D&D - Adventures the Sunless Citadel - Download as PDF File .pdf) or read online. DnD Adv the Sunless Citadel. From publisher blurb: Evil Grows beneath the Earth Why should anyone travel the cracked cobblestones of the Old Road? The fortress that once cast its shadow . "The Sunless Citadel" is the first in a series of eight stand-alone adventures for the Dungeons & Dragons game. This carefully crafted adventure, designed to.
|Language:||English, Spanish, Japanese|
|Genre:||Politics & Laws|
|ePub File Size:||19.81 MB|
|PDF File Size:||20.48 MB|
|Distribution:||Free* [*Regsitration Required]|
The Sunless Citadel (). Design: Bruce R. Cordell. Editing: Miranda Horner. ON THE COVER. Cartography: Todd Gamble. Illustrations: Dennis Cramer, Todd . THE SUNLESS CITADEL Bruce R. Cordell caite.info 3 weeks ago Reply. Are you sure you want to Yes No . The concept of The Sunless Citadel is a site-based adventure. Player char- encounter. This conversion guide is an exercise in trying to convert the 5th Edition version of the The Sunless. Citadel adventure using my own D&D
Cave Map: After that, if they crossed paths again, they'd be considered prey. However, someone went to rocky debris, and the bones of small animals cover some effort to hide the evidence of the camps from it. If that doesn't work out, then I gave the gnome that's trapped Draconic and had him offer to translate things as needed. Once opened, this portal remains so for slid into the earth. The small Belak the Outcast and the Gulthias Tree if they hope to tree of healing, hoping to heal an ailing town follows the rules noted for win free and feel the light of day again.
Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc. This material is protected under the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc.
This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Made in the U. Visit our website at www. The total experience Dungeons disturbed, and groves of lights; award is then divided by the number of PCs and possibly Echoing on these shores, still clear, NPC party members who were present at the beginning Dead ecstasies of questing knights— of the encounter.
Yet how the wind revives us here! Player characters PCs who survive the entire adventure should advance through 2nd level to 3rd level before the finale. The PCs are not initially privy to the background infor- Encounter Levels: The Sunless Citadel also accommo- mation, but they may learn it during the adventure. Rechristened the Sun- do not mind an initial bit of easy going. That means a less Citadel, its echoing, broken halls now house nefari- group of PCs of more than four players or those who ous races and malign creatures.
Evil has taken root at begin the adventure at 2nd or even 3rd level require less the citadel's core, which is deep within a subterranean time to recover between encounters. It also means that garden of blighted foliage.
Here a terrible tree and its the Dungeon Master DM must either divide the total dark shepherd plot in darkness. Belak was drawn to the encounter than what a 1st-level party would gain in the buried citadel twelve years ago, following stories of oddly same encounter. When the PCs achieve sufficient XP to enchanted fruit to their source. The druid found an age- advance to their next level, allow them to advance during old fortress pulled below the earth by some past the course of the adventure.
In fact, PCs should advance magically invoked devastation. With the ancient inhabi- to 2nd and possibly to 3rd level while adventuring in order tants long dispersed, vile and opportunistic creatures to adequately face the final challenges of the module.
But at the old fortress's core, Belak the Outcast stumbled upon the Twilight Grove. A copy of the Monster vampire. Manual is also useful. Upon the Gulthias Tree, magical fruit extrudes forth: Text that appears in shaded boxes is player informa- A single perfect ruby-red apple ripens at the summer tion, which you can read aloud or paraphrase to players solstice, and a single albino apple ripens at the winter when appropriate.
Sidebars contain important informa- solstice. The midsummer fruit grants vigor, health, and tion for the DM. More often than not, DMs can find life, while the midwinter fruit steals the same. In the abbreviated monster statistics with each encounter.
Full years since Belak's arrival, the enchanted fruit has monster statistics appear in alphabetical order in the enjoyed wider dispersal in the surrounding lands, appendix. One of the responsibilities of the DM is to promoting good and ill. But the seed of either fruit, if review these statistics before the game starts so as to allowed to sprout, brings forth only ill: Vaguely refresh his or her memory of the more distinctive humanoid and evilly animated stick bundles known as characteristics of the creatures.
The encounter level is not necessarily a tool to calculate total experi- ence points for each encounter. The concept of The Sunless Citadel is a site-based adventure. Player char- encounter level is important only as a point of informa- acters discover that rumors of a sunken fortress are true.
To calculate experience for a given dire vermin and mysterious twig blights, as well as war- 2 encounter, refer to the challenge rating provided for each ring kobold and goblin tribes. Cross-reference the challenge Oakhurst: The PCs may occasionally retreat to a nearby rating of a given monster with the party's average small town to recuperate and replenish supplies.
It's possible that diplomatic heroes can avoid mass of twisted sapling stems. Not too long after the strife with the kobolds and strike a bargain with them, saplings reach 2 feet in height, they are stolen—every but only if the heroes agree to retrieve a lost quot;petquot; for the time. The townsfolk assume that the jeal- The Small Town kobold leader. The adventurers have less luck dealing peace- their monopoly of enchanted fruit. You fully with the goblins, who feel confident of their are interested in piercing the mystery The community closest to the strength and prove unwilling to negotiate.
Eventually, the daring could ever possess such a wonder, and Oakhurst or a name more heroes discover the lower levels of the Citadel, and the how they steal every sprouting sapling appropriate to the DM's cam- Twilight Grove.
There, PCs learn the truth of the grown from the enchanted fruit's seed. They also must confront and defeat Moreover, you wish to find this rumored for the town center. The small Belak the Outcast and the Gulthias Tree if they hope to tree of healing, hoping to heal an ailing town follows the rules noted for win free and feel the light of day again.
Refer to the Overland Map on the inside front Player characters can discover the halfling 9, elf 5, dwarf 3, gnome cover. The PCs can be drawn to the dungeon via the fol- following additional pieces of 2, half-elf 1, half-orc 1.
Authority Figures: Mayor lowing methods which are mutually compatible. Relate information either through a Gather the information immediately below to the players as Information check, where they spend Vurnor Leng, male human Ari7. Important Characters: Or, you can photocopy the hooks via role-playing: You are eager to make a name one knows for sure what the Sunless Felosial, female half-elf War3 for yourself. The legend of the Sunless Citadel is well Citadel once was, but old legends hint constable ; Ben, Lu, Jym, and known locally, and stories indicate it is a perfect site for that it served as the retreat of an Roda, male and female heroes intent on discovery, glory, and treasure!
They Plain, a lifeless land. Player characters blacksmith ; Caron, male were never seen again. Two human members of that ill- who succeed at a Knowledge check human Exp3 quot;Ol' Boar Innquot; fated adventuring party were brother and sister, Talgen history, geography, or local, DC 12 , barkeep.
Town guards, War2 Hucrele a fighter and Sharwyn Hucrele a wizard. They or ask someone in Oakhurst know that were part of an important merchant family based in the the desolation is attributed to the 12 ; Exp3 8 ; Rog3 2 ; Rgr2 town of Oakhurst. Kerowyn Hucrele, the matriarch of ancient rampage of a dragon named 1 ;Com1 They're possibly during the PCs very by the missing brother and sister.
She also offers a reward frightened by stories of new monsters next visit to Oakhurst. Unbe- of gp per signet ring, per PC. If the PCs bring back that maraud by night. No one has seen knownst to the villagers, the the Hucreles in good shape of good mind and body , these creatures, nor do they leave a saplings animate as twig blights she offers to double the reward.
The goblin tribe infesting the people who have been caught out scuttle off on their own, nearby ruins called the Sunless Citadel, though no one alone have been found dead the next continuing their slow coloniza- knows why ransoms a single piece of magical fruit to day, pierced by dozens of needlelike tion of the surface.
See the the highest bidder in Oakhurst once every midsummer. The a paladin of Pelor Sir Braford , and a fruit, apparently an apple of perfect hue, heals those who ranger Karakas. Sir Braford was not a local, and he suffer from any disease or other ailment.
They sometimes had a magic sword called Shatterspike. When the seeds ter. This apple is corpse-white and utterly poisonous, germinate in their proper season, they produce a twiggy even to the mere touch of the skin. No samples of 4.
About thir- teen years ago, a grim man named Belak stopped by, quot;See the old Dragon from his throne and he had a very large pet tree frog. Sink with enormous ruin down! If you would like the PCs to have the opportunity to find The overgrown Old Road winds through rocky downs, either a midsummer or midwinter fruit, begin the near stands of old-growth oak, and past 1d4 abandoned adventure a few weeks before either the summer or farm shacks.
The lonely road is empty of all travelers winter solstice. Apart from making a piece of fruit avail- except for the PCs. The distance between Oakhurst and able on the Gulthias Tree, choosing a season also pro- the Sunless Citadel, via the Old Road, is seven miles. This vides you with additional details to relate to the PCs, distance requires half a day of walking for creatures with which enhances the adventure.
If you choose summer, a speed of 20 or a quarter of a day for those with a speed the hills are lush with growth, though the heat some- of Mounted PCs can cover the distance in a few times grows oppressive. If the PCs embark during the hours. Player characters who strike off overland, winter, temperatures hover just above freezing by day eschewing the road, discover that the rough downs slow and plunge below it at night.
The PCs will need heavy travel sufficiently that the trip takes twice as long. Should the PCs travel or camp sive drifts across the Old Road. If defeated, the Remember that many of the areas in the dungeon are blights appear to be loose bundles of snapped and completely dark until the PCs bring a torch or other light mTwig Blights 2: Creatures with darkvision, such as dwarves, can see without a light source to a distance of Tactics: The twig blights attack under cover of 60 feet in all directions.
But, many PCs do not have dark- night and from surrounding foliage if any. They vision, and must resort to artificial light. Creatures with sound like wind blowing through dry leaves as they low light vision can see twice as far as noted below. Player characters without a light source or the ability to see in the darkness have a -3 Light Source Light Duration penalty to all attack rolls the moon and stars shed Candle 5-ft. Dark Ravine and other features of a dungeon setting, and the player characters could soon get turned around without a map.
Ask for a volunteer to be the party mapper. It's the Player characters who arrive during daylight hours have mapper's job to listen carefully to your description of a good view of the site, which is depicted on the Sunless each area, noting its size and exits, and to record that Citadel Cutaway Map. If they arrive in the darkness of information on a scratch sheet or graph paper.
Ask the players to tell you in what order their characters The Old Road passes to the east of a narrow ravine. This information lets you At the road's closest approach to the cleft, several know generally where each character is with respect to broken pillars jut from the earth where the ravine 4 each other, which is important if the PCs are suddenly widens and opens into something more akin to a attacked or if you need to determine who walks into a deep, but narrow, canyon.
Two of the pillars stand trap first. Player characters can easily climb down straight, but most of them lean against the sloped the knotted rope Climb check DC 0 , using the wall to earth.
Others are broken, and several have appar- brace themselves. They descend 50 feet to the citadel ently fallen into the darkness-shrouded depths. A foyer area 2. Attempts to climb down the naked rock few similar pillars are visible on the opposite side of using the carved hand- and footholds are more difficult the ravine. Climb check DC A failed Climb check indicates that a clumsy climber falls from a height of 25 feet. The The ravine runs for several miles in either direction, with fall inflicts 2d6 points of damage.
At the point where In addition, you should note whether the player char- it most closely intersects the Old Road, it widens to 40 acters take extra care to move quietly.
Allow those who feet. It also plunges much deeper into the earth near the want to move quietly to make a Move Silently check pillars described above. See the Sunless Citadel Cutaway opposed by the rats. Make a note of which character Map. Ledge pillars are generally worn and broken, and graffiti in the Dwarven alphabet covers most of them. Characters who know Goblin after translating the letters from Dwar- The ledge is shown on the Sunless Citadel Cutaway ven recognize the inscriptions as warnings and threats Map.
A successful Search check DC 13 reveals that the area in and around the pillars A sandy ledge overlooks a subterranean gulf of dark- has hosted countless small campfires—some of them ness to the west. The ledge is wide but rough.
Sand, recent about a month ago. However, someone went to rocky debris, and the bones of small animals cover some effort to hide the evidence of the camps from it. A roughly hewn stairwell zigs and zags down the casual scrutiny. Anyone standing next to the ravine immediately notes a sturdy knotted rope tied to one of the leaning pillars.
The rope hangs down into the darkness below. Judging by Even PCs with darkvision cannot see the far wall of the its good condition, the rope couldn't have been tied there chasm, which is feet to the west, nor the bottom of any longer than two or three weeks ago.
Player characters the subterranean vault, which is 80 feet below. After PCs can also see older and weathered hand- and footholds deal with the monsters, they can search the ledge at their carved into the cliff face.
These are goblin-carved. A successful Search check DC 13 reveals 5 6. The footprints head Overview for the DM indication. All is quiet, though a cold breeze blows down the stairs. Extraordinarily large rat A dragon cult that valued privacy up from below, bringing with it the scent of dust prints are likewise abundant.
The search also and defense built the Sunless and a faint trace of rot. The ashes hide rough- 3. Crumbled Courtyard sources believe that it was hewn spear tips of goblin manufacture and associated with the dragon small animal bones from past meals.
The cataclysm that Creatures EL 1: Drawn by the occa- killed the cult members sunk the The narrow stairs empty into a small courtyard, sional surface animal that accidentally falls fortress at the same time.
The buried citadel has sunk so far into around the rubble. They hide amid the enchantments, much of the the earth that the battlement is now level with the debris at the first scent of PCs above.
A dire structure survived its descent surrounding cavern floor. The floor stretches away rat looks like a more feral, 3-foot-long version into the earth. With the cultists to the north and south, and it is apparently of a normal rat. The DM positioned all of his Twig Blights in a line formation with the named characters a few squares behind them. When I ran it I made the Blights initially be all over the cave, so when the combat started they'd slowly make their way to the centre.
I used more Blights than the book called For, but made them come in waves basically. Ser Bradford's sword is super cool, use it in the initial waves of combat to destroy the PCs' gear. Things like Greatswords or Shields are nice targets. I would at least have session 1 be almost entirely RP and town related. Once they get into the dungeon, its difficult to leave and makes little sense for them to do so.
There is plenty of combat and the entire module is a big dungeon, so its light on RP. I had to create an NPC "Tank" because that party is missing a front liner. I created a Paladin. I tied in several things to these characters to make the module more interesting with their consent of course:. The Wizard receives a cypher of Dragon runes from a mysterious source.
Throughout the dungeon when he sees other draconic symbols, I make him roll insight and pass a "test" to learn more Draconian language. This allows at least one person to interact with the handful of Draconic messages in the dungeon.
Karakas was her mentor and left to hunt down an evil Shadow Druid Belak this gives her a personal goal. The Bard is contracted by the "College of Neverwinter" which is a place I made up that is like a Hogwarts style place for Bards and Wizards to apply to learn lore and deep magic.
An agent wants her to track down the rumored Apple that comes from the tree and retrieve it Little does she know that shes being played. If they aren't Murder Hobos, likely they will work with the Kobolds and Meepo.
I would be careful with the White Dragon Wyrmling encounter. Running this logically, your PCs are still probably level 1 and will get insta-chunked by its breath. I would suggest using Meepo here as a distraction and play up that the Wyrmling dislikes him, and have Meepo discuss pacifying the creature with jewels, gold or food so someone can grapple and tie it up. Retrieving the Dragon should be enough for level 2, and then from there, they should be more equipped to handle the rest.
Be open to crazy solutions. One of my parties spoke draconic and decided to cut a deal with the dragon to just let it be and fed him all the dead goblins. Seemed like a great idea and a successful skill roll later and the had a dragon ally. Of all the times I've run this adventure it never occurred to me that making friends with the dragon is possible. It was always where meepo dies. Run it using The Alexandrian's modified Jacquayed version. The adventure is less linear and more interesting.
I was thinking of doing the same thing. But my drawing skills suck. Any dungeon designer tools you would recommend to redraw the dungeon?
I ran Sunless Citadel over four sessions for some total newbies, and when they got to Meepo and threatened him, I spontaneously decided that my Meepo voice would just be a full on Bobcat Goldthwait impression.
The last, my girlfriend, did everything in her power to make sure Meepo got fed to Calcryx. Take it slow. Don't rush em through. It's a pretty good size delve. If it takes two sessions, it takes two session. They're both evil trees surrounded by skulls.
They're a bit pricey for a one-off, but they're cool evil tree models. Much cheaper. If you make the kobolds dialect difficult to understand its possible to deceive your players regarding It's size. Lots of fun. If you want to run the whole campaign, which I like to call "the return of Ashardalon". You need to choose one of your PCs to be a secret "chosen one. Ooh would you mind expanding? I ran Sunless Citadel as a precursor to Storm King's Thunder in my group and fun ways to tie stuff back to that first introduction is something I'd love to hear.
Are you referring to additional published materials? Why does a PC need to be a chosen one - what purpose does that serve? I don't remember anything about that. It's from the following modules in the 3. If you want more info, PM me. In all but two modules there is some reference to the dragon Ashardalon. The last adventure is trying to stop his return. He was once defeated by a druid long ago and one of the party turns out to be her descendent. I have a Druid in my party who was Belak's old apprentice and she is obsessed with researching Dragons Remember that kobolds are cowardly and more likely to run than fight, but that a single kobold will gladly give their life to save the tribe.
If your players are hostile to the kobolds, their top priorities should be getting away, and protecting the nest. Also remember that goblins are hostile, but they have no honor and will gladly run away and leave their comrades if the fight goes against them. They'll also fall back to warn the other goblins. And finally, while they're not incredibly interested in negotiations, goblins are intelligent and will make deals if the terms are in their favor. I guess my final piece of advice would be to not even mention the underdark access tunnels.
If your players sneak through goblinville without a fight, and need a different escape route, maybe have an earthquake open them after the fight with Belak. I ran this dungeon. It was the first dungeon in a campaign that will have been going on for a year this September. Don't level your players up too quickly, otherwise they might one-shot the boss like mine did. I believe, if you're using yawning portal, the characters are supposed to be 3rd level when they leave the dungeon.
They reached level 3 before the boss and it made the final battle way too easy. Also, I had the dragon, Calcryx, bargain with the players, offering to help them clear the upper level of the dungeon.
My players ended up forming an alliance with it. In my world, dragons grow in size not based on age, but on the size of their lair and wealth of their horde until they reach "adult" size.
Then, time has to pass for them to reach ancient status, as stated in the monster manual. On the way back from clearing the lower level, they entered the room where they had last talked to Calcryx and found a large, crude igloo made of frozen goblin corpses. The floor, walls, and ceiling of this large room were iced over with the igloo in one corner.
They also found a molted dragon skin. They peered in the igloo to find a young calcryx, when before she had been a wyrmling. The dragon thanked them for clearing the dungeon, and gave them a magic whistle that would allow them to summon the dragon once, and only once, to do them a favor.
After that, if they crossed paths again, they'd be considered prey. They took the whistle and left. A long time later several months real time and in game they returned to Oakhurst.
It was frozen in an endless winter, the town's population just a handful of stubborn holdouts. One of my players, whose backstory was that she grew up in Oakhurst, found out her parents had been taken when the last caravan of townsfolk escaping was attacked by kobolds.
That of course led to an epic rescue mission and showdown. Roleplaying in Glorantha. Band of Blades Early Access. The Voice in the Night. Rise of the Separatists. The Haunting of Equestria. Original Fantasy RPG: House of Illthrix. Arcana of the Ancients: Creatures and Cyphers. Atarashia Gazetteer: Dwarven Guide. Year Zero Mini Playtest. A Thorn in the Side. Burning Empires. PDF version. Wizards of the Coast. Description Edit History. From publisher blurb: