The Undertow

“The Undertow is the stronghold of the Hobgoblin Warlord Sarazak and his warband. His alliance with the Cult of Umberlee, led by the Sea-Elf Jenlijasan, has made him Master of both Sea and Land. His army grows ever stronger, and none dare oppose him.”

LEVEL THESIS

The Party needs to escape a castle using cunning and stealth. If they are spotted, the level devolves into an action sequence where the Party has to outrun the guards. This level should be impossible to beat through normal combat*.

*Note: Some players like to defy expectations, and the game should let them succeed if they are able to.

ENVIRONMENTAL DESIGN

The Undertow stands at the end of a narrow cape battered by giant waves and incessant rain. The walls are old, cracked, and streaming with water. The dungeon’s floor is covered with an inch of water, and its edges are clogged with slime. 

In a corner of the keep, stands a lighthouse from which the litany of the Cult of Umberlee can be heard echoing out onto the sea. If the Party is spotted by a Sea Priestess, thunder and lightning erupts, representing Umberlee’s wrath at their attempted escape. Most enemies in the fortress carry lanterns which draw tall shadows behind them.

THE SEQUENCE

The Dungeon

Khan: “Khan has come to rescue you my friends! I have not forgotten all that I owe you.”

The Dungeon is a short area offering two possible routes: one involving exploration, one involving a simple combat encounter. This prepares the Party for The Keep which is harder and more complex, but follows the same rules of exploration and combat.

ALERT LEVEL: Dungeon Guards fight to the death, unless they are alone, in which case, they try to climb the stairs and alert the closest Keep Guard.

The Keep

Khan: “My own brethren betrayed me, but you have proven yourself to be a true friend. I will sing your song long after your end, [PlayerName]. Ha!”

The Keep is an area with multiple floors, pathways, and possible discoveries. Combat is possible, but considerably harder. The Party has a side objective to accomplish in this area, giving them a clear reason to explore if they wish to. 

ALERT LEVEL: No matter their group size, one Keep Guard always dashes to alert the closest Boss. The others try to slow the Party down and protect the Guard running. If a Boss is alerted, then everyone in the Keep becomes alert and joins the combat. (See Alert Level of the Inner Court for NPC reaction.

The Inner Court

Khan: “Run. I will hold them off.” He gives you one last look before unsheathing his sword. “Sing the Song of Khan, my friends!”

The Inner Court is a linear area with only one way out. Guards and patrols are more cramped, forcing players to be more creative if they want to escape stealthily. If they are spotted, Guards will chase after them and try to prevent them from escaping by impairing their movement and attacking them. Both options are valid and contain their own sets of challenges.

ALERT LEVEL: If an Inner Court Guard is alerted, then everyone in the Inner Court is instantly alerted as well. The two Bosses appear on the steps of the Keep and start to chase the Party. If a Boss gets in melee range of the Party, the NPC who rescued them reappears and holds off the Bosses for ∼2-3 turns.

ADDENDUM

Key Concerns

*Note: There are ways to limit player options without taking away their agency. I decided it was unnecessary for the purpose of this level.