What Do I Know About Reviews? Under the Seas of Vodari: The Hunt for the Undine
Let’s start the month with a look at an adventure released for Under the Seas of Vodari, The Hunt for the Undine. If you haven’t looked at the setting, The Seas of Vodari is a third-party D&D setting of fantasy pirates and swashbuckling, with all the D&D-isms built in. Under the Seas of Vodari is the expansion of the setting that details the undersea cultures of the setting. This adventure’s hook and locations all take place in the undersea realms.
Disclaimer
Brandes Stoddard, who has writer/developer credits on this adventure, is a good friend of mine. I received my copy of this adventure as a backer of the Under the Seas of Vodari crowdfunding campaign. I have not had the opportunity to play in or run this adventure, but I’ve had pretty extensive experience both as a player and a DM of D&D 5e.
Under the Seas of Vodari: The Hunt for the Undine
Writing/Development: Brandes Stoddard
Editing: Shawn Ellsworth
Art Direction: Shawn Ellsworth
Graphic Design and Layout: Dave Jumaquio
Illustrators: Mariam Trejo
Cartographers: Kate Woodall and Dave Jumaquio
The Hunt for the Undine is a 24-page PDF. It includes a cover page and a credits/table of contents page, with the rest being the adventure material, including NPC stats. The artwork continues with the same style in the Vodari material so far from Mariam Trejo. I’m an easy mark for a setting with an established art style and a fan of Trejo’s work.
Technical Details
This is an adventure designed for 5th-level characters. A section provides story-based advancement suggestions if you aren’t inclined to track XP in your games. There is a sidebar that uses surface characters in the adventure. At the very least, they’ll need the ability to breathe underwater, and the sidebar summarizes some of the other issues that may come up if a character is built for dryland adventuring.
The adventure was developed for the Under the Seas of Vodari crowdfunding campaign, so the stat blocks don’t utilize the new 2024 format, but nothing about the adventure would be significantly modified by using the 2024 rules. If you want to see some of the initial development of 2024 versions of Vodari elements, there are some previews of this work on the Vodari Voyages Patreon.
The adventure does something I appreciate whenever I see it: It includes a structured sidebar on role-playing an important NPC. More than player characters, having an NPC’s personality traits, ideals, bonds, and flaws can help a DM understand why the NPC is doing what they are doing and why.
The Plot
If you’re likely to play in this adventure or want to be surprised when you read it for yourself, it’s time to get out of the pool.
The adventure starts with the PCs finding an inscribed gemstone that serves as a map to a lost piece of technology: the Undine, a submersible supervehicle. If you’re wondering what kind of superscience is floating around the backstory of this setting, think of the tragically underappreciated Atlantis: The Lost Empire to visualize this tech. It’s technology that has a very arcane feel to it.
This could just be a “treasure map that leads to a dungeon” but in an underwater setting, and that would make it an interesting spin on the trope. But in addition to a treasure map to a lost piece of super valuable technology, multiple factions are on the hunt for The Undine because we’ve got a cold war situation turning hot, and a superweapon all brings out the faction agents.
While exploring the undersea fortress, other factions might have encountered various traps or travails, leaving dead bodies or NPCs to interact with, compare notes with, or strike temporary alliances with. The PCs may be going it alone, or they may already have hitched their water wagon (?) to one of the existing factions.
The secret of The Undine’s construction is that the ship’s creator struck a deal with a literal undine, an aquatic fey creature who thought it would be interesting to see what it would be like to be integrated into the ship itself, at least for a while. That means to utilize the ship fully, the crew needs to be on good terms with the spirit that is integrated into it. That will be important if the PCs still have some rivals willing to take a shot at them as they pilot The Undine away from the fortress.
The Devil (or Fey) is in the Details
Your PCs may already be affiliated with a faction by the time they reach 5th level, but if not, the included hook defaults to connecting the PCs to the Avalsi League. This undersea nation is composed of a mix of different undersea folk. The Avalsi are less ambitious than they are concerned that Avalsi will suffer if the recovery of The Undine flares a war into life.
While there are a few other factions that are mentioned as being available to swap out for the primary factions described in the adventure, the assumed primary powers include:
- Taevara–Taevara is a strict anti-pirate theocracy that sends its well-financed knights to secure The Undine and the seas for the Archpriest.
- Veraci–A merchant nation ruled by a queen and serving the needs of the various merchant houses, they’ve got even more money to throw around than Taevara, and they want The Undine to secure favorable trade lanes.
- Xolen–A nation of gnomes, humans, and dwarves known for its engineers and inventions, Xolen can’t help but be interested in such a fabled technology as The Undine.
In addition to explaining the factions and describing the teams each faction will be sending (if the PCs aren’t affiliated with them), each faction has a section explaining how the adventure assumptions change depending on what faction the PCs might be affiliated with, including what happens if the PCs break they contract with the faction.
Dungeon Crawling (Swimming?)
The fortress is divided into broader sections and more heavily locked-down engineering portions. Unlike some dungeons, the fortress has various barracks, and if the PCs take their time exploring, they can use some of the barracks as their home base. However, even if they get a head start, eventually, other factions arrive and start to inhabit different barracks themselves. There is a chance that the PCs can encounter other factions and negotiate a truce so that they don’t fight off traps, sea creatures, and constructs, as well as rival adventurers.
Several Challenge Rooms locations are locked down with puzzles. If your players are having trouble with the puzzles, or if your players just aren’t puzzle people, there are several entries for these rooms, including a more accessible version of the puzzle and event development, which also notes that if the PCs aren’t on bad terms with another faction, they may work with the PCs to solve the puzzle so that everyone can advance to the next area.
Because the research at the facility involved the fey, a group of undersea unseelie fey are waiting to be alerted to anyone reaching part of the fortress. Two groups of these unseelie are trying to find the fey working with the engineers, unaware she’s integrated into The Undine itself.
Favorable Seas
I’ve said before that I enjoy it when there are adventures available for a setting that utilize what is unique about that setting, and this adventure fits that bill. You can adapt this to other campaign settings, and the concepts of an undersea dungeon crawl with rival adventurers and lost technology make the adventure strong without its setting elements. However, this also does a great job of using elements of the Vodari setting to show how setting details can enrich an experience. I appreciate the inclusion of easier puzzles and the option to have other factions solve them. I appreciate details like how allying with factions might change things, the disposition of NPCs and how they operate, and he full workup of the primary’s NPCs personality and motivations.
The Cold Depths
I’m one of those uncultured slobs who worries about puzzles in adventures. I’m always biased in this because my anxiety makes it hard for me to engage with puzzles in social situations. I appreciate puzzles when I engage with them before my anxiety catches up. As a DM, I worry about not presenting well enough for PCs to have the necessary information. But that’s not a valid concern for just this adventure. It may be a little challenging to juggle all the factions, even with the guidelines in the sidebar in the adventure, even if it’s worth the payoff. I appreciate the efficiency in the presentation of The Undine’s stats, but I would have loved to have had its whole stat block instead of the “use this vehicle with the following changes” approach, but that’s been standard practice in 5e adventures from the beginning.
Recommended–If the product fits in your broad area of gaming interests, you are likely to be happy with this purchase.
My primary concerns with the adventure aren’t major flaws, just personal preferences. This is a solid adventure for presenting a unique adventuring scenario: an aquatic dungeon with rival adventurers. If you’re interested in the Vodari setting, this adventure highlights its unique elements.
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