The Alexandrian

Posts tagged ‘d&d’

Call of the Netherdeep - Jigow (Wizards of the Coast)

Go to Part 1

The community of Jigow is really cool. A literal jumble of villages which have smashed together as they’ve grown around giant mangrove trees. It’s the chaos of urban growth in real-time as large chunks of the town are literally mobile:

The villages and townships that make up Jigow are loosely divided into three major areas: the Meatwaters, the main dock area on the shores of the Ifoon River; the Wetwalks, a collection of houses on stilts closest to the wetlands and marshes; and the Jumble, the most densely populated region of the city, where houses are built among giant mangrove trees or on the backs of horizonback tortoises and used as traveling homes.

As written, Jigow is a unique and very flavorful community.

Unfortunately, someone forgot to tell the cartographer:

Call of the Netherdeep - Map: Jigow (Wizards of the Coast)

To be clear, this map is a beautiful piece of artwork. But instead of presenting the unique city of the text, it presents a very generic community with the same kind of urban planning that we’ve seen in lots of other fantasy city maps.

Only three tortoises? Why is the thick mangrove forest depicted as scattered trees? This is not many communities that have collided, but a single community built around a central common area.

Aesthetics aside, the key is confusing at best. You’ve got the Meatwaters district on the shore, the Wetwalk stilt-houses near the wetlands, and the Jumble between them. But:

  • J2 is in the Jumbles and J6 is the Wetwalks. So where is Meatwaters, exactly?
  • J5 are the rice paddies on the edge of the wetlands, but J1 is also in the Jumbles… so where are the stilt-houses of the Wetwalks supposed to be?

Jigow, as described, would be a real challenge for a cartographer. (If nothing else, large chunks of the town are mobile.) On top of that, based on the keyed locations, I would assume they were given bad notes to work from. (The turtle tracks are a lovely touch, though.)

I am a huge, huge fan of using city maps to draw players into an immersive urban environment. In the case of Jigow, unfortunately, I would strongly recommend not using the map.

The other option would be to heavily modify the text to accurately reflect the map’s depiction of the city, but given how much more interesting the text’s version of the city is, I think that would be a mistake.

MOTILE LIFE: I want to take a moment to reflect on what I see as the motile life of Jigow. There are clustered “villages” of static structures, but lots of people and even more businesses live and work on the tortoises.

You “commute” to work by having your tortoise head up to the paddy fields. The bakeries follow you, arriving at the Wetwalks midday to sell lunch to laborers taking a break from the high noon heat. When lunch is done, though, the bakeries will head down to the Meatwaters for the mid-afternoon dock breaks.

Having a soiree? It’s likely that you and some or all of your guests will bring your tortoises together in a clutch and drop gangways that will temporarily link your residences into a single big party locale.

At night, you’ll see the bars moving to drop off their drunken patrons (or at least the ones who tip well) so that they don’t have to walk home.

THE FESTIVAL OF MERIT

The campaign starts with the PCs standing in the middle of the Festival of Merit. Locations J1 through J7 are different festival games or challenges, and the festival is introduced like this:

All around you, colorful signs and banners point toward festival booths surrounded by cheering people. On this street alone, you can see a meat-pie eating contest near a shop mounted on the back of a massive tortoise [J1], and on the other side of the road, a banner emblazoned with the words “Riddles and Rhymes: Unbeatable Riddles!” That banner points toward a three-story temple in the center of the Jumble. [J7] The town is yours to explore—where do you want to go?

So the PCs are standing in the street between J1 and J7 and they’re told, “Where do you want to go?”

Obviously they’ll hit J1 and J7, but then the expected experience here is unclear to me. Are they just going to randomly walk around town and hope they run into keyed content? Or is the DM supposed to show them the keyed map and have them just point to which keyed location they want to go to? (That’s not exactly “the town is yours to explore.”)

To put this another way, you want the scale of the PCs’ decision to match the density of the keyed material. You can do street-by-street navigation in the City-State of the Invincible Overlord because there’s content keyed to every street. But that doesn’t work in Jigow because there’s not enough material keyed to make those decisions meaningful.

OPTION 1: FESTIVAL GREEN

One option is to latch onto “all around you, colorful signs and banners point toward festival booths surrounded by cheering people” and collapse the festival down into a single location. (This would probably be J6 on the map if you’re using it.)

Some of the competitions — the harvest race (J5), the Ifolon river plunge (J3) — are specific to other areas of town. For those competitions, create horizonback hawkers in the festival green who ferry people to the other festival centers: You load up onto a horizonback tortoise and the hawkers sell you their wares (drinks, baked goods, trinkets, etc.) while the tortoise walks you through town.

(These hawkers will also be a good exemplar of the motile life of Jigow.)

OPTION 2: FULL FESTIVAL

A more complicated option is to use the Festival game structure described here on the Alexandrian.

The key thing here is to communicate to your players that there’s stuff happening in all three of Jigow’s districts. The meaningful choice for the PCs is now, “What district do you want to go to?”

And you can still present that choice as, “The town is yours to explore—where do you want to go?” Because whatever answer the PCs give, you can parse it through the lens of, “What district are they in?” and pull up the material you’ve keyed to that district.

This means splitting up the festival games described in Call of the Netherdeep, and I would do that by following the natural divisions of Jigow and divvying the games between the three districts:

  • Meatwaters: J2, J3
  • Jumble: J1, J4, J7
  • Wetwalk: J5, J6

You’ll probably also want to add topics of conversation. I’d look to seed these with stuff establishing the festivals’ big finale at the Emerald Grotto; rumors from afar to bring players up to speed on Xhorlas; local color; etc.

Tip: No matter what structure you use to prep the Festival of Merit, you’ll probably want to treat the Emerald Grotto finale as a revelation. Seed three clues throughout the festival so that the players can become aware of it, anticipate it, and get excited about it.

ADDING MORE FESTIVAL EVENTS

Adding more festival games, events, and activities for the players to experience can be a great value add here.

If you’re looking for some fantastical ideas in this vein, you might check out the Numenera Tavern for inspiration. (You’ll likely want to change some science fantasy explanations for straight-up fantasy ones. Although even that may not be necessary if you have an artificer or two tending the games.)

As you’re adding more events, there are a couple things to keep in mind.

First, Call of the Netherdeep does a great job seeding the Rivals into the keyed contests. You’ll want to continue doing that with your new events, while also being cautious not to water the interactions down to the point where they become empty of meaning.

Second, this is a great opportunity to look back at your campaign revelation lists and start seeding in clues. Obviously you still want to keep your campaign pacing in mind (don’t overdo it!), but a little imagination can easily suggest opportunities like:

  • A play depicting events from the Calamity.
  • A hawker is selling mysterious red gemstones (ruidium) that have been washing up on shore.
  • A fortune-teller who “reads the red rays of Ruidus” to tell your future. (It’s a scam.)

And so forth.

MAZE & RIDDLE

The maze and riddle contests in the Festival of Merit are, in my opinion, somewhat flawed in their execution. Two of the riddles, for example, are resolved with an Intelligence and/or Wisdom check. One of them can ONLY be resolved with a skill check (because the player doesn’t have access to the visual images required to solve the riddle.)

Basically, any place in the game where the DM is saying, “Here’s a situation, give me a check” — without the player making any meaningful choice — and the entirely reactive check completely resolves the situation is not a great experience at the table. (The game is playing itself.)

I much prefer the approach taken in the third riddle, for example, in which successful Intelligence checks provide the player with clues, but ultimately the player still needs to find the answer.

I discuss how to handle stuff like this in more detail in Random GM Tip: Rolling for Riddles.

Go to Part 3: Emerald Grotto

Skull Dungeon - T Studio

DISCUSSING
In the Shadow of the Spire – Session 29B: A Knight in Mourning

And then he knew what he had to do. This entire place reeked of evil and these creatures clearly had foul intentions. He and Rasnir had charged into battle. During the melee, the crone who had opened the door managed to duck through it. But moments later Kalerecent had fought his way to it and wrenched it shut.

“There was another flash of light and the door sealed shut behind me. But even in that moment, one of the creatures – a half-leonid fiend – slew Rasnir. I killed several of the goblins, but the other creatures escaped.”

A really common trope in D&D-style fantasy is the dungeon that’s been “sealed for a hundred years” (or a thousand or whatever). It’s a great trope because it makes the dungeon redolent with the enigma of age: Who knows what forgotten lore or antique treasures you’ll discover?

But then you go into the dungeon and there are three dozen different monsters who have all coincidentally moved in during the last week. It’s like Indiana Jones and the snakes in Raiders of the Lost Ark, except often without the clear explanation for where the goddamn snakes are coming from.

The reason this happens, of course, is because combat encounters are an expected part of the D&D dungeoncrawl, and “stuff to fight” is kind of the antithesis of “sealed for a hundred years.” You can use undead, of course, but that can get monotonous. And so the temptation to add a big ol’ hole in the ceiling and explain that a clan of yuan-ti moved in last Tuesday grows strong.

But so what? As long as you’ve got some sort of plausible explanation, there’s no problem… right?

Well, yes… but also no.

This sort of thing certainly can be done right. (The Mines of Moria, for example, have been “abandoned” for centuries in order to set up the twist that the balrog and goblins who sacked the place never actually left.)

But one of the really cool things about the “sealed for a hundred years” concept is that it means the PCs are the first ones to step foot here in a hundred years. It makes the PCs special. They’re doing something momentous. They’re experiencing something unique.

… unless, of course, a yuan-ti clan, a tribe of goblins, a couple of ogres, and a flock of kenku all casually beat them to the punch.

Then it’s not so special.

THE OTHER GUYS

But… combat! Gotta have combat!

Well, not really. But for the sake of argument, let’s roll with it.

A good way of squaring the difference here is to have another faction (or multiple factions) actively pursuing exploration/exploitation of the dungeon at the same time (and possibly for the same reasons) as the PCs.

That’s basically what you’re seeing with the Pactlords of the Quaan here. (Technically, the Pactlords were the ones who got here first and the PCs are the ones following in their wake, but that will shift back and forth as the campaign proceeds and different sections of this ancient dungeon are breached. The competition to be the first one to discover or enter a particular section of the dungeon can actually be a great motivator in its own right.)

I’ll be discussing how I actively played the various Banewarrens factions in more detail in future Running the Campaign posts. This first instance was fairly straightforward, and more or less taken directly from the Banewarrens campaign book: As described by Sir Kalerecent, the Pactlords had retreated, but (a) the lamia Demimach remained in Area 11 and (b) the rest of the team, with reinforcements, was planning to return. “Nevertheless, at some point while the PCs are in the [Broken Seal area], the rest of the Grailquest Team returns.”

Once the PCs were hooked into the Banewarrens, I simply added a section to my campaign status document:

BANEWARRENS STATUS

PACTLORDS: GQT1 has retreated from the Broken Seal area and will return shortly.

As I said: Short and sweet.

Now I had an open proactive event at my fingertips which I could choose to trigger at whatever time felt appropriate. As it played out during the actual session, this seemed most dramatically appropriate:

At that moment, Tee and Tor caught up. Seeing itself badly outnumbered and already seriously injured, the lamia turn and ran towards a staircase at the far end of the hall. It howled plaintively…

… and was answered by a second howl!

Howl for howl.

Campaign Journal: Session 29CRunning the Campaign: Looting Consumables
In the Shadow of the Spire: Index

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

SESSION 29B: A KNIGHT IN MOURNING

September 20th, 2008
The 16th Day of Kadal in the 790th Year of the Seyrunian Dynasty

A Knight in Mourning - bint87

“Who are you and why have you come to this evil place?”

Tee met the gaze of the angry, armored man. “You’re the one standing over a dead body. You first. What are you doing here?”

“Do not mock me, woman. Those I have cared for have died. Name yourselves and your purpose.”

The tension was palpable. Everyone’s nerves were raw. It wouldn’t have taken much for blood to be shed. The man raised his hand to the hilt of his sword.

Fortunately, this movement allowed Tee and Tor to spot the ring he was wearing on his finger – the signet of the Order of the Dawn. Tor moved into the room, carefully slipping on his own signet ring and positioning his hands so that the man could see it. “We’ve been sent to investigate what’s happening here.”

“What is happening here?” Tee asked.

The armored man dropped his hand from the hilt of his blade. As he relaxed, his entire body sagged with exhaustion and sorrow. “My name is Kalerecent. This was my friend and comrade, Rasnir. Two days ago we came to investigate reports I had heard of strange activity and the sound of digging coming from a mansion in Oldtown.”

They had followed the tunnel and entered the complex. When they arrived, there had been a half dozen strange and monstrous creatures gathered in the room with the “tower of brass and iron”. Kalerecent and Rasnir were badly outnumbered, and so they chose to wait and watch.

One of the creatures – a warped and twisted crone with skin the sickly green of swamp moss and hair like twisted vines – had taken a ring out of a velvet pouch and held it against the door. There had been a bright flash of light and the door had opened.

Kalerecent had not been able to hear what they were saying before, but now one of them spoke loudly: “Hurry, it won’t stay open long!”

And then he knew what he had to do. This entire place reeked of evil and these creatures clearly had foul intentions. He and Rasnir had charged into battle. During the melee, the crone who had opened the door managed to duck through it. But moments later Kalerecent had fought his way to it and wrenched it shut.

“There was another flash of light and the door sealed shut behind me. But even in that moment, one of the creatures – a half-leonid fiend – slew Rasnir. I killed several of the goblins, but the other creatures escaped.”

Dominic offered to heal Rasnir’s wounds, but Kalerecent shook his head. “It has been more than a day. His soul has left this world forever. I tried healing them myself before it was too late, but his wounds were too severe. And when I tried to carry him out of here, I was attacked by the half-leonid.”

Tor knelt beside him. “It may be too late to heal him, but he should still be borne back into the city with honor. May I help you carry him?”

Kalerecent gave a grateful yet mournful smile. “I thank you. But the half-leonid creature is still loose in the complex and the others might return, if they are not here already. The door must not be left unguarded.”

It became clear that Kalerecent felt that Rasnir had died to ensure that the door would not be breached. He wouldn’t allow that sacrifice to have been made in vain.

“And it makes sense,” Tor said. “Whatever they came to the Banewarrens to find, it can’t be good.”

“Aren’t we here to find something, too?” Dominic pointed out.

After discussing their options, they decided to track down the half-leonid creature while Kalerecent continued to keep watch over his friend and the door. Once that was done, Tor and Kalerecent could carry Rasnir’s body back to the surface while the others remained behind to keep a watch on the door.

THE LAMIA ROUTED

Kalerecent accompanied them back into the room with the warding generator. He was able to indicate which of the southern corridors the creature had fled through after their last confrontation. Then he returned to his vigil over Rasnir.

From Kalerecent’s description, Ranthir was able to identify the creature as a type of lamia – a rare and unnatural hybrid of human and lion. “It will be very fast and more than capable of using the claws on its lower limbs.”

The southern corridor led to a wide hall which widened before being abruptly interrupted by a 20-foot square pit. Four thick, rust-covered iron chains were hanging down into the pit, fastened to the wall with heavy bolts.

“It must have gotten to the other side somehow,” Tee said. “I’ll try climbing—“

A giant hand – at least five feet across at the palm — reached up out of the pit and grabbed the side.

“By the gods!” Tee drew her dragon pistol and fired, striking the hand. It reared back and then crashed down again. A moment later the giant levered its way out of the pit with a roar.

Ranthir released a bolt of arcane energy which caught the giant squarely in the chest. The blast seemed to leave a scorch mark, but from the interaction between bolt and body Ranthir’s trained eyes were able to catch the tell-tale marks of an illusion. He shouted out a warning to the others.

Once they had been warned, most of the others could see the illusion for what it was. But not Tee – her mind was still being fooled by it. “Are you sure?” she shouted, diving out of the way of a back-handed blow from the giant.

“I’m sure!” Ranthir shouted.

Agnarr moved up to the edge of the pit and looked down, but the dim light cast by his sword left the lower portions of the pit in deep shadow. A moment later, however, a bottle of fine crystal flew out of the pit and shattered on Agnarr’s chest.

As the bottle shattered, a magical whirlwind burst out of it – snatching Agnarr into the air and hurling him into the nearest wall.

Tee, seeing Agnarr walk through the illusionary giant, finally shook her belief in it. She moved up to the edge of the pit with her sunrod and looked down. At the bottom of the pit she spotted five different lamias. “Oh shit!”

She fired at one of them. The force blast struck… and the lamia disappeared. It was another illusion! With a snarling growl, the remaining lamias started climbing one of the chains out of the pit.

Ranthir tried to throw a flask of oil onto the chain, but his throw went wild and smashed uselessly into the wall. Tee tried to line up another shot, but the whirlwind came sweeping back the other direction and hurled Agnarr into her and her into the wall.

Seeing Tee caught up in the whirlwind, Tor quickly pulled out a length of rope, formed a lasso, and threw it around her. With a sharp tug, Tee came free.

The lamia, meanwhile, had nearly reached the other side of the pit. Tee, while struggling to untangle herself with one hand, snapped a shot off with the other – trying to break the chain the lamia was climbing. The shot hit the heavy iron chain, but didn’t break it.

The lamia reached the other side of the pit and ran for the door. Elestra and Tee fired with their dragon guns, but only succeeded in striking (and banishing) more of the illusionary lamias.

Agnarr turned and raced back out the door they’d come through. Dominic, who hadn’t even managed to get into the room yet, yelled to him as he passed by: “Have we killed it yet?”

Agnarr circled around and managed to intercept the lamia in the outer hall. The lamia spotted him and the two of them cautiously approached each other. Agnarr took a couple of jabs at the snarling creature, while narrowly avoiding its heavy paws.

Ranthir – who had followed Agnarr at a slightly slower pace – came around the corner and sent out a barrage of arcane blasts – leaving multiple scorch marks on the chest of the true lamia and eradicating the last of the illusory doubles. With the illusions gone, Agnarr was able to get his first clear look at the creature, noting the serious wounds already marking its flanks.

At that moment, Tee and Tor caught up. Seeing itself badly outnumbered and already seriously injured, the lamia turn and ran towards a staircase at the far end of the hall. It howled plaintively…

… and was answered by a second howl!

Running the Campaign: Abandoned Dungeons Campaign Journal: Session 29C
In the Shadow of the Spire: Index

Remixing Call of the Netherdeep

September 22nd, 2022

Call of the Netherdeep - Wizards of the Coast

If you’re familiar with the Alexandrian Remixes – e.g., of Eternal Lies, Dragon Heist, Descent Into Avernus, etc. – that’s not what we’re doing here. For better or worse, I’m not currently planning to do a full remix of Call of the Netherdeep.

This article is more of a How To guide: If I were to do a remix of Call of the Netherdeep, this is how I would do it, with tips and tricks for your own campaign along the way.

You may want to check out How to Remix an Adventure. I’ll also be largely assuming that you’re familiar with Call of the Netherdeep, so if that’s not the case you may want to start by checking out my review of Call of the Netherdeep, which includes a summary. I’ve also written a few other articles about Call of the Netherdeep and will be referencing those where appropriate.

In terms of a broad overview, we’re going to start by looking at campaign-wide elements:

  • Running the Rivals
  • Revelation List: Campaign Agendas
  • Revelation List: Lore of Alyxian
  • Ruidium

Call of the Netherdeep is a linear campaign (Jigow → Emerald Grotto → Bazzoxan → Ank’Harel → Cael Morrow → Netherdeep), so once we’ve looked at the campaign-wide structures, we’ll largely just be walking through the campaign from beginning to end.

Of course, no battleplan survives contact with reality. So if you start digging in here and discover cool tips, tricks, and/or alternatives, make sure to come back and let the rest of us know!

RUNNING THE RIVALS

A primary feature of Call of the Netherdeep is the rival adventuring group: Ayo Jabe, Dermot Wulder, Galsariad Ardyth, Irvan Wastewalker, and Maggie Keeneyes.

I’ve previously written Running the Rivals, which provides a detailed breakdown and analysis of how the Rivals can be tweaked and used to best effect in Call of the Netherdeep. I’m not going to repeat all of that material here, but the core concept is that the Rivals should be debating the agenda with the PCs:

  • Where should we be going?
  • What should we be doing?
  • Why are we doing it?
  • How should we do it?
  • Who is Alyxian and what should be his fate?

And the key to running them effectively is the Principle of Opposition: Whatever the PCs think the right course of action is, the Rivals take the opposite opinion.

The Rivals thus help to define the shape of the campaign, and push the players to (a) think deeply about what they’re doing and (b) make meaningful choices that reflect the values and experience of the PCs.

But in order to make meaningful choices — and certainly if you’re going to actively debate those choices! — you first have to understand those choices. Which brings us to…

REVELATION LIST: CAMPAIGN AGENDAS

Because Call of the Netherdeep is a linear campaign, its structure can be understood as a series of agendas — i.e., the sequence of goals that move the PCs through the campaign.

In the campaign as written, unfortunately, these goals are generally underdeveloped, vague, and merely procedural. For example, when the PCs are sent to Bazzoxan they aren’t given a true, actionable reason for going; instead an NPC just tells them to go.

This is a missed opportunity. We’ll be looking at some of the specific agendas in more detail below, but in order to build any of them you need to start with the foundation. In order for the players to understand the agendas and make meaningful choices, they’ll need the context provided by answering three campaign-wide questions:

What is the Jewel of Three Prayers? Specifically, the PCs should be able to figure out that it was empowered by the gods to aid Alyxian three times; that shrines were erected in those places; and that they need to find the shrines in order to fully reactivate the Jewel.

What is ruidium and what should be done with it? This obviously includes the properties of ruidium itself, but it should also become clear that ruidium is appearing at sites associated with the Apotheon.

Who is Alyxian the Apotheon? Answering this means piecing together the details of his story and framing the ultimate question of the campaign, which is whether he should be helped, freed, or destroyed. (You may also discover that understanding what’s at stake if the Apotheon is freed is an important and distinct revelation.)

In practice you can break the answers to these questions down into a revelation list:

  • Properties of the Jewel of Three Prayers.
  • The Jewel of Three Prayers was empowered by the gods three times.
  • Shrines were erected near each location where the Jewel was empowered.
  • The Jewel can be fully reactivated by visiting the shrines.
  • Properties of ruidium.
  • Ruidium is appearing in sites associated with the Apotheon.
  • The Lore of the Alyxian (which we’ll look at in more detail below.)

Each revelation should, of course, be supported by the Three Clue Rule — e.g., for each conclusion you need the PCs to make, you should include three clues pointing at it. Here’s some general advice you might find useful as you place these clues throughout the campaign:

First, the PCs should ideally have been able to piece together at least a general understanding of what’s happening before they get to Bazzoxan. If not, you’ll likely get stuck in a situation where the scholars from Ank’Harel are just dumping tons of exposition on the players.

On the other hand, you don’t want to dump so many clues into Jigow that the players have everything figured out before they hit the road. Call of the Netherdeep should be driven, in part, by the desire to unravel these enigmas. If the PCs get all the answers right up front, it will have a negative effect on the campaign.

You may, therefore, want to carefully consider further splitting and layering the revelations. For example, maybe the PCs can figure out very early on that the shrines are associated with the Jewel of Three Prayers, but they won’t be able to find any clues revealing that it’s because the gods empowered the Jewel at these locations until later.

As you’re thinking about sequencing the revelations, it may be useful to think of it in overlapping phases. You don’t need to, for example, put all the clues regarding the three shrines in Jigow and then all the clues revealing that the gods empowered the Jewel in Bazzoxan. Instead you might put a couple of shrine-clues in Jigow and another in Bazzoxan; then put a couple of gods-empowered-clues in Bazzoxan and another in Betrayers’ Rise. The sequencing remains likely, but isn’t rigidly locked in. More importantly, this gives you a lot more flexibility in designing and incorporating clues in a way that feels natural and organic.

Finally, if the players are engaged with the campaign, it’s quite likely they might try to figure out how to do some direct research to answer these questions. You may have an impulse to stymy them. Don’t.

But, by the same token, you also don’t want to just dump all the answers on them. (Because (a) you are still trying to pace the campaign appropriately and (b) the whole point is that the answers here are obscure and difficult to obtain.)

A good technique for this is to have their research reveal where they can go to get more information, rather than just dumping the information. In other words, the research provides an action instead of an answer.

For example, consider the transition from the Emerald Grotto to Bazzoxan. If the PCs choose to research the strange Jewel they’ve obtained — no matter how they might go about doing that — you just need to explain why the answer they’re looking for is in Bazzoxan:

  • You discover that there’s a painting on the wall of Betrayers’ Rise which depicts the Jewel.
  • Here’s a journal of one of the explorers who delved too deep and awakened the abyssal gate in Bazzoxan. The end of the journal trails off into mad gibberings, but it includes a vivid description of a figure that resembles the one you saw in your vision.
  • It seems that the leading expert on this is [insert one of the three scholars]. Ank’harel would be a very long journey, but you’re in luck: Recent reports suggest that they’re on a field assignment in Bazzoxan.

You can repeat this same logic at any other point — and for any other structural link — in the campaign. (You learn that the answers you seek are in Betrayer’s Rise / in Ank’harel / in Cael Morrow, etc.)

LORE OF THE ALYXIAN

In talking about campaign-wide revelations, I want to take a closer look at the lore surrounding Alyxian the Apotheon, in large part because it’s absolutely vital for the campaign’s conclusion.

When the PCs reach the Netherdeep, they are confronted by an extraplanar extrusion of a demigod’s traumatized mind. As they explore the physical space of the Netherdeep, they are simultaneously delving into the mystery of Alyxian’s past (and the trauma he has suffered).

This is a really cool dungeon, but in its current form the Netherdeep is doing most of the heavy lifting for both establishing a mystery (What is Alyxian’s story?) and then also solving that mystery. If you want to elevate this material, then you need to pull some of this amassed lore backwards so that it appears meaningfully earlier in the campaign. (All the way back, in fact. From the Emerald Grotto if not earlier.) What you want is for this enigma (Who is the Apotheon?) to be much more front-and-center throughout the campaign, so that by the time the PCs get to Netherdeep the players are fully engaged with the mystery and trying to figure it out. The Netherdeep should just be the focused resolution, as they fill in the gaps and realize some deep and terrible emotional truths.

The result will be much more satisfying, and feel more like the culmination of an entire campaign, instead of just another procedural step.

To understand what I mean here, let’s consider one small, concrete example: In Area 24 of the Netherdeep, the PCs encounter Perigee the Deva. This celestial actually fought with Alyxian during the Calamity centuries ago and remains, ruidium-corrupted, by his side even now.

Call of the Netherdeep - Perigee (Wizards of the Coast)

This could be a really incredible moment: The PCs get to meet this legendary figure out of myth!

… but it really only works if you know who Perigee is before you walk into that room. And in Call of the Netherdeep, you don’t.

Imagine that you went on an adventure in the dungeon beneath the hill where King Arthur is buried, fated to rise in Britain’s hour of greatest need. As you journey through the dungeon you encounter some of his knights: Galahad, perhaps. Percival. Guinevere.

Those are cool moments because you recognize those names: “Holy crap! It’s Guinevere!”

But you don’t get that moment with Perigee because… well, who the heck is Perigee? No one at the table cares.

But if you establish Perigee earlier in the campaign — she appears in a mural in Betrayers’ Rise; she’s mentioned in a scrap of poetry; she has a statue in Cael Morrow or the Emerald Grotto — then you CAN have the moment of, “Holy crap! It’s Perigee!”

You just have to put the work in.

Check out Getting the Players to Care for various techniques you can use for doing this. There are already numerous opportunities throughout the campaign for including this lore, you just have to take advantage of them:

  • Establishing the Calamity during the Festival of Merit.
  • Murals in the Emerald Grotto prayer site.
  • The first vision.
  • What the Elders of Jigow know.
  • What basic research in Jigow can uncover.
  • Lore in Betrayers’ Rise.
  • Lore held by the Bazzoxan researchers.
  • What advanced research in the libraries and lore-stocks of Ank’Harel can uncover.
  • More material seeded in Cael Morrow.

What you want to do is flip to Chapter 6 in Call of the Netherdeep and make a list of Apotheon-related lore that should get pre-established for maximum effect. That’s your revelation list. Now you can just apply the Three Clue Rule by seeding lore into the opportunities listed above (plus any other clever ideas you come up with).

In doing this, remember that your goal is to maximize the payoff in the Netherdeep. Don’t reveal enough? The players won’t be engaged in trying to figure it out. Reveal too much? You’ll undermine the revelations of the final act.

You’ll know you have the balance right if:

  • The players already have strong opinions about Alyxian before ever reaching Ank’Harel (and, ideally, those opinions are varied and shifting); and
  • The players have big questions about the Apotheon that they talk about and clearly want answers to.

This will allow the Rivals to challenge those opinions and to join in the discussion hypothesizing what the answers might be. But, even more importantly, the desire to answer those questions will motivate the agenda of the campaign.

RUIDIUM

RUIDIUM METAMAGIC: Ruidium — the crystalline residue of an ancient power that corrupts its users — is a really cool riff on a primal fantasy trope.

The mechanics for ruidium corruption (CotN, p. 10) seem really cool. There’s a nice pacing to them and a very flavorful progression of symptoms erupting across the victim’s body.

Because it’s so cool, I’d really like to see a greater temptation for the PCs to meddle with it. The existing mechanic is:

RUIDIUM SPELL COMPONENTS

One ounce of ruidium can be substituted for 500 gp worth of any material component needed to cast a spell. A creature that casts a spell using ruidium as a replacement component must succeed on a DC 20 Charisma saving throw or gain 1 level of exhaustion after the spell is cast. If the creature isn’t already suffering from ruidium corruption, it becomes corrupted if it fails the saving throw.

To this, I recommend adding:

RUIDIUM METAMAGIC

Ruidium can also be used to increase the effectiveness of a spell. Any spellcaster can use ruidium while casting a spell to duplicate the effects of a metamagic option (as per the sorcerer’s class ability), expending a number of ounces of ruidium equal to the number of sorcery points that would normally be required to use the metamagic option.

When using ruidium metamagic, the caster must make a DC 20 Charisma saving throw for each ounce of ruidium used, or suffer the consequences listed above.

Ruidium can only be used to add one metamagic option to a spell, although a sorcerer can still apply one of their metamagic options to the spell normally (as long as it is a different metamagic option).

RUIDIUM LORE: A fairly large logic hole in Call of the Netherdeep is the motivation for the Ank’harel scholars to come to Bazzoxan. According to the book, they’ve come to study a site associated with an “unknown hero who wore the Jewel of Three Prayers.”

But… why?

They’re all interested in ruidium and its sources, but there’s nothing in Cael Morrow to point the researchers at either the Jewel or the Betrayer’s Rise as being related to ruidium.

You could solve this by adding Jewel-lore to Cael Morrow. That way, the researchers could connect the Jewel-references to Bazzoxan (just like the PCs do coming from a different direction). But given the importance of ruidium in the campaign, I think it’s actually more effective to introduce it earlier. So what I suggest is adding ruidium to the Emerald Grotto and Betrayer’s Rise. In other words, ruidium is manifesting at all of the sites associated with the Apotheon.

The scholars can now follow leads to this other source of ruidium, and will have come to Bazzoxan in an effort to figure out the connection. This also means that the PCs have potentially valuable information to trade with the scholars if they’ve previously identified ruidium in the Emerald Grotto.

This fixes both the logic of the campaign and foreshadows the importance of ruidium.

If you want to go even further with this, I recommend extending the history of ruidium: Trace amounts of it have been found in the area around Ank’harel for generations, requiring painstaking efforts to gather enough of it serve as a reagent. Alchemical studies have revealed a connection to the light of Ruidus, with various theories postulating that some specific condition results in the moon’s red light “precipitating” the substance. When recent explorations of Cael Morrow revealed huge outcroppings of the stuff, it precipitated the current arms race.

This background provides a context in which the PCs can research the strange red crystals and learn more about them.

It also means that you can use an interest in ruidium to motivate the PCs’ trip to Bazzoxan, Ank’harel, or both as the opportunity presents itself.

REMIXING CALL OF THE NETHERDEEP
Part 2: Jigow
Part 3: Emerald Grotto
Part 4: Road to Bazzoxan
Part 5: Scholars of Ank’Harel
Part 6: Betrayers’ Rise
Part 7: Cael Morrow
Part 8: Faction Missions in Ank’Harel
Part 9: Netherdeep Wrap

COMPLETE PDF COLLECTION

Goat With Boxing Gloves - funstarts33

DISCUSSING
In the Shadow of the Spire – Session 29A: Wraiths and Wards

The pedestal was made of stone and carved with a variety of tiny symbols. Atop the crystal, clutched in a claw-like sculpture of brass, was a purple-red crystal, glistening ever so slightly with its own inner light.

Tee crossed the chamber. She quickly estimated the value of the jewel-like crystal to be several thousand gold pieces at the very least. She set to work meticulously inspecting the claw-like sculpture and quickly discovered a pressure-operated trigger, designed to activate some device within the pedestal if the weight of the crystal was removed.

She had only barely started to disable the pressure trigger when a second wraith came screaming out of the crystal. As it passed over the top of Tee’s head it struck her twice – once on each shoulder – chilling her entire body and leaving flaming lacerations in its wake.

In this session, the PCs have an encounter with a malignant crystal which sustains purple wraiths: Whenever a wraith is slain, it is regenerated by the crystal. The only way for the PCs to “defeat” the encounter is to figure out where the wraiths are coming from and then destroy the crystal. If they don’t destroy the crystal, the wraiths will just keep coming.

Let’s call this clever combat. It refers to any combat encounter that the PCs can’t win (or can’t easily win) unless they do something clever. For example:

  • There are stormtroopers firing through a one way forcefield. The PCs will need to figure out how to shut off the forcefield before they can defeat the stormtroopers.
  • The goblins have a large crystal that can project a death ray guarding the entrance of their fortress. A frontal assault is technically possible, but it’ll probably be easier to figure out another way in, use an invisibility spell, or find some other clever bypass.
  • It’ll be a tough fight against these cerberus spawn… unless the PCs realize they can break the dam and wash the hounds into the river.

D&D trolls are actually the OG clever encounter: Until you figure out that they need to be damaged with fire, they are absolutely terrifying. (This has been largely blunted in these latter days, where it seems this lore has seeped pretty thoroughly into the popular consciousness.)

Not every encounter needs to be a clever combat. In fact, they almost certainly SHOULDN’T be. It’s far better to deploy this sort of thing as a way of spicing things up from time to time.

The greatest thing about using a clever combat from time-to-time, though, is that it will condition your players to get clever in every encounter, even — perhaps especially! — the ones where you didn’t prep anything clever.

The only thing you need to do to encourage this is to not get in their way: If they come up with some clever way to upset the odds or peremptorily sweep an entire combat encounter off the board without breaking a sweat… For the love of the gods, LET THEM. The result will be far more memorable than slogging through another vanilla fight, and it will encourage them to keep coming up with more clever ideas in the future.

On the other hand, you can also flip this around: A typical group of PCs is a formidable foe. What clever ways can their enemies find to make handling them easier?

(The really great thing is that this tends to reflect into an infinite loop: A clever foe creates a threat that the PCs will, in turn, have to be clever to overcome.)

Campaign Journal: Session 29BRunning the Campaign: Abandoned Dungeons
In the Shadow of the Spire: Index

Archives

Recent Posts


Recent Comments

Copyright © The Alexandrian. All rights reserved.