DD Adventurers League Critical Role Pack v1.0

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The document provides an overview and guidance for playing in the D&D Adventurers League Critical Role campaign.

The main sections covered are the Critical Role Campaign Guide, Explorer's Guide to Wildemount Adaptation, and Critical Role: Call of the Netherdeep Adaptation.

Characters are created using standard array or point buy for ability scores. Races, classes, and equipment are restricted to those presented in official Critical Role materials.

D&D ADVENTURERS LEAGUE:

CRITICAL ROLE PACK

CREDITS
Adaptation: Travis Woodall DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon
ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Graphic Design: Meagan Kenrick Adventurers League, all other Wizards of the Coast product names, and their respective
logos, its distinctive characters, elements, and locations are the sole property of Wizards
of the Coast under copyright law and trademark law, as applicable, in the USA and
D&D Adventurers League Wizards Team: Brandy around the world. All rights reserved. Critical Role, the Critical Role logos, Tal’Dorei, the
world of Exandria, its groups of individuals and its distinctive characters, elements, and
Camel, Chris Lindsay, Chris Tulach locations are the sole property of Critical Role under copyright law and trademark law, as
D&D Adventurers League Administrators: Ma’at applicable, in the USA and around the world. All rights reserved. This material is
protected under the copyright laws of the United States of America. Any rights of others
Crook, Claire Hoffman, Greg Marks, Toni Winslow- under copyright or trademark with respect to the elements in this work are reserved to
those others. Any reproduction or unauthorized use of the material or artwork contained
Brill, Travis Woodall, Bee Zelda herein is prohibited without the express written permission of Wizards of the Coast or
Critical Role, as applicable.

©2022 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA.
Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by
Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
WHAT’S IN HERE? • Deity: You may choose any deity to worship from
official rulebooks that is unique to Exandria as
presented in Explorer’s Guide to Wildemount or is not
The D&D Adventurers League: Critical Role Pack contains
unique to another world. Clerics must choose a deity.
the following sections:
Step 5: Heroic Chronicle. You may roll randomly or
• D&D Adventurers League Critical Role Campaign
choose each item from the tables listed in Explorer’s Guide
Guide. This contains the information on character
to Wildemount. If you begin play with a magic item, it
creation, playing adventures, and Dungeon Mastering in
counts as a carried item if you choose to bring it on your
a D&D Adventurers League Critical Role campaign.
adventures.
• Explorer’s Guide to Wildemount Adaptation. This guide
Step 5: Choosing Equipment. Your starting equipment
provides Dungeon Masters with notes on how to adapt
and gold are determined by your class and background;
the material from the Explorer’s Guide to Wildemount
you don’t roll for gold. You may start with a trinket of your
for play in D&D Adventurers League.
choice from available rules choices. You can sell starting
• Critical Role: Call of the Netherdeep Adaptation. This equipment using the rules in the PH and can buy
guide provides Dungeon Masters with notes on how to equipment and spell components found in the PH or
adapt the materials from Critical Role: Call of the available rules choices.
Netherdeep for play in D&D Adventurers League.
STARTING PLAY AT 5TH LEVEL OR HIGHER
CRITICAL ROLE You may choose to create a 5th level or higher character
instead of starting at 1st level. As a higher level character,
you may choose one of the following magic items to
CAMPAIGN GUIDE possess in addition to your standard gear from your class
and background.
The information in this section provides you with the rules
for creating and advancing characters within the D&D • +1 weapon
Adventurers League Critical Role campaign, an official • +1 shield
organized play program for Dungeons & Dragons. It also • +1 rod of the pact keeper
provides DM guidance on running the adventures. • +1 wand of the war mage
Note that this document is not a comprehensive guide • +1 all-purpose tool (TCE)
to all possible adjudications; see the companion resources • +1 amulet of the devout (TCE)
above for more information. • +1 arcane grimoire (TCE)
This document covers participation in D&D Adventurers • +1 bloodwell vial (TCE)
League Critical Role campaign. Please see other • +1 moon sickle (TCE)
documentation supporting play in other settings, such as • +1 rhythm-maker’s drum (TCE)
the Forgotten Realms.
• Bag of holding

CREATING A CHARACTER WHAT RULEBOOKS SHOULD I USE?


You can use non-optional rules found in the Player’s Handbook,
Use the character creation rules as presented in the the Basic Rules, and all the books listed below. If a character
Player’s Handbook (PH), with the following notes. You option has been reprinted in a newer resource, you must
begin play at 1st level. always use the latest printing.
Step 1: Choose a Race or Lineage. See the sidebar for • Explorer’s Guide to Wildemount (EGW)
available rules choices. Custom lineages found in Tasha’s • Fizban’s Treasury of Dragons (FTD)
Cauldron of Everything are available. • Mordenkainen’s Tome of Foes (MTF)
Step 2: Choose a Class. See the sidebar for available • Tasha’s Cauldron of Everything (TCE)
rules choices. • Volo’s Guide to Monsters (VGM)
Step 3: Determine Ability Scores. Your ability scores are • Xanathar’s Guide to Everything (XGE)
generated using one of the following methods. • Mordenkainen Presents: Monsters of the Multiverse (MPM) –
on or after May 17, 2022
• Standard set (15, 14, 13, 12, 10, 8).
Additionally, the following variant or optional rules are available:
• Variant: Customizing Ability Scores (PH).
• Chapter 6: Customization Options (PH)
Step 4: Describe Your Character. See the sidebar for • Customizing Your Origin (TCE)
available rules choices. • Optional Class Features (TCE)
• Variant Human Traits (PH)
• Alignment: Choose a non-evil alignment.
PLAYING ADVENTURES
column. Common permanent magic items are included in
the “Common” column. Consumable items include any
magic item that is consumed if used (potions, scrolls,
You can play any adventures present in Explorer’s Guide to
ammunition, etc.). If an item is destroyed, consumed, or
Wildemount or sections of Critical Role: Call of the
lost during play, it is removed from your character and
Netherdeep you choose. If you play sections that have a
cannot be reacquired unless rewarded again through play.
higher or lower level requirement, you must level your
character to the appropriate level before beginning play.
COINS AND OTHER TREASURE
LOGSHEETS Whenever your party finds treasure of a monetary value,
they can keep it with them to use during play. Any
You should use a log sheet or another means of recording remaining treasure unused at the end of the adventure is
your progression to track rewards and note any other converted to gold pieces and divided evenly between all of
important information from play of an adventure. the characters. The Dungeon Master can assist in this
process.
Mundane items, such as found equipment, are divided
LEVELING UP however the party chooses at the end of the adventure.
You gain a level(s) whenever the section of the adventure
tells you to advance, or when beginning a section of the
OTHER REWARDS
adventure at a level higher than your current level. If you earn any other reward, simply note it on your
You can “de-level” to play earlier sections you may have character sheet or log.
missed, but you do not get to use any rewards earned
from sections that occur after play of the past section.
You gain hit points listed as the fixed value for your class
DEATH, DISEASE, AND CURSES
(plus any modifiers) when you level up. During play, if you die, are subject to a lingering effect
Whenever you could gain a level, you may rebuild any such as a disease or curse, or removed from the
aspect of your character. adventure, you deal with the consequences for the
Once you are 5th level, you may choose a magic item as duration of the remaining adventure session. At the
presented in “Starting Play at 5th Level or Higher” above. session’s conclusion, you may choose the following fate:

REWARDS • You return your character to life or remove the negative


effect. If you were removed from the adventure, you
At the end of an adventure, you’ll earn rewards. These gain rewards earned until removed.
may include the following: • You retire the character, succumbing to your fate. You
• Magic items may remake a new character.
• Coins and other treasure
• Other story-focused rewards If you are returned to the adventure before the conclusion
of a session of play, you may earn all the rewards offered
to the party during that session, including during your
MAGIC ITEMS
absence.
Whenever your party finds a magic item during play, the
party determines who has it for the remainder of the
section of the adventure. At the end of the section of the DUNGEON MASTERS AND REWARDS
adventure (or when the session concludes), any number of
Your Dungeon Master may have additional guidance
characters may keep the magic item if it wasn’t consumed
through documentation on adjudicating specific rewards.
or destroyed during play. You may keep as many magic
If you have questions using a particular reward during
items as you are awarded but must limit the number of
play, ask your Dungeon Master.
magic items you bring on an adventure based on the table
below.

CARRIED MAGIC ITEMS BY TIER


DUNGEON MASTERING
Level
1-4
Uncommon+
2
Common
5
Consumable
5
GUIDANCE
5-10 4 5 10 Dungeon Mastering the Critical Role campaign is
11+ 6 5 10 straightforward; using the Critical Role Adaptation Guide, a
DM can run sessions of play for a public audience, allowing
Uncommon, rare, very rare, legendary, and unique players to play anywhere the campaign is offered with
permanent magic items are included in the “Uncommon+” anyone.
WHAT YOU NEED TO RUN A GAME RUNNING ADVENTURES
In order to run a game as a DM in D&D Adventurers You Dungeon Master one group of players at a time. Each
League games, you’ll need the following: player must have their own character within the
D&D Basic Rules. This PDF document is free on the adventure’s level range.
Wizards of the Coast website and contains all the basic
rules of the game. For a more complete experience, we
recommend you use a fifth edition D&D Player’s
FACILITATOR OF FUN
Handbook.
You have the most important role. You guide the narrative
Monster Manual. The statistics for monsters in the
and bring the words on the pages of the adventure to life.
Critical Role campaign that appear in the Monster Manual
While guiding the players, it is also your responsibility to
are not present in the adventure material. You’ll need this
make everyone feel welcomed at the table creating a fun
book to properly reference those statistics.
and fair environment. Here are some things to keep in
Adventures. Besides their players, the most important
mind.
thing that a DM needs is an adventure to run. See the
“Adventures Available” section for more information.
Players. Play is designed for a table of five players but is YOU ARE EMPOWERED
easily adjusted to as few as three to as many as seven Make decisions about how the group interacts with the
players. Tables smaller or larger than this might provide a adventure; adjust or improvise but maintain the
suboptimal play experience and aren’t recommended. adventure’s spirit. The setting, general story, and
prominent NPCs of the adventure should remain largely
OPTIONAL ITEMS the same; if an adventure introduces the characters to
Cassyt, the plucky acolyte of Kelemvor that resides in
These things aren’t required but are nice to have:
Phlan, your players should experience that as well. Less
Dungeon Master’s Guide. This book contains valuable
important details, such as the time of year, minor NPCs, or
advice on preparing and running games. It also contains
the weather can be tailored to your group.
descriptions of magic items that might be awarded during
the course of play, so it is suggested that you bring that
information with you to the table if it is not provided in the CHALLENGE YOUR PLAYERS
adventure. Gauge the experience level of your players, as well as what
Dungeon Master Screen. Helpful to hide the adventure they enjoy in a game and attempt to deliver what they’re
and your notes and schemes from the players. after; everyone should be able to shine.
Miniatures and Map Surfaces. If you and your players You can adjust an encounter’s difficulty by adding or
enjoy playing a more tactical game of D&D, you can use removing thematically appropriate monsters but can’t
these to help depict combats and detailed areas. create new monsters or modify them in such a way that
Virtual Tabletop. If you’re playing virtually, you might modifies their challenge rating (aside from changing their
want to use a virtual tabletop such as Roll20 or Fantasy hit points within the range afforded by their hit dice).
Grounds to run your game session. Be careful of going too far, however. The intent is to
have a collaborative and challenging story-telling
ADVENTURES AVAILABLE experience; it’s not to do everything you can to kill your
players’ characters. Similarly, destroying equipment
The Critical Role campaign uses adventure content from generally shouldn’t happen unless an encounter
two sources: Explorer’s Guide to Wildemount and Critical specifically directs you to. In fact, unless they have
Role: Call of the Netherdeep. It is recommended that a conditions detailing their destruction (such as an ioun
group of 1st-level characters participate in one or more of stone), permanent magic items can’t be destroyed.
the adventures in Explorer’s Guide to Wildemount before
playing Critical Role: Call of the Netherdeep. DEALING WITH DISRUPTIVE PLAYERS
The Critical Role Adaptation Guide, available for free on If a player is acting in a disruptive manner during a play
the Wizards D&D Adventurers League website, contains session, attempt to address the issue as soon as it
everything you need to know to run these adventures. becomes clear that someone (including you) might be
You’ll need to have either (or both) Explorer’s Guide to uncomfortable. Take the player aside and explain why the
Wildemount or Critical Role: Call of the Netherdeep to run behavior might be causing others to feel uncomfortable. If
adventures in this campaign. the problem persists, and your game is a part of an event
or store play program, contact the staff for help with
resolution.
KEEP THE GAME MOVING aren’t permitted without campaign documentation. In all
cases, you should let your group know if you’re going to
If the game gets bogged down, provide hints and clues to use one or more of these rules if their use would be
your players facing puzzles or engaging in combat and applicable to the adventure or when the situation arises.
roleplay interactions that get frustrating. This gives players
“little victories” for making good choices based on clues • Variant: Playing on a Grid (DMG)
received. When playing within a given time constraint, • Variant: Skills with Different Abilities (DMG)
such as at a convention, it is important to gauge the pacing • Simultaneous Effects (XGE)
of your game. It’s okay to make adjustments when you get
• Falling (XGE)
bogged down to promote a play experience that feels
• Sleep (XGE)
complete.
• Adamantine Weapons (XGE)
• Tying Knots (XGE)
SAFETY TOOLS
Safety tools help ensure players aren’t pushed beyond their • Tool Proficiencies (XGE)
comfort levels. These tools let your players know you want • Spellcasting (XGE)
them to have a positive experience. Some common safety
tools are provided below, each with a summary of how they While they aren’t official rules that must be followed, the
work. An article about one such safety kit is provided to help Sage Advice column, tweets from the D&D Team on
with further information. Ensure that you discuss these tools Twitter, or even discussions with other DMs on your
with your players before the game: favorite social media platform can provide good insight on
how others adjudicated a particular issue. The rules as
• Code of Conduct. This is a group agreement for play. It written in the rulebooks always take precedence.
outlines desired and prohibited behaviors, confidential
reporting, and possible consequences.
• Pregame and Postgame Discussions. Use time before the DOWNTIME ACTIVITIES
game to explain content warnings, set boundaries, and As a general rule, characters can use downtime activities
collaborate on a safety plan. Then decompress and discuss between or during sessions. However, if you feel that no
improvements at the end of the game. sufficient periods of inactivity exist to justify it, you can
• Be Welcoming. Welcome and encourage respectful and disallow a character using a downtime activity during a
open conversations about issues as they arise. Show that session. For example, a multi-day overland journey is
you’re listening by avoiding defensive responses. reasonable to assume that the characters can spend
• Confidentiality. Provide contact information for private and downtime days copying spells. But the trip from one end
confidential conversations between players and DM. Only
of a city to the other is shorter—only hours. Be fair and
disclose another player’s name if that player gave
consistent in exercising this discretion.
unpressured permission for you to do so.
• Safety Tools. Learn about the safety tools that TTRPG
community members have created and compiled. A broad DEATH, DISEASE, AND CURSES
range of such safety tools are available for you and your Adventuring is a risky job, and bad things often happen to
players online, or you can get more information by reaching adventurers. Diseases, poisons, and other similar effects
out to your event organizer or persist until they’re removed or at the end of the
[email protected].
adventure, but characters can spend gold to receive
spellcasting services during the adventure to remove
RUNNING THE GAME negative effects.
NPC Spellcasting Services. Characters can receive
As the DM, you are charged with not only guiding the
spellcasting services from an NPC located anywhere that is
story, but also fairly adjudicating the game’s rules and
at least town-sized (1000 or more residents) or has a
rewarding your players’ characters for their
specific NPC able to cast the spell(s) needed. In addition,
accomplishments.
the characters must be able to travel there in order to
receive services during an adventure. Otherwise,
THE RULES OF THE GAME characters follow the rules for post-adventure recovery as
Adventurers League play uses fifth edition Dungeons & listed earlier in this document. Spellcasting services
Dragons. You can issue rulings to your table when the rules provided by NPCs are limited to the spells on this list.
of the game are ambiguous or vague, but you must Spell Scrolls. Characters can purchase spell scrolls during
otherwise adhere to the rules as they are provided in the an adventure if the NPC has access to the spell; lower-level
core rulebooks and can’t change them or make up your (1st and 2nd level) spell scrolls may have multiples
own; “house-rules” aren’t permitted for use. You must available for purchase; higher-level spell scrolls (3rd to 5th
always use the most current incarnation of a rule. level) are limited to one spell scroll maximum for each spell
Further, the options and variant rules listed below from listed, subject to your discretion. See Appendix A: Shared
the Dungeon Master’s Guide and chapter 2 of Xanathar’s Campaigns in Xanathar’s Guide to Everything for spell
Guide to Everything are available for your use; others
QUESTIONS AND MORE INFO
scroll purchase prices. Spell scrolls above 5th level are not
available for purchase in this manner.
The following resources are available to you to keep up
SPELLCASTING SERVICES AVAILABLE with all the latest Adventurers League news and
Spellcasting Service Cost
discussion!
Cure wounds 10 gp
Identify 20 gp
• Official D&D Adventurers League website. Your source
Lesser restoration 40 gp
for general information, as well as all of the campaign
Prayer of healing 40 gp
documents for play. The FAQ is also found here, which
Dispel magic 90 gp
gives more in-depth answers for specific questions.
Remove curse 90 gp
• Official D&D Adventurers League Discord. Join in the
Speak with dead 90 gp
lively discussion with channels devoted to all sorts of
Divination 210 gp
topics! All the latest news gets pushed here too.
Greater Restoration 450 gp
• Official D&D Adventurers League Blog. The Yawning
Raise dead 1,000 gp
Portal is the home for our blog! Learn all about new
Resurrection 3,000 gp
adventure releases, dive into the whys and hows, and
True resurrection 30,000 gp
see what the staff is talking about.

CHARACTER REWARDS
You award the players rewards for their accomplishments
EXPLORER’S GUIDE
in the form of levels, gold, and magic items for their
characters, which they record on their logsheets before TO WILDEMOUNT
leaving the table. This adaptation contains guidance on adapting each of the
Advancement. Once the players successfully complete adventures found in Explorer’s Guide to Wildemount. They
an a certain part of an adventure, inform them that should each take about eight hours to play as provided in
they’ve gained a level – this is noted in the Critical Role that product.
Adaptation Guide. A character can gain no more than one The characters begin play at 1st level and should have
level per session. Players can always decline to have their advanced to 3rd level upon completion.
character gain a level that is offered.
Magic Items. Characters can use and keep any magic
item they find that is specifically mentioned in the
FOUR-HOUR PLAY EXPERIENCE
encounter in which it’s found (items that the adventure
If you’re running the adventure in a public setting, such as
describes as being lent to the characters or destroyed
a convention, however, this document modifies generally
can’t be kept). At the end of the adventure, each character
unimportant encounters, allowing it to be played in
can keep any of magic items found during the adventure.
approximately four hours without sacrificing the important
They may only bring a limited number of these magic
story beats.
items to an adventure as noted earlier in this document.
Each part includes an estimation of how long each part
Mundane Equipment and Treasure. Mundane
should take to play it in four hours. Keep these estimations
equipment found during the adventure can be used and
in mind as you play; if you notice the players running
divided up as the characters decide at the end of the
behind, quickly (but gently) usher them forward in the
adventure.
story. The first part of each adventure includes an
Treasure (including items that have a monetary value
opportunity for the players to briefly introduce themselves
but are not equipment, such as art objects and gems) is
and their characters to one another.
awarded as the adventure directs. It can be spent during
the session; any remaining treasure at the end of the
session of play is converted to gold pieces and divided CONTINUING TO CALL OF NETHERDEEP
equally among the characters.
Story Awards. These items or effects—designated in the The conclusions of each of these adventures presents an
Critical Role Adaptation Guide—are important to a “on-ramp” to Call of Netherdeep, which begins play at 3rd
storyline and are only useable during sessions of the level. This is optional story information that the characters
storyline or book adventure in which they’re awarded. can use to explain why they find themselves in Jigow, a
These items don’t count against a character’s carried string of villages on the northern shores of Xhorhal as its
magic item limit, and in the case of items, may only be residents prepare for the annual Festival of Merit.
possessed by one character in the party during play. It’s recommended that a given character play only one
of these adventures. Otherwise, the others won’t present
a sufficient challenge.
HEROIC CHRONICLE CHARACTER ADVANCEMENT
This character creation process is a fun, comprehensive The characters advance to 2nd level upon escaping Palma
way for players and Dungeon Masters to collaborate on Flora. Characters of 2nd level or higher don’t gain a level.
creating a rich backstory for the characters. It does,
however, present a challenge in a timed environment. THREE EARRING’S PLAN
If playing this adventure in a four-hour time slot, it’s
recommended that this method of character creation not If the characters decline the captain’s suggestion that they
be used; the players should have completed creating their retrieve the rod of retribution from Selachai, she drops
characters before the event. them off in Jigow—a series of coastal villages in the north
reaches of Xhorhal. She spends the entirety of the journey

ADVENTURE 1: TIDE OF subtly reminding the characters of their cowardice and


lack of the oh-so-important entrepreneurial spirit that
“real” adventurers possess in droves. The characters finally

RETRIBUTION arrive in Jigow just before the annual Festival of Merit.

This guidance allows you to play this adventure in about ENCOUNTER ON THE OPEN SEA
four hours with a group of 1st-level characters.
It’s suggested that the Complex Combat guidance be used

THAT SINKING FEELING


to run this encounter quickly.

Estimated Duration: 1 hour 20 minutes AMBUSH AT PALMA FLORA


CHARACTER INTRODUCTIONS Estimated Duration: 1 hour

Give each player a few moments or so to introduce


themselves and their character to one another. During this
CONCLUDING THE ADVENTURE
time, they should describe their appearance and The adventure’s conclusion is determined by the
mannerisms, and establish the reason why they’re in characters’ success (or failure) against Selachai and the
Palma Flora. Be sure to give everyone equal time in the resolution of their relationship with Three Earrings:
spotlight and be prepared to gently stop players if they run
on.
Character introductions are crucially important for the
DEFEAT
players to understand who the other characters are, to The Wavechaser is long gone when the characters awaken,
build a basis for roleplaying opportunities, and for you as but after being freed by Selachai, the characters are
DM to learn more about the characters so you can create instructed to venture to Jigow, a group of villages on the
story elements that really speak to them. shores of Xhorhal, so they can see firsthand “the depths of
Award inspiration (explaining what inspiration is and the land-walkers’ debased ways.” The characters
how it works) once everyone’s had a turn. eventually secure passage to Jigow aboard a merchant
ship—arriving as the town prepares for the Festival of
P1. SOUTH SHORE Merit.

The sahuagin each take 4 (1d6 + 1) piercing damage from


the shark hunters at the end of each round. The shark
VICTORY
hunters are otherwise not used in this encounter; the The ending of the adventure depends on whether the
sahuagin focus their ire on the characters. characters earned Three Earrings’ trust.

DEVELOPMENT • If the characters earned her trust, Three Earrings must


Areas P5 through P10 are described as being overrun by venture to Jigow to fence the rod of retribution, not
sahuagin. There’s no time to visit! Darktow. Three Earrings doesn’t allow the characters to
keep the rod of retribution; it’s far too valuable.
• If the characters didn’t earn her trust and refuse her
SEAFARERS demands to surrender the rod of retribution, the crew
attacks them, but surrenders if more than half of them
Estimated Duration: 1 hour 30 minutes or if Three Earrings is defeated. The ship ventures to
Jigow to either allow the characters to deboard via a The characters don’t participate in a random encounter
rowboat before sailing off into the sunset. here.

The characters arrive in Jigow as the its residents prepare


for the annual Festival of Merit.
CHARACTER ADVANCEMENT
The characters advance to 2nd level upon defeating Sken.
CHARACTER ADVANCEMENT Characters of 2nd level or higher don’t gain a level.

STAHLMAST’S LAIR
The characters advance to 3rd level after departing
Eiselcross. Characters of 3rd level or higher don’t gain a
level.
Estimated Duration: 2 hours 20 minutes

ADVENTURE 2: L1. TURRET CAVERN

DANGEROUS DESIGNS
The crossbow breaks if 1, 2, 3, 4, or 5 is rolled for the
crossbow’s attack roll.

This guidance allows you to play this adventure in about


four hours with a group of 1st-level characters.
L2. ARMORY
The characters encounter no kobold here.

A BOOM IN THE NIGHT L4. RECREATION ROOM


Estimated Duration: 1 hour 10 minutes
The kobolds here are so engrossed in their game that the
CHARACTER INTRODUCTIONS characters have disadvantage on any Dexterity (Stealth)
check the characters make to avoid their notice.
Give each player a few moments or so to introduce
themselves and their character to one another. During this
time, they should describe their appearance and
L5. STAHLMAST’S WORKROOM
mannerisms, and establish the reason why they’re in
The secret door is noticed by characters with a passive
Hupperdook. Be sure to give everyone equal time in the
Wisdom (Perception) score of 15 or higher.
spotlight and be prepared to gently stop players if they run
on.
Character introductions are crucially important for the L8. SHARK CHAMBER
players to understand who the other characters are, to
build a basis for roleplaying opportunities, and for you as The characters encounter no reef sharks here, though
DM to learn more about the characters so you can create should any of them fall into the pool, the noise alerts the
story elements that really speak to them. occupants of areas L4 and L9.
Award inspiration (explaining what inspiration is and
how it works) once everyone’s had a turn. L9. TRAINING ROOM
PRISON BREAK! The characters encounter only two kobolds here.

The characters encounter only two kobold underlings and L11. KOBOLD BARRACKS
Sken Zabriss here. The kobolds fight to the death, but Sken
flees if both are defeated. If able to cast fog cloud, she The characters encounter no kobolds here.
escapes into nearby alleys.
L20. PASSAGE TO THE UNDERDARK
OTHER HUPPERDOOK LOCATIONS
If the characters are determined on venturing into the
Exercise caution in using these areas; they can easily cause Underdark, they spend the next week wandering the
delays in progression (players love to shop). Upper realms of the lightless domain before finding a cave
that exist near the town of Jigow, a string of villages on the

ASCENDING THE MOUNTAIN northern shore of Xhorhal. Luckily, they’ve arrived just in
time for the annual Festival of Merit.
Estimated Duration: 30 minutes
CONCLUDING THE ADVENTURE CROAKER CAVE
Watchmaster Gulchswattle is thankful for the characters Estimated Duration: 1 hour
efforts (and hopefully successes) in uncovering Stahlmast’s
misdeeds. After rewarding them for their deed, he offers C1. ENTRANCE POOL
them further employment—escorting a caravan bound for
Jigow. Unfortunately, while the caravan is sacked by The characters don’t encounter frogs here.
bandits just outside of the area (leaving the characters
unable to collect their pay for the job), they’ve arrived as
its residents prepare for the Festival of Merit.
C2. TRAINING POOL
Only one bandit is here, training one giant ice frog.
CHARACTER ADVANCEMENT
The characters advance to 3rd level after departing
C3. BAT CAVERN
Eiselcross. Characters of 3rd level or higher don’t gain a The characters don’t encounter a swarm of bats here.
level.

C4. BANDIT CAMP


ADVENTURE 3: FROZEN The pit trap isn’t present.

SICK C5. OLD CROAKER’S POOL


This guidance allows you to play this adventure in about Old Croaker hides at the bottom of the pool instead of
four hours with a group of 1st-level characters. attacking the characters should he notice them.

MYSTERY IN PALEBANK JOLLY DWARF


VILLAGE Estimated Duration: 10 minutes

Estimated Duration: 50 minutes The characters advance to 2nd level before departing to
Eiselcross. Characters of 2nd level or higher don’t gain a
CHARACTER INTRODUCTIONS level.

Give each player a few moments or so to introduce


themselves and their character to one another. During this
TRAVELING TO EISELCROSS
time, they should describe their appearance and Estimated Duration: 30 minutes
mannerisms, and establish the reason why they’re in the
village of Palebank. Be sure to give everyone equal time in
the spotlight and be prepared to gently stop players if they SYRINLA
run on. Estimated Duration: 10 minutes
Character introductions are crucially important for the
players to understand who the other characters are, to
build a basis for roleplaying opportunities, and for you as INTO THE WILDS
DM to learn more about the characters so you can create Estimated Duration:
story elements that really speak to them.
Award inspiration (explaining what inspiration is and Don’t include a random encounter.
how it works) once everyone’s had a turn.

PELC’S CURIOSITIES
SALSVAULT
Estimated Duration: 2 hours
FRONT SHOP AREA
Only one bandit is ransacking the shop. They surrender
S3. ANIMATED ARMOR LABORATORY
upon noticing the characters and reveal the specified The characters encounter only one suit of animated armor
information if questioned. here.
S4. FRIGID WOE LABORATORY CONCLUDING THE ADVENTURE
The door isn’t trapped, and the chests are unlocked. The Buyer suggests that as an alternative to exploring
Eiselcross (and as an escape from the cold), the characters
S5. DISEASE STORAGE pay a visit Jigow, a group of villages in the northern
reaches of Xhorhas. The town’s annual Festival of Merit is
The chests are unlocked. approaching, and what better place to find respite from
the dangers of adventuring.
S6. NORTH HALL
The characters don’t encounter zombies here. ADVENTURE 4:
S8. RUINED DORM UNWELCOME SPIRITS
Time has taken its toll on the rug of smothering; it has This guidance allows you to play this adventure in about
only 15 hit points. four hours with a group of 1st-level characters.

S9. ZOMBIE DORM MISSION IN URZIN


The characters encounter only three zombies here. Estimated Duration: 30 minutes
They’re partially frozen and are vulnerable to bludgeoning
damage. CHARACTER INTRODUCTIONS
S10. FEROL SAL’S CHAMBER Give each player a few moments or so to introduce
themselves and their character to one another. During this
The characters don’t encounter a swarm of undead time, they should describe their appearance and
snakes here. mannerisms, and establish the reason why they’re in
Urzin. Be sure to give everyone equal time in the spotlight
and be prepared to gently stop players if they run on.
S11. KITCHEN Character introductions are crucially important for the
players to understand who the other characters are, to
While the characters encounter the animated kitchen build a basis for roleplaying opportunities, and for you as
knives, they don’t attack the characters; their magic is DM to learn more about the characters so you can create
beginning to fail. Instead, they whiz around the kitchen story elements that really speak to them.
chopping non-existent food and clattering against the Award inspiration (explaining what inspiration is and
frozen water at the bottom of a wash basin—no doubt an how it works) once everyone’s had a turn.
attempt to wash themselves. Their magic is dispelled
completely if removed from the room.
EXPLORING BROKENVEIL
S12. DINING HALL
MARSH
The characters don’t encounter any zombies here.
Estimated Duration: 2 hours

S14. SOUTH HALL RANDOM ENCOUNTERS


The zombies found here are destroyed—frozen solid from The characters don’t participate in a random encounter.
the cold.

B2. WITHERED GROVE


S15. ANIMATED WEAPON STORAGE
The characters encounter only one swarm of poisonous
The characters encounter only two flying swords here. snakes.

S18. DROWNED CURATIVE LABORATORY B3. SUNKEN BONEYARD


The chest is unlocked. Skr’a S’orsk only has three lizardfolk accompanying him
and has prepared counterspell instead of animate dead.
B4. CRUMBLING TOWER V2. TENT YARD
The characters encounter three giant spiders here. The guards are all asleep when the characters arrive; their
passive Wisdom (Perception) scores are reduced by 5.
B5. BULLYWUG CAVE
V7. ARMORY TENT
The characters encounter only four bullywugs and a giant
toad here. The hunting parties don’t arrive until after the The characters encounter no veteran here; he’s too busy
characters have left the area. drinking and gambling to tend his forge.

CHARACTER ADVANCEMENT CONCLUDING THE ADVENTURE


The characters advance to 2nd level upon arriving at Fort Buhfall II is thankful for the characters’ success in rescuing
Venture. Characters of 2nd level or higher don’t gain a or defeating Bol’bara and saving Urzin. Without the threat
level. of his settlement’s destruction looming on his shoulders,
he’s able to focus on his next interest—sending an envoy

INFILTRATING FORT VENTURE to Jigow, a series of villages on the northern shores of


Xhorhal. Their annual Festival of Merit is scheduled to
Estimated Duration: 1 hour 30 minutes begin soon, and he’d like to learn more about it. He
cordially invites the characters to accompany his
This part of the adventure relies heavily upon the underlings and enjoy the festivities.
characters using stealth to navigate the fort. If the alarm is
raised, consider removing some combatants to ensure the
timeliness of the session.
CHARACTER ADVANCEMENT
The characters advance to 3rd level after departing Urzin.
V1. PALISADE Characters of 3rd level or higher don’t gain a level.

Once the characters trigger a bear trap, they more easily


notice the remaining traps and can progress without
triggering any more.

CONTINUING FROM EXPLORER’S GUIDE


CALL OF TO WILDEMOUNT

NETHERDEEP Alternatively, players can play one of the four adventures


featured in Explorer’s Guide to Wildemount. Each of these
This adaptation contains guidance on adapting Call of adventures presents an “on-ramp” to Call of Netherdeep
Netherdeep in a public setting, such as a convention, in its conclusion; they provide a suggested story beat that
allowing it to be played in multiple, two-hour sessions lead the characters to Jigow, where this adventure begins.
without sacrificing the important story beats. Characters completing one of these adventures advances
Each chapter is broken down into two or more sessions. upon completion.
Keep these in mind as you play; if you notice the players
running behind, quickly (but gently) usher them forward. CHARACTER INTRODUCTIONS
These sessions don’t account for an opportunity for the players

CHARACTER CREATION to briefly introduce themselves and their characters to one


another. If you plan on incorporating this into your session, it
should last about ten minutes, so plan accordingly. If you’d like
The character creation process can be a fun way for the players to introduce themselves and their characters,
players and Dungeon Masters to collaborate on creating a consider the following:
rich backstory for the characters. It does, however,
present a challenge in a timed environment. • Each player should have a few moments to introduce
If playing this adventure in a two-hour time session, it’s themselves and their character. During this time, they
recommended that the players should have completed should describe their appearance and mannerisms, and
creating 3rd-level characters before the event. establish the reason why they’re in Jigow. Be sure to give
everyone equal time in the spotlight and be prepared to
gently stop players if they run on.
• These introductions can be crucially important for the like (though time constraints are likely to preclude each
players to understand who the other characters are, to build character from participating in each contest).
a basis for roleplaying opportunities, and for you as DM to
learn more about the characters so you can create story MEDAL OF MERIT CARDS
elements that really speak to them.
• Award inspiration (explaining what inspiration is and how it Only those characters who earn a magical medal from a
works) once everyone’s had a turn. contest gets to keep it.

CHAPTER 1: A FATEFUL SESSION 2: THE EMERALD


COMPETITION GROTTO
Chapter 1 is designed for 3rd-level characters and consists EMERALD GROTTO LOCATIONS
of two parts: Jigow and the Emerald Grotto. The
characters advance to 4th level upon completing this E3. CAVERN FORK
chapter. If the characters fight Maggie here, she doesn’t attack in
return. Instead, she uses the Dodge action on each of her
SESSION OVERVIEW turns. Characters with a passive Wisdom (Insight) score of
13 or more get the distinct impression that she has no
This chapter consists of five, two-hour sessions: intention of willingly allowing the characters to pass, and
that she’s pleased that they’re risking their position in the
SESSION 1: THE FESTIVAL OF MERIT race by attacking her. Add the number of rounds spent in
combat to the time it takes them to traverse the room.
The Festival of Merit is underway, and the characters are
invited to partake in contests in pursuit of wondrous
prizes! At the end, the characters are invited to take part
in a special race against another adventuring group. This
CHARACTER ADVANCEMENT
session should take about two hours to play. Each character advances to 4th level upon completing
both sessions of this chapter. Characters that are 4th-level
SESSION 2: THE EMERALD GROTTO or higher don’t advance.
The characters race against the rival group into the depths
of the Emerald Grotto, a twisting network of underwater
caves, where the festival’s grand finale takes place. This CHAPTER 2: THE LEAVE-
TAKING
session that should take about two hours to play.

SESSION 1: THE FESTIVAL OF Chapter 2 is designed for 4th-level characters, and consists
of four parts: After the Festival, Road to Bazzoxan,
MERIT Reunion with the Rivals, and Emerald Loop Caravan Stop.
The characters advance to 5th level upon completing this
FESTIVAL OF MERIT chapter.

This portion of the adventure is largely open to whatever


the characters are interested in pursuing. Ask each
SESSION OVERVIEW
character what games they’d like to play and in what This chapter consists of five, two-hour sessions:
order. Then, allow each to take a turn playing.
One challenge you’ll face while focusing on one SESSION 3: LEAVING JIGOW
character is ensuring that the others are left twiddling
their thumbs. Allow the others to roleplay with each other The festival is over for another year, and while the
or others that are attending the festivities. Alternatively, residents of Jigow are sad, things are just getting started
you can break each portion of the contest down into three for the characters (and their newfound rivals). They strike
parts: the setup, the contest, and the results; switching out for Bazzoxan, a military outpost guarding the
between the contests in which the characters are surrounding area from the denizens of an evil fortress. If
participating in. This will mitigate the amount of time that their rivals left Jigow before them, the characters might be
each player spends waiting for their time in the spotlight. fast enough to catch up with them.
Whatever method you use, the characters should ideally
have a chance to participate in whatever contests they’d
SESSION 4: ARRIVING AT BAZZOXAN
The characters set out to Bazzoxan (either by Ushur’s
CHARACTER ADVANCEMENT
suggestion or a vision from Alyxian), a military outpost Each character advances to 5th level upon completing
guarding an evil fortress. This consists of one session that both sessions of this chapter. Characters that are 5th-level
should take about two hours to play. or higher don’t advance.

SESSION 1. LEAVING JIGOW CHAPTER 3: BAZZOXAN


AFTER THE FESTIVAL Chapter 3 is designed for 5th-level characters and consists
of four parts: No Time for Pleasantries, Bazzoxian
This session plays out as determined using an adventure Overview, and Betrayer’s Rise. The characters advance to
hook provided in Running This Chapter. If they each had a 7th level upon completing this chapter.
different resolution for chapter 1, use whichever best fits
most of the characters. For example, if all but one of the
characters witnessed the vision and have a friendly
SESSION OVERVIEW
relationship with the rival group, use the Heroic Quest This chapter consists of five, two-hour sessions:
adventure hook, but if more than half of the characters
developed a hostile relationship with the rivals who, in
SESSION 5: FIGHT OR FLIGHT!
turn, witnessed the vision themselves, use the Ours by
Right adventure hook. Having been ushered into the outpost, the characters are
immediately asked for their aid in quelling demons surging
forth from the Betrayer’s Rise. The characters pay visits to
RANDOM ENCOUNTERS the crematorium and the infirmary.
The second part of the session pans out as determined by
whether the characters are ahead of their rivals: SESSION 6: STEEL YOURSELVES
With their tasks accomplished, the characters explore the
Characters are Ahead of the Rivals. The characters rest of Bazzoxan before reporting to the command center
participate in two random encounters (or three if located at Gatehold Barracks. There, they are asked to
they’re progressing particularly quickly). The Rival’s delve into the Betrayer’s Rise and stop the incursion.
Reunion encounter isn’t used. Make sure the characters
take note of what they did during this encounter; it may SESSION 7: ENTERING BETRAYER’S RISE
be relevant when they arrive at the caravan stop.
Rivals are Ahead of the Characters. The characters The characters meet members of the Aurora Watch,
participate in one random encounter (though this explore the first few chambers of the Betrayer’s Rise, and
encounter can be skipped if you think you might not discover a chapel dedicated to unholy gods.
have enough time). Make sure the characters take note
of what they did during this encounter; it may be SESSION 8: THE DESCENT
relevant when they arrive at the caravan stop. Once The characters dance with demons and descend into
done, run Rival’s Reunion. Note that the second darkness. Through cunning and by exploring ancient
encounter is very free-form and relies heavily on what knowledge, they progress deeper into darkness.
the characters want to do and how they want to do it.
Any of the characters reduced to 0 hit points by the
rivals are knocked unconscious.
SESSION 9: THE JEWEL
The characters reach the inner chambers of the Betrayer’s
SESSION 4: ARRIVING AT Rise and find the fortress true to its name.

BAZZOXAN SESSION 5: FIGHT OF FLIGHT!


RANDOM ENCOUNTERS During the aftermath of the demonic incursion, Verin asks
the characters to take a load of wagon carrying dead
The characters participate in two random encounters (or member of the Watch to area B2. Crematorium, and once
three if they’re progressing particularly quickly) before done, to report to the area B3. Infirmary to see if there’s
arriving at the Emerald Loop Caravan Stop. Make sure the any assistance that they’re able to render there.
characters take note of what they did during this
encounter; it may be relevant when they arrive at the
caravan stop.
SESSION 6: STEEL YOURSELVES SESSIONS 8. THE DESCENT
Having visited the crematorium and infirmary, they’re free R10. SUPPLICANT’S PIT
to explore the rest of the outpost (areas B5, B6, and B7)
The wall at the end of this hallway has a similar effect to
before rendezvous with Verin at B4. Gatehold Barracks.
that of the northwest alcove in R3. Characters that
Verin reluctantly asks the characters to venture into
succeed on the Wisdom check are drawn into R7.
Betrayer’s Rise in the hopes that they’ll be able to quell
Characters that succeeded on this check in R3 succeed
the demonic incursions once and for all.
automatically. The double door leading to R5 isn’t here.
Roll a die at the end of each hour spent waiting in this
CHARACTER ADVANCEMENT area. If the result is odd, roll on the Betrayer’s Rise
Reinforcements table. The resulting creatures crawl from
Each character advances to 6th level upon completing the circular hole and attack the characters in this area.
session 6 of this chapter. Characters that are 6th-level or The session ends when the characters enter R13, R14,
higher don’t advance. or R15.

SESSION 7: ENTERING SESSION 9: THE JEWEL


BETRAYER’S RISE R14. BLOOD FONT OF THE RUINER
At the end of each round where an orc war chief has less
EXPANDING THE BETRAYER’S RISE than half of their maximum hit points, tendrils of blood
lash out at them. The orc war chief must succeed on a DC
These rules aren’t used when playing this adventure in 15 Strength saving throw or be pulled below the surface of
two-hour sessions. the boiling blood—killing them. When the blood recedes
into the pool, the orcs’ bodies are nowhere to be seen.
LOCATIONS IN THE BETRAYER’S RISE
R15. MISTY CHASM
R1. ENTRANCE The characters encounter no vrock here.
A character that spends their turn climbing down the
smooth stone of the chasm must make a DC 17 Strength
(Athletics) check, though this check is made with
CHARACTER ADVANCEMENT
advantage if they’re using climbing gear. If the check fails Each character advances to 7th level upon completing
by 5 or more, they fall to R15, below. each session of this chapter. Characters that are 7th-level
or higher don’t advance.
R3. VESTIBULE
Characters that succeed on the Wisdom check aren’t
pulled into the wall but do gain the associated benefit and CHAPTER 4: THE JEWEL
drawback.
The skull used to open the secret entrance to the north
is located on the opposite side of the opening—allowing
OF HOPE
an escape route from R9. Basilica of Revelry into this area. Chapter 4 is designed for 7th-level characters and consists
of four parts: Arrival in Ank’Harel, Ank’Harel Gazetteer,
R4. PATH OF EMPTINESS THROUGH R7. STAIRS and a story track determined by the faction that the
DOWN characters choose to join. The characters advance to 9th
level upon completing this chapter.
These areas aren’t used.

R8. SPIDERS’ CHANCEL SESSION OVERVIEW


This session ends when the characters open the door to This chapter consists of three, two-hour sessions:
R9. Basilica of Revelry.
SESSION 10: WELCOME TO ANK’HAREL
The characters arrive in Ank’Harel, a vibrant city whose
name means “Jewel of Hope” in the local Marquesian
dialect. Here, the characters explore the city, meet with
SESSION 12: FACTION
representatives of each of the three major factions, and
choose who they’d like to ally with.

SESSION 11: FACTION ASPIRANTS INITIATES


The characters embark on two missions suitable for Only characters that have been formally invited to join a
aspiring members. In completing them, they earn a formal faction can participate in this session, and only for their
invitation to join. faction’s story track.
Having been formally invited to their faction, the
SESSION 12: FACTION ADEPTS characters pursue the third missions for their chosen
Having formally joined their chosen faction, the characters faction. As before, it’s recommended that events running
continue their investigations before receiving their first these sessions do so in a way that ensures that players are
mission to venture to an ancient city of unparalleled able to accomplish missions for their chosen faction by
magnificence—and horror. identifying track-specific sessions (i.e., Session 12: Faction
Initiates (Allegiance Track, etc.).

SESSION 10: WELCOME TO FACTION MISSION 4


ANK’HAREL This mission entails the first of three trips to Cael Morrow.
Upon receiving their assignment, allow the characters to
While they can visit the minor factions, the characters find explore the city once more, completing any final
them unreceptive to offers of assistance. preparations for their trek to the Drowned City. Though
This session ends when the characters have explored they don’t know it, the characters are expected to
Ank’Harel, and each has chosen a faction. While they complete this mission in session 14.
needn’t choose the same one, those players wishing to
continue playing together should be encouraged to do so.
CHARACTER ADVANCEMENT
SESSION 11: FACTION Each character advances to 9th level upon departing to
Cael Morrow for the first time. Characters that are 9th-
ASPIRANTS level or higher don’t advance.

This session consists of the first two faction missions for


their chosen faction. It’s recommended that events
running these sessions do so in a way that ensures that
CHAPTER 5: THE
players are able to accomplish missions for their chosen
faction by identifying track-specific sessions (i.e., Session DROWNED CITY
11: Faction Initiates (Allegiance Track, etc.). Otherwise,
Chapter 5 is designed for 9th-level characters and consists
proceed with the first three missions for the faction that
of one part: Cael Morrow Overview. The characters
most of the characters joined. Forewarning, this may lead
advance to 10th level upon completing this chapter.
to players feeling a loss of agency or importance.

CHOICES, CHOICES, CHOICES SESSION OVERVIEW


This chapter consists of four, two-hour sessions:
Players can play this session of the adventure repeatedly
with the same character if they chose, though they must
play a different faction’s story track each time. At the end SESSION 13: LO, CAEL MORROW
of each session, they are invited to join the faction. A The characters arrive in Cael Morrow and set out to
character can join only one faction. exploring the outer chambers. There, they meet other
Once a character accepted an invitation to join a faction agents in search of the city’s secrets.
faction, they can’t play this session of the adventure, but
they can play session 12 as full-fledged members. SESSION 14: DEEPER INTO THE DROWNED CITY
Further exploration of the city leads the characters into a
CHARACTER ADVANCEMENT tower, a tavern, and hopefully, completion of their first
mission in Cael Morrow.
Each character advances to 8th level upon completing the
first two faction missions. Characters that are 8th-level or
higher don’t advance.
SESSION 15: MYSTERIES REVEALED
New orders in hand, the characters continue their
SESSION 16: HORROR IN THE
exploration of Cael Morrow and what brought about its
fall.
DEEP
M13. VILLA
SESSION 16: HORROR IN THE DEEP
Beltreath is reluctant to attack the characters; he does so
The characters confront an ancient horror in the depths of only if he or the others are attacked. Upon revealing
Cael Morrow. himself, he up front asks if the characters are here to
purge Cael Morrow of its corruption.
SESSION 17: THE NETHERDEEP CALLS This session ends if the characters enter M14 through
The characters complete their second mission in Cael M17.
Morrow and steel themselves for their descent into the
Netherdeep.
SESSION 17: THE NETHERDEEP
SESSION 13: LO, CAEL CALLS
MORROW The characters likely complete their fifth faction mission
during this session and should be highly encouraged to do
so before entering the rift. Once they report in with their
UNCHARTED WATERS findings, they receive their sixth and final mission. Having
done so, the characters are free to enter the rift in M17.
Don’t roll on the Cael Morrow Encounters table.

M5. ACCESS CORRIDOR CHARACTER ADVANCEMENT


This session ends as the characters enter M5A. Each character advances to 10th level upon entering the
rift to the Netherdeep. Characters that are 10th-level or

SESSION 14: DEEPER INTO THE higher don’t advance.

DROWNED CITY CHAPTER 6: THE


M7C. ROYAL RITUAL CHAMBER
This session ends as the characters enter M8 or M9. They
NETHERDEEP
return to Ank’Harel to report in with their findings and Chapter 6 is designed for 10th-level characters and
receive their fifth faction mission (see chapter 4, consists of three parts: Grottoes of Regret, and Vents of
Ank’Harel). The characters may be pursuing different— Fury, Chasm of Yearning. The characters advance to 12th
though not conflicting—goals here. The characters are level upon completing this chapter.
expected to complete their fifth mission in session 17,
though they don’t know this.
SESSION OVERVIEW
SESSION 15: MYSTERIES This chapter consists of four, two-hour sessions:

REVEALED SESSION 18 THROUGH 20: GROTTOES OF REGRET


The characters pass through the rift in Cael Morrow and
If they haven’t already, the characters report to their arrive in this region, which is shaped by the Apotheon’s
factions with their findings, and receive their fifth faction sorrows of a life unfulfilled. Their memories and regrets
mission. The characters may be pursuing different— manifest here in various ways.
though not conflicting—goals here. The characters are
expected to complete their fifth mission in session 17,
though they don’t know this.
SESSION 21 THROUGH 23: VENTS OF FURY
This region is dimly lit by fiery veins that belch the
M10. CRUMBLING BUILDING Apotheon’s wrath. It is filled with violent creatures and
shards of the Apotheon’s persona.
This session ends as the characters enter any of areas M11
through M17.
SESSION 24 THROUGH 26: CHASM OF YEARNING CHARACTER ADVANCEMENT
These twisting corridors of illusion represent the
Apotheon’s desire for freedom. The region’s creatures and Each character advances to 11th level upon completing all
architecture try to disorient intruders. three sessions of the Grottoes of Regret. Characters that
are 11th-level or higher don’t advance.
CHAPTER 6 IN MULTIPLE SESSIONS
This chapter of the adventure is a bit more open and facilitates
open exploration a bit more than those before it, and, as a SESSION 21: VENTS OF FURY,
PART I
result, it’s a little more difficult to divide it into defined
sessions. Make sure to tell your players to make a note when
they discover a secret door or a path that leads someplace that
isn’t necessarily covered during the session. That way, they’ll This session consists of areas N10 through N11a. The
be able to keep their other Dungeon Masters informed of what session ends when the characters proceed further.
they’ve found along the way as well as have a good idea of
what session(s) to play when they finish the one they’re in.
SESSION 22: VENTS OF FURY,
NETHERDEEP FEATURES
PART II
FRAGMENTS OF SUFFERING This session consists of areas N12 through N14a. The
During their exploration of the Netherdeep, the characters session ends when the characters proceed further.
are likely to encounter fragments of the Apotheon’s
suffering. When the characters find such a fragment, one
of them can choose to absorb it into their body or transfer SESSION 23: VENTS OF FURY,
it into that of another willing character. While a character
can absorb up to three Fragments of Suffering, only one PART III
character in the group can possess a given fragment; if two
characters at the table possess the same fragment, roll a This session consists of areas N15 through N18. The
die to determine who possesses it for the session. The session ends when the characters proceed further.
other character loses the benefit and drawback of the
Fragment but can use it in a future session.
SESSION 24: CHASM OF
SESSION 18: GROTTOES OF YEARNING, PART I
REGRET, PART I This session consists of areas N19 through N22a. The
session ends when the characters proceed further.
This session consists of areas N1 through N3. The session
ends when the characters proceed further.
SESSION 25: CHASM OF
SESSION 19: GROTTOES OF YEARNING, PART II
REGRET, PART II This session consists of areas N23 through N24a. The
session ends when the characters proceed further. If any
This session consists of areas N4 through N6. The session of the characters try to convince Perigee of their good
ends when the characters proceed further. intensions and succeed on the check, ensure that they
note on their character sheets how many successful
checks were made.
SESSION 20: GROTTOES OF
REGRET, PART III SESSION 26: CHASM OF
This session consists of areas N7 through N9. The session YEARNING, PART III
ends when the characters proceed further.
This session begins in area N25 and ends after the
characters have entered the Heart of Despair in chapter 7,
spoken to the Apotheon. The session ends when the
characters decide whether to free him.
If the characters decide to free Alyxian, proceed to
Worst Ending: Unleashing Devastation. The characters
finish the adventure and may not participate in session 27;
their journey ends in the devastation wrought in the
devastation borne of their choice.

CHARACTER ADVANCEMENT
Each character advances to 12th level upon entering the
Heart of Despair. Characters that are 12th-level or higher
don’t advance.

CHAPTER 7: THE HEART


OF DESPAIR
Chapter 7 is designed for 12th-level characters and
consists of one part: Battle for the Soul of the Apotheon.

SESSION OVERVIEW
This chapter consists of one, two-hour session:

SESSION 27: BATTLE FOR THE SOUL OF THE


APOTHEON
Having decided not to free the Apotheon, the characters
must defeat—or better yet, redeem—him.

SESSION 27: BATTLE FOR THE


SOUL OF THE APOTHEON
BEST ENDING: A WORLD THAT REMEMBERED
Each character receives a blessing (see Supernatural Gifts,
Dungeon Master’s Guide) of their choice.

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