Call of the Netherdeep
Better pick up the phone!
Howdy everyone! This here's the session zero document for this campaign I'm gonna run. I haven't done this Dungeon Master bit in a year, so this is going to be an interesting one.
A lot of this stuff I'm going to go over vocally, so this serves as a reference document for all of us. I forget things easily! Let's go over some stuff about the module real fast.
What is this module?
Call of the Netherdeep is the latest adventure released by good ol' Wizards of the Coast in collaboration with Critical Role. Might not have heard of them, small indie podcast. People seem to like them!
The module contains an entire hero's journey, leading them across the land of Exandria to discover long buried secrets. With a twist: You won't be the only ones doing this! A big selling point about this adventure is the Rival Adventuring Party. I'm basically playing 5 DMPCs and it is terrifying. But don't worry, it's your story! ...Right?
What to expect?
Expect a leaning into the roleplay experience with a healthy dash of combat and exploration. A heroic call to action leading you to journey across the land. Exploring the darkness of the unknown, lit only by the twin moons of Exandria. Diving into terrifying depths, both literal and figurative. Above all else? A good time with friends. :)
Scheduling and Time
Our sessions are going to take place every Saturday from 6pm to 10pm Central. Generally speaking, we'll be running by the rule of two for sessions: "If there are two no shows, the session is a no go." I say generally, cause we could probably do a one shot of a smaller system if y'all wanna fuck around and maybe find out.
As for the length of the module, functionally it is nine levels of progression. I'm not super sure how long it'll take with me! Session progression varies on all of us. I'll do my best to keep a decent pace.
Content warnings
I figure you should be aware of this stuff:
- Thalassophobia
- some body horror
- Potential corruption
- depictions of heavy emotional content and mental health
Character Creation
Let's get into the number crunch part first: You'll be starting at 3rd Level.
- Use the following array for your stats: 16, 14, 13, 12, 10, 8.
- For any Ability Score Increases, replace them with a +2 in one stat and a +1 in another stat.
- Races from the PHB, Tasha's, Explorer's Guide to Wildemount or Monsters of the Multiverse are permitted. Use the most recent publication of these races possible.
- For spell lists, the newer ones from Fizban's and Wildemount are allowed.
- In addition, there's a Gnoll race you can use here. It fits the setting, so have at it.
- You may choose one feat of your choice.
- You get your basic equipment from your class as well as your background, plus an additional 20 gp from your previous job as an adventurer.
- Speaking of classes, Critical Role content is allowed! This includes: the Blood Hunter class, Way of the Cobalt Soul for Monk, and the Oath of the Open Sea for Paladin.
- Warlocks can be Intelligence based casters, if you want.
- If a race you chose has a spellcasting feature, you can choose between Intelligence, Wisdom or Charisma as the spellcasting stat.
Rules, Homebrew or Otherwise
- Short rests are 5 minutes on a 3 hour cooldown.
- Flanking rules apply, but do not grant advantage. Instead, your proficiency modifier is doubled when attacking a flanked target.
- Potions are a bonus action to apply to yourself. They are a full action when applying it to targets other than yourself.
- Humanoid NPCs also roll death saves. I don't know if it actually is Homebrew, but I'm putting it here.
- Also not homebrew, but of much import: Underwater Combat Rules. Keep them in mind.
The Heroic Chronicle
If you want an alternative way to make your character's backstory, the Explorer's Guide to Wildemount has a system called The Heroic Chronicle. If you wish to use this, let me know and we'll go through it together, as some tables are not especially relevant to the campaign.
Some stuff you should know. Or use for character stuff.
This campaign starts in the northern half of the Wastes of Xhorhas, a land of marshes and badlands. If your character is from this nation, keep this in mind: its people are mainly composed of beastfolk, goblinkin, orcs and dark elves (drow). These, as well as more monstrous races, are commonplace compared to the more contemporary races such as humans.
The Setup and Premise
In the city of Jigow, an annual festival of competitiveness, of skill, and of bragging rights is held: The Festival of Merit. A time when rivalries are born or fostered amongst its people and even its visitors. What better way to relax after a successful venture as an adventuring group? Your group has arrived the day before the festival for a bit of rest and a bit of low stakes competition.
This was in the book so have it
This is stuff your character would for sure know and is a direct quote from the module.
- Kryn Dynasty. The Kryn Dynasty is the dominant nation in Xhorhas. It was founded by a drow queen named Leylas Kryn, who fled the Underdark and the tyrannical rule of Lolth the Spider Queen along with her disciples. The Bright Queen still rules the dynasty centuries later, and its cities contain more than just drow. Orcs, goblinoids, tieflings, humans, and many others call the cities of the dynasty their home. Countless more denizens of the dynasty are nomads who roam the wastes in clans, hunting mastodons and other Xhorhasian megafauna.
- Jigow. This coastal settlement is actually a string of villages that are home to a collection of folk from all over Xhorhas. Goblin and orc clans founded Jigow, which explains why the settlement is governed by two elders—a goblin and an orc. The Aurora Watch (the military arm of the Kryn Dynasty) maintains a presence here, under the command of a drow called Taskhand Durth Mirimm. Townsfolk tend to be competitive, and friendly rivalries are commonplace. Most of Jigow's residents live in a central region called the Jumble.
- The Luxon. The official deity of the Kryn Dynasty, whose symbol appears on the nation's heraldry, is the Luxon. This mysterious divine entity of light and rebirth has granted its faithful several esoteric secrets, the greatest of which is consecution—the act of preparing one's soul for rebirth. Through consecution, some people within the Kryn Dynasty have lived many lifetimes, often in bodies different from the ones they were first born in. In the sequence of consecution, a drow might become a goblin, then be reborn as a bugbear, then an orc, and so on—all the while gaining greater knowledge about the world through their experiences. This process has no mechanical benefit, but players can make consecution and rebirth an interesting part of their characters' back stories.
The Current Time
According to the Explorer's Guide to Wildemount, there was a war between the Dwendalian Empire (west side) against the Kryn Dynasty (east, where you guys are) called The War of Ash and Light. This took place between 835 and 836 PD. I mention this for two reasons:
- To give a little bit of history and how that may affect perceptions of specific events or people, potentially including or involving your character.
- To also state that this campaign takes place a year after the war, 837 PD as the events aren't affecting how the campaign progresses.
Gods and the like
I'm gonna spare you pages of tidbits about the pantheon of this setting. I ain't got time for that. What I will do is offer you the 5etools page from Wildemount, where you can reference them quickly. So, if you're interested in having a god to worship, hop on over here and check them out. I will generally recommend not going for one listed under Betrayer Gods as it doesn't quite fit here. If you'd like a recommendation for the campaign, feel free to ask about it.
I mentioned Gnolls here are Gnolls
Gnolls
Depending on who you ask, the perception and opinion of gnolls will vary wildly. Some, particularly from the Dwendalian Empire, see them more as a menace; a roving pack of beasts to be dealt with. Within the Kryn Dynasty, however, these hyena-like beastfolk are considered relatively more civilized and a common face in Xhorhas, even making up a majority of the population within the city of Asarius.
Ability Score Increase. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1.
Age. Young gnolls grow with an uncanny speed. A gnoll is capable of fending for itself after only a few months, and is considered an adult at 5 years of age. Gnolls live to be around 30 years old. They remain vigorous to the end; death by old age is marked by a catastrophic decline over a space of a few days. Many believe this unusual lifecycle is tied to the supernatural origins of the gnoll.
Size. Gnolls are between 7 and 8 feet tall and weigh between 250 and 320 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Bite. Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hunter's Senses. You gain proficiency with one of the following skills of your choice: Perception, Stealth or Survival.
Rampage. On your turn, when you make an unarmed strike using your bite attack or reduce a creature to 0 hit points with an attack, you can use a bonus action to move up to half your speed and make a weapon attack or bite attack.
Languages. You can speak, read, and write Common and Goblinoid, as well as Gnoll. Gnoll shares a script with Abyssal.
Racial feats can be provided upon request, as I'll make some for you if you want.