The most recent Dungeons & Dragons adventure module, Critical Role: Call of the Netherdeep provides players with a full-fledged adventure set within Critical Role's world of Exandria. Co-written by Critical Role Dungeon Master, Matt Mercer, the campaign features various unique distinctions such as an aquatic emphasis.
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One of the most notable elements of the campaign that sets it apart from other 5e adventure modules is the inclusion of a rival adventuring party that players can encounter over the course of the campaign. As this is a new fun twist to be included in the campaign, we're going to shine a light on this adventuring party and explore everything a DM would need to know about this rival party and how they function within the context of the adventure.
Rather than simply being helpful or antagonistic, the rival adventurers within Call of the Netherdeep can be used flexibly based upon the party's actions. Throughout the campaign, whenever this rival party is encountered, the DM will have access to guidelines of how these characters will act based on if they're friendly with the party, indifferent, or directly hostile.
Rather than remaining a static force within the module, this rival group of adventurers grows alongside the players. In addition to each member of this party having their own distinct stat blocks that dictate their abilities and capabilities in and out of combat, all five of these characters have three iterations based upon the current chapter of the campaign module.
While these characters are akin to level three adventurers at the beginning of the campaign, by the time the players have reached chapter five, these rival adventurers will have access to unique and
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