Critical Role: Call of the Netherdeep isn’t just a deep dive into the world of Exandria that takes player characters to an eldritch underwater realm. The adventure also pits the characters against a group of rivals who adapt and grow over the course of their travels, matching the characters in strength and ambition.
Here's a look at what we know about the rivals ahead of the adventure's release on March 15:
- Rival factions racing to the Netherdeep
- Ayo Jabe, leader of the rivals
- Dermot Wurder, the rival squad’s cleric
- Irvan Wastewalker, the hardy rival rogue
- Bringing rival NPCs to life
Rival factions racing to the Netherdeep
According to an interview with Call of the Netherdeep co-lead designer and Exandria creator Matt Mercer, the story’s rivals were devised to emphasize the fact that the player characters aren’t the only adventuring party in the world. He has gone so far as to call the rivals a “ticking clock” meant to keep players motivated and invested in the campaign’s plot.
In the same way that characters level up, the rivals will grow stronger over the course of the campaign. Depending on the decisions that the party makes in their interactions with these characters, their personalities will evolve as well.
Will the rivals become cheerful frenemies, despicable villains corrupted by ambition, or something in between? The choice is up to the whims of the gaming table, adding a layer of dynamic choice in Call of the Netherdeep that sets it apart from many other Dungeons & Dragons adventures.
Ayo Jabe, leader of the rivals
Ayo Jabe, the leader of the band, is a chaotic good water genasi and a hard-hitting ranger. Her challenge rating is 3, keeping her in step with the player characters at the start of the adventure. Expect her power to grow over the course of the adventure.
- Ayo Jabe wields a harpoon and a longbow, and she can utilize Multiattack with either weapon. On average, two of Ayo’s harpoon strikes or two longbow shots will deal 22 piercing damage. Dungeon Masters shouldn’t be afraid to place her in the front ranks of the rivals while in combat, swinging her harpoon to and fro to let the characters know that they aren’t the only protagonists in town. Her role as the rival leader means that she’ll also be at home from the back ranks, targeting opponents with her longbow while giving orders.
- At least at the onset of Call of the Netherdeep, Ayo’s more of a combatant than a magic-user. Nevertheless, her two spells—animal friendship and goodberry—can be great for roleplaying possibilities, especially when her crew crosses paths with the characters. Perhaps the party also has a ranger with a fierce bear as their animal companion, for instance. Ayo can put this creature at ease with animal friendship, maybe setting the stage for both rangers to eventually become friends. In another scenario, if both the characters and the rivals end up fighting the same enemies, Ayo could use goodberry to pass out healing treats at the end of the combat, building solidarity between both adventuring groups.
Dermot Wurder, the rival squad’s cleric
Dermot Wurder is a lawful good goblin who wears heavy armor and is prepared to defend his friends in all manner of dangerous situations. Like Ayo, he also sports a challenge rating of 3, and his skill set is centered around the typical abilities of a cleric—tanking and healing.
- Dermot swings a warhammer that does an average of 7 or 8 damage per strike, depending on whether he’s using one or two hands. He can combine this strike with his Searing Wrath ability for a potent Multiattack that deals 9 extra radiant damage on average, blinding creatures until the end of their next turn. If you’re running Dermot in combat against your players, make the most of this combo to harass the heaviest damage dealers, since there’s a good chance that their characters will be reliant on sight to attack.
- Dermot boasts a solid selection of cantrips, including guidance, light, and spare the dying, and he can cast bless and cure wounds once a day. Prior to combat, Dermot will bless all of his companions, and once combat begins he’ll carry out the usual cleric routine of curing his friends and stabilizing them if they fall.
- If the rivals of Call of the Netherdeep become friends rather than foes, consider having Dermot cast guidance or spare the dying on one of the player characters as a sign of trust and goodwill. Alternatively, if both the characters and the rivals are navigating the same dungeon together, Dermot’s light can shine the way ahead.
Irvan Wastewalker, the hardy rival rogue
Irvan Wastewalker is a fellow who gets hit a lot but always stands back up, though hints of him possessing a complicated backstory indicate that he’s deeper than just a rough-and-tumble brawler. His skill bonuses are centered around Acrobatics, Deception, and Stealth, though his high hit points give him a touch more durability than the average rogue.
- Irvan’s Multiattack is a standard double-dagger stab. While he doesn’t get any Sneak Attack bonuses, his strikes do inflict an average of 7 points of poison damage. If the characters are up against Irvan in combat and performing poorly, you may want to hint that his dagger strikes cause a twinge of stinging pain. Clever party members can take this as a hint to cast a resistance-inducing spell, like protection from poison.
- Fortitude is Irvan’s more interesting ability, letting him remain at 1 hit point when damage might otherwise knock him out—provided he can pass a Constitution saving throw. This is similar to the barbarian’s Relentless Rage ability or the half-orc’s Relentless Endurance, but the varying DC makes it not nearly as reliable.
- Irvan should be played in combat like a typical rogue who gets in close to stab away, but his Fortitude ability makes him unusually careless. Play him as a swingy fellow who either bounces back from near-death experiences or flounders pathetically due to an inability to make his DCs, and be sure to have the other rivals exasperatedly cry out, “Not again, Irvan!” if he ever dramatically collapses more than once during a fight.
Bringing rival NPCs to life
Even if you aren’t running Call of the Netherdeep, rivals can be an excellent addition to any campaign. Try the following suggestions to bring rival NPCs to life:
- Go for the childhood-friends-turned-bitter-rivals angle. Perhaps these NPCs grew up in the same backwater village as the party, and everyone once competed together in friendly games of goat-ball. Then, one day, the party members were selected by their village elder as chosen ones for a grand quest, and the rivals were left behind. Not content to let the party outshine them, the rivals have now banded together with a collective chip on their shoulders. This trope is seen time after time in popular fiction—particularly in shĹŤnen anime—and it’s one that most gaming tables are likely to recognize and appreciate.
- Turn the player characters into the bitter group left behind. The rivals can be childhood comrades who have gone corporate, found a wealthy patron, and morphed into spoiled elitist adventurers. Or maybe they’re simply more skilled guild compatriots or schoolmates (perfect in a setting like Strixhaven: A Curriculum of Chaos). To use a Pokémon analogy, the rivals are Gary Oak to the party’s Ash Ketchum, and their sheer snobbery can provide an excellent motivator for the characters to outclass and outdo them. If you really want to hit home the Pokémon analogy, every time the party cross paths with their frenemies, be sure to have the rivals sneer “Smell you later!”
- Turn the rivals into recurring foes hired by the campaign’s big bad. The rival NPCs can show up at multiple points in the adventure to antagonize the party, always fleeing before the characters get the chance to kill them in combat. (For a grimdark—or possibly comical—approach, they can also die and be resurrected by your campaign’s evil antagonist as sentient undead, who are just as annoying as they were in life.) Maybe at some point in the campaign, these recurring rivals can even switch sides if the characters convince them to abandon their sordid employer for a better cause. For inspiration, look at anti-heroes in popular media who toe the neutral line and are too memorable to keep dead—mercenaries like Star Wars' Boba Fett or the DC Universe’s Deathstroke are great examples.
Friends or foes? The choice is yours
Whether you're planning on pitting Ayo Jabe and her companions against the characters or simply hoping to have more friendly faces in your back pocket, rivals are a fantastic way to add tension and competition to your campaign. For more on Ayo’s crew and all the other mysteries that lurk beneath Exandria’s waves, be sure to preorder Call of the Netherdeep here on D&D Beyond.
Jeremy Blum (@PixelGrotto) is a journalist, gaming blogger, comic book aficionado, and fan of all forms of storytelling who rolled his first polyhedral dice while living in Hong Kong in 2017. Since then, he's never looked back and loves roleplaying games for the chance to tell the tales that have been swirling in his head since childhood.
Ranger getting respect! I like it
First. I don't care enough to bother with making a thread in the forums about it(And I'm too lazy), but I'm not a fan of DDB articles. They feel like they exist just as advertisements, because they're usually just comments that barely relate to the actual subject and happen to include a link to a book. For example, this article includes the sentence "Perhaps these NPCs grew up in the same backwater village as the party, and everyone once competed together in friendly games of goat-ball." What does this particular sport have to do with the characters being friends with the rival party as children(And, by the way, this sport has been specifically a goliath sport since their first appearance in 2004's Races of Stone)? Nothing, as far as I can tell, but you have to buy a book to find out what it is. Although DDB has published some better articles lately, I really wish there was more thought to the content of the article and less to getting people to buy things.
^This.
And yes, the problem has been introduced, but it's clear nothing will be done about it. Not hate, just an observation
The more I read about this book, the more I like it. If it hadn't been for the various articles about it, I would have skipped over it and been none the wiser. This is sounding more and more like an adventure my players would like. Not that I will be using their world, but plugging it into the right place (and time) in mine.
Stuff like this is interesting, but it's REALLY hard to do. One mis-step and the players will treat them as every other monsters to be killed by XP. It can be amazing if the PCs buy in to the concept, but a lot of players just don't like others stealing their spotlight.
Also, the article itself is so low-effort. All the recent books have been so bland, new races with no lore, incomplete backgrounds, etc. Nobody here loves the game any more.
I don't car what people say, just learned about this Ranger girl and the first thing to mind is "Is that Jester's and Forg's dauther!?".
Really? Your primary complaint is the specific sport mentioned in a hypothetical example scenario? It'll tell you exactly what goat-ball has to do with the book: Absolutely nothing. Because that part wasn't about the book, but about how to include rivals in your own campaigns. The only part that directly has to do with the book is introducing Ayo Jabe, and how these rivals will change over the course of the adventure depending on your actions.
And yes, this is very obviously just and advertisement for Call of the Netherdeep. Hence it being in the title. Don't like it? Don't read it. The lack of views will say far more about your displeasure than an angry, misplaced rant.
The more I read on this adventure the more excited I am for it!
Sure, the goat-ball comment is somewhat out of place, but the over all point is that DDB doesn't produce articles anymore, just adds, which is 100% correct. Not that it's wrong for a company to advertise, but we were used to getting the James Haeck series which were actually good and helpful, and taught you how to do things like run monsters and play certain classes well (plus his little side stories always made for a good read). The new is just bland
wonder if they have guidelines for if the players decide to get rid of their rivals early ...
she was a Tiefling not a genasi but I know she had a little water genasi so maybe depending on when this adventure takes place
I can agree fully on this matter. No offense but they do seem too much like an advertisement. It really makes sense, what they're arguing. There definitely should be more thought incorporated into these articles, not just advertisement.
Well, this is definitely interesting. But it's got a lot more advertising rather than reason that this is just a good novel to check out. I'm not saying that I disapprove of the methods that they use, and they make it look interesting since they have been posting better content recently, but does it really make sense to just have advertisement and then provide one benefit? Ok, one character added. What about new races and subclasses? Are there any benefits other than that? I own the book Explorer's Guide to Wildemount and it's great, but it also introduces other races and subclasses rather than low level characters. It even includes beasts that you can't find in the monster manual. I understand that this may not be the best argument but they could be doing something better than giving us a 3rd level ranger and saying "come buy our book".
Anyone else think Ayo Jabe's artwork looks like Maggie Mae Fish?
I would like to respectfully disagree with this. If you look at the homepage (as of time of writing this comment) we have
There are three posts that could be described as advertising; pre-order perks, Call of the Netherdeep pre-ordering, and this article, although I personally feel that's tenuous because what's written here can be applied to any adventure, not just Call of the Netherdeep
Why doesn't Ayo have any of her Water Genasi spells? They are supposed to start with the Acid Splash cantrip at the very least and get more spells the higher their level.
No, they learn shape water as a cantrip, They get resistance to acid damage but not acid splash.
Acid Splash replaces Shape Water in the new version of the Water Genasi, as shown in MMotM. What you said is true for the version first released in the EE Player's Companion, though.
IMO, it is also because they are apparently written only for brand new players. They don't go deeper than a kiddie pool, and once you've played a campaign or two, have nothing useful. Which by all means, the website should have beginner oriented material. But not just that. Where are the Subclass 201 articles to add on to the 101 articles from way back?
Also, I disagree about lack of views vs negative constructive comments. DDB will not know why a article has low views if we don't tell them. And how am I supposed to know I won't like it until I've read (and therefore viewed) it? CFLN sounds like my children, who insist dinner is "yucky" without having taken one bite. What happened to not judging a book(or article) by its cover?