Paul Farquhar
Legend
When I read Call of the Netherdeep I couldn't decide if I thought it was a good, bad or in between, largely because I was uncertain how some of its moving parts would function in actual play. But my players are Critical Role fans, so I am going to try running it, starting tonight. So I thought I would report back on how it goes. This is aimed at using my experiences to help fellow DMs with the adventure, it's not a narrative.
There are six players, and we are running the game on Roll20. I am using milestone levelling, but because of the large number of players they will be a level behind in certain parts of the adventure for balance reasons, and to help me fit in extra content.
1. Preparation for chapters One and Two
Minor niggle: the person who drew the Jigow map doesn't know what a dodecahedron looks like from the top!
Larger niggle: The Emerald Grotto map expects the rival party to swim through a tunnel that is 3 feet wide and 5 feet high. Since one of them is a 12 foot tall ogre this could be difficult! I have decided that the elders will provide that character with a potion of diminution as well as a potion of water breathing. I would do the same for the PCs if one of them wouldn't be able to fit through that space (e.g. a centaur).
The unmarked player map for chapter two seems a bit pointless. there is no information on the marked map that they wouldn't know from consulting in game maps. There is no included battlemap for chapter two random encounters, and I couldn't find a generic badlands map that I liked. They all were either too green or too sandy. There was a map for the caravan stop, which seems redundant, since the is no fight likely to occur there, unless the PCs start one.
There are six players, and we are running the game on Roll20. I am using milestone levelling, but because of the large number of players they will be a level behind in certain parts of the adventure for balance reasons, and to help me fit in extra content.
1. Preparation for chapters One and Two
Minor niggle: the person who drew the Jigow map doesn't know what a dodecahedron looks like from the top!
Larger niggle: The Emerald Grotto map expects the rival party to swim through a tunnel that is 3 feet wide and 5 feet high. Since one of them is a 12 foot tall ogre this could be difficult! I have decided that the elders will provide that character with a potion of diminution as well as a potion of water breathing. I would do the same for the PCs if one of them wouldn't be able to fit through that space (e.g. a centaur).
The unmarked player map for chapter two seems a bit pointless. there is no information on the marked map that they wouldn't know from consulting in game maps. There is no included battlemap for chapter two random encounters, and I couldn't find a generic badlands map that I liked. They all were either too green or too sandy. There was a map for the caravan stop, which seems redundant, since the is no fight likely to occur there, unless the PCs start one.