draw them further and further into the setting, resulting in them setting goals that are increasingly specific (“let’s find the leader of the Red Bandit pickpockets who tried to rob us” or “that abandoned lighthouse looks cool, let’s go check it out”).

In play, this might look something like this:

  • The PCs enter a new town and go looking for an inn.
  • “People milling around the gate suggest three choices: The Lion’s Purr in Midtown, the Wandering Sword in the Merchant District, or the Wallowed Pig in the Penury Ward.”
  • The players select the Wandering Sword.
  • “You head south into the Merchant District. Most of the buildings here are two stories high – small businesses with apartments for the owners above them. You notice that there’s an abandoned lighthouse standing in the middle of town… which is a weird place for a lighthouse to be. You find the Wandering Sword on Southward Street.”
  • At this point you can describe the Wandering Sword and have a short scene there while the PCs arrange for their rooms. They decide to check out that lighthouse.
  • On the way to the lighthouse, you describe them passing through the market square (another landmark in the Merchant District). As they leave the market, they have a random encounter with Red Bandits who attempt to waylay them.
  • After dispatching the Red Bandits, they proceed to the lighthouse (which is a small adventure site you’ve prepped).
  • When they return to their rooms at the Wandering Sword, the encounter check is negative, so you simply describe them passing through the Market Square again (it’s night now, so the stalls are deserted).
  • Discussing their plans for the next day, the PCs decide to find the Red Bandit’s gang house. So the next morning you call for a Gather Information check and, when they succeed, say, “You ask around and discover it’s an open secret that the Red Bandits control a dilapidated apartment building in Penury Ward, which is officially known as Laketon, but had been riddled with poverty for generations.” (You’ve snuck in a little extra district briefing there.)
  • The PCs head for the apartment building.
  • “You head down Tabernacle Way [landmark] into Penury Ward. Passing the Church of the Bloody Saint [landmark], you’re approached by several of the beggars who camp in the church’s yard.” The beggars here are a random encounter and suggested that the Church of the Bloody Saint would be a good landmark to use here. After a short roleplaying scene with the beggars (during which you might seed other rumors or information about the city), the PCs continue to the apartment building.

And so forth.

Once the players are familiar with a district, of course, you can obviously stop briefing them on the district. At this point, the newcomers have acclimated to the city and you simplify back into the standard urban procedure.

OPTION: BACKGROUND EVENTS

A final option you can add to your cities to give them even greater depth are background events.

These are events running in parallel with the campaign, but which don’t directly affect the PCs. They include stuff like:

  • The mayor has been indicted on corruption charges.
  • Hyperdyne Industries has bought out Cobalt Enterprises.
  • Another Redjack murder has happened in the Penury Ward.
  • All of the department store Santa Clauses vanished into thin air simultaneously at 12:02 PM.

They appear as newspaper headlines or as random gossip when the PCs are chatting with an NPC. Layering these into your urban-based campaign is a great way of adding even more depth to the city.

Of particular note here are factions, which are often a part of many urban campaigns. Describing the offscreen actions of these factions through background events weaves them into the life of the city, making them a pervasive part of the environment and enhancing the actions directly affecting the PCs as part of the campaign by making the factions vast in their scope.

FURTHER READING
Thinking About Urbancrawls
Ptolus: In the Shadow of the Spire
Dragon Heist: The Alexandrian Remix


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