The Sunless Citadel

IronWolf

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This one was a dungeon crawl, fair and simple. It wasn´t exactly a memorable adventure, but definetly offered fun and entertainment. One of the advantages is that it is easy to run and requires minimum prepararation on the DM´s side.
And it offered a character that has truly become a great addition to my own campaign: "Meepo the dragon master".
 

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[some major spoilers]

All in all, I thought this was a decent enough adventure. Well-written with some interesting elements for a 1st level dungeon crawl.

Very Good: The general storyline, the writing, the artwork, the hooks, and (to a lesser extent) the setting. All top-notch. The reason behind the Gulthias tree was extremely cool, and the collapsed underground setting from the old dragon cult gave it great flavor.

Pretty good: The encounters were OK, but a little weak at times. Meepo and the dragon were interesting, and gave the players a neat secondary goal for a while. The twig blights were also fun, as were the goings-on downstairs, and added some darker flavor to the proceedings. The ending was decent, though it could have been stronger in my opinion. The dungeon just had a great "feel" to it.

Disappointing: There were a couple of side-jaunts that I think would have been *really* cool, but due to the dungeon design and the fact that it wasn't integral to the plot, my players found it obvious they should just skirt around it. Too bad, I was looking forward to them. Ditto for some of the traps, which didn't seem obvious enough for newer players to even look at - they just walked right on by. Too many rooms with not enough interesting opponents; crossing through room after room, fighting kobold after kobold got kind of old - it seemed like it could have been shrunk by about 50% without losing anything. There were also some elements that seemed a little improbable or "leading", such as: (1) the maze-like design of the square floor plan, followed by (2) the only way down to the 2nd level via a vine located in the VERY back corner, (3) how these 2 main groups of creatures could co-exist at all, and (4) how convenient that the villain was waiting at the end for you at the end. Oh, and I kind of wish the Gulthias tree could have gotten involved in the final conflict somehow - it played such a big part in the story, it seemed a shame just to have it just sitting there...

But despite all my belly-aching, I still find myself giving it a 4 (although if I could have, I would have gone for a 3.5 instead). The players still liked it, and we all had a lot of fun playing. I guess it was just so well done, that it was frustrating certain elements couldn't have been a bit better.
 

Beware! This review contains major spoilers.

This is the 1st core adventure for D&D3e by WotC. It is designed for four 1st-level characters.

Presentation: The front cover features PCs fighting off little thorny creatures in front of a large twisted tree. The back cover has a short introduction to, and overview of, the adventure. The internal art is black & white, of mediocre quality. The page count is 32. 9/10 of the page is text, the rest a runic border. The text is clear and readable. The inside front cover has four maps - three smaller ones of the area around Oakhurst, Oakhurst itself and a cutaway of the Sunless Citadel, and a larger one of an overhead view of the upper level. The back inside cover has an overhead map of the lower level. The maps are of good quality; the larger maps have a key and scale. The first page contains credits and contents. The final three pages contain creature statistics, magic item descriptions, and a new creature.

The Story: In an ancient fortress, a vampire is staked through the heart. The fortress sinks into the ground. The stake takes on life and grows into an evil tree, which produces two fruits a year - one that is a cure-all, the other bearing a fatal poison. The fruit of the tree, if planted, gives rise to evil animated thorny creatures (as portrayed on the front cover) called twig blights. An evil druid is drawn to the tree and strikes up an alliance with some of the evil creatures that already inhabit the underground fortress. The PCs are enticed to the Sunless Citadel with two possible hooks – searching for a group of adventurers from the nearest village, Oakhurst, who went missing in the citadel recently; or solving the mystery of the missing saplings that the villagers plant after buying the fruit from goblins who inhabit the citadel.
The PCs must descend into the underground fortress, battle or negotiate with a group of kobolds, then battle a clan of goblins to reach the lower level. There are also a few side treks on this level, including a dire rat lair and a combined quasit/troll duo in a sealed off area. In the lower level, the PCs face bugbears, more goblins, skeletons, and plenty of pesky twig blights before reaching the climax combat against the evil druid, aided by the previous adventurers from Oakhurst who are now dominated by the druid thanks to the effects of the evil 'Gulthias' tree. The PCs must cut down or otherwise destroy the Gulthias tree.

The Good: The module has plenty of action, good advice to the DM on creature tactics and nice little side bars to aid the DM in running particular scenes. The adventure also has a small number of traps and a couple of puzzles to break up the combat. The adventure allows for negotiation with the kobolds and the druid. There are also hints of the fortresses history as a shrine to a dragon-worshipping cult, which can link in with future adventures in this series.

The Bad: This module reinforces my perception that TSR/WotC write good dungeon crawls, but lack either the enthusiasm or ability to integrate any plot complexity or real _roleplaying_ advice into the concept. For example, the sidebar 'Dealing With Kobolds Diplomatically' deals completely with the XP gained from this process, whereas the main text concentrates on the information they hold, rather than the personalities and character background (which added a whole new dimension to the negotiations, when I developed these for the game I ran). I was also disappointed that the Gulthias tree did not actually animate and aid the druid - I expected more from the source of all evil in the Sunless Citadel.

Conclusion: This module aimed to provide an adventure that highlighted the 'back to the dungeon' aims of 3e. It did this with a good, solid dungeon crawl, which I'm sure will have delighted many gamers out there. I prefer a good deal more complexity and roleplaying support in my adventures, and for me it passed the time and no more. I therefore give it an Average rating, but recommend it for those who like a solid dungeon crawl.
 

The first adventure published by Wizards of the Coast needed to be a lot of different things to different people. It needed to be easy to run for first time DMs. It needed to have a couple inventive twists for longtime players. It needed to showcase the flexibility of the (then) new Third Edition system and set the standard nice and high for WotC’s ‘Adventure Path’ series. Most of all, it needed to be a fun scenario. ‘The Sunless Citadel’ by Bruce R. Cordell has all these things in spades. It is a classic dungeon crawl that grizzled veterans will find nostalgic and first time players will walk away from with a fairly comprehensive understanding of what D&D is all about.

The module can be used in pretty much any setting without too much modification aside from minor changes in the geography. The background is peppered with gothic evil and good ol’ fashioned plot hooks any DM can use to draw the PCs into the problems facing the small town of Oakhurst. A party of adventurers hasn’t returned from an expedition and two of them happen to be the son and daughter of a local merchant who is ready to pay the party to bring them back. Livestock in the area is found slain by something with tiny needlelike claws and saplings in the area keep going ‘missing’. Goblins have been raiding merchant caravans. Whether the players are motivated by greed, glory, or their lawful good alignment, Cordell makes sure DMs have the tools required to engage the PCs right up front.

Once the PCs descend into the lightless depths of the Citadel, the adventure begins in earnest. After a few ‘warm-up’ bouts with dire rats, the party is confronted by a weak, sniveling kobold who has just lost his baby dragon. PCs itching for a fight might decide to attack right away (which wouldn’t really spoil too much), but more diplomatically minded players can work themselves into the good graces of the kobold royalty, discovering a tribal conflict between the kobolds and a tribe of goblinoids. Both factions vie for control of the underground lair, making this no simple hack-n-slash dungeon crawl as crafty PCs are able to play both sides against the middle. Set just behind this conflict is the Citadel itself, an ancient temple to a dragon worshipping cult with hidden secrets waiting to be discovered on the other side of well designed and placed traps, puzzles, and enemies. To overcome all the challenges in this adventure, PCs need sharp wits in addition to sharp swords.

The climactic battle is a tad bit underdeveloped. The final ‘bad guy’ is a little weak, but bearing in mind this is supposed to be an introductory adventure, such an easily defeated foe is easily forgiven. His motivations and machinations are inventive; the missing saplings and odd tree-like monsters the PCs keep having to battle are explained with appropriate evidence placed amid the lower levels of the dungeon. Truly inquisitive PCs (you know the type) should be satisfied with the thorough and comprehensive background provided.

All in all, this is a great adventure. Traps, undead, kobolds, goblins, weird stuff, missing adventurers, an ancient cult, an insane druid... this is (or, in this reviewers’ case, was) a great way to warm up to the 3E system. Cordell thoughtfully provided encounters that will lead a DM through most of the new basic rules (caltrops, jumping, turning undead, disease, poison, lock picking, etc.) without burdening him or her with any of the more esoteric mechanics. He provides a hook or two leading to ‘Forge of Fury’ (the next adventure in the Adventure Path series) without allowing them to become huge flaming arrows that might railroad PCs. He also lays the groundwork for ‘Heart of Nightfang Spire’, the next adventure in his ‘Gulthias’ story line that DMs might want to check out before running ‘Sunless Citadel’ if they know their players are in the campaign for the long haul. The encounters are solidly balanced (except for the main bad guy, but do you really want your PCs to be hopelessly slain this early in the adventure?), the NPCs are memorable (anyone who has ever played through this module will doubtlessly have a story or two about Meepo or Erky Timbers), and the enemies are well rationalized. The inclusion of an actual dragon in the first D&D adventure was a great idea, as was making sure the PCs had plenty of goblins to fight without having it seem as though they were thrown in ‘just ‘cause they’re goblins’.

Weaknesses? I really can’t think of any. Honestly. If you’re looking for a pre-written adventure to kick off your next campaign, you really can’t go wrong with this one... it’s got it all.
 

--The following review contains major spoilers to this entire series of adventures.

I've been a DM for almost a century now, and over that time I've used very few published adventures. This isn't because I'm a cheap bastard with far too much time on my hands (and thus able to produce my own adventures), but more because I know what my players want best. They want a damn good story. Near the end of the 2nd Edition days I found there were very few adventures that grasped my imagination - or were stories that hadn't all ready been told before in some manner. So it was with some reluctance I handed over my money to by The Sunless Citadel, 3e's first adventure in it's new series.

First Impressions
Sigh... a low level adventure where the party must fight through the goblin and kobold infested ruins to fight the evil magic user at the end. I'm sure Dungeon Magazine warns against submitting adventures so blatantly unoriginal. Well that was a waste of time, I feel significantly less intelligent for having read it. Well done Bruce, a fantastic companion to the Psionics Handbook in quality... snort.

Second Impressions
So some timed past, and Wizards of the Coast released some more adventures, all of which I read and filed away. And then came The Heart of Nightfang Spire. Hey, there's a name in that, that name sounds familiar I thought, (flip, flip, flip), ooooh... story arc! So I reread The Sunless Citadel with fresh eyes. Okay, I thought, I can see where this is going now.

The Jigsaw
You see, as a standalone adventure I really wasn't that impressed with it. There was nothing incredibly new about it, other then the 3e rules being used. But as a piece of the jigsaw in the grand story using the entire series of adventures, it's actually not that bad. Being able to be used in both a solitary or complete arc way is no easy feat, and I think Bruce did a fantastic job. My first problem with the adventure is that there was too much. I saw no reason for the ruins to be a temple to some dragon cult that had fallen beneath the ground. I thought it was useless fluff that really added nothing to the feel or story. So what if there was a dragon that rampaged past the town creating some desolate plain? Who cares if the evil tree at the end grew from a vampire being staked to the ground? To me all this was just too much. There were so many minor stories that overwhelmingly meant nothing to the adventure, that I thought it was just losing focus on what the plot boiled down to. I felt that it would mean more if the ruins were simply a temple to some dead evil god of nature. The druid at the end could be a the last surviving priest, who had created the tree to bring his gods will back into the world. If I was to run it as a standalone, that's how I would play it. When I do play it however, I'll be sure to keep all of Bruce's details, as well as play through the following adventures. I believe that is the best way to run it.

The Bones
The mechanics of the module are aimed at first time users, and I think it does a fantastic job explaining things as it goes. It does cut down on the length of the adventure, but I feel it's for a worthwhile cause. The artwork inside is fine at best, but that's okay because I tend to draw my own pictures to show the players. The maps are also of a satisfactory standard. Although I must admit I haven't played through it, the difficulty and treasure seem about right.

The Flesh
As said before, this adventure means so much more provided you play through the follow up adventures. The story is simple and effective, although as said a little bit unfocused. I'm inclined to place more traps in around the kobolds, and change the colour of the dragon. I'm assuming white was used due to its low CR. That's fine, when I play it I'll be using a weak green. A white dragon in this environment just doesn't seem to make sense to me. I'll also be putting the ravine in a forest as opposed to a plain, and focusing on the apple part of the story, (they'll need it to reawaken a beautiful young noble woman who has fallen into a comma after being pricked by a Soul Rose). I'll be playing up the fairy tale part or the adventure to the hilt. I have no problem with things being contrived so long as they are aware that they are.

In Conclusion
It's not really worth it by itself, or unless you're very new to the game. If Bruce had played up the fairy tale part more, explained a few things here and there (like why a white dragon was in this environment), and made the end challenge a little more epic, I would have given it five stars.
 

Like most gamers, I eagerly awaited Dungeons and Dragons 3rd Edition. I had grown tired of the inconsistency of 2nd editions rules, but mostly, I really felt a drop off in the quality of their adventure modules. The Sunless Citadel is Wizards of the Coast's first published adventure module, and I was very interested to see what they had to offer. 3rd edition is radically different from 2nd edition, would their adventures be as well? I certainly hoped so.

Dropping by my local gaming shop, I was presently surprised with the new packaging format. Gone was the shrink-wrapped adventure module, a side of effect of 1st edition adventures that often contained a DM screen specific for each adventure (I miss those days). Even though they ceased to include DM screens, they still continued to shrink-wrap their modules, making it impossible skim the adventure before purchasing it. Scanning the adventure, I was happy to see it was only 32 pages long. Too often 2nd edition adventures contained mass amounts of background info, barely relevant to the adventure itself. The Sunless Citadel only had three well-written paragraphs for background. It look good, and I deiced it was worth the $10 risk.

I had already started a campaign before the release of The Sunless Citadel, so my group was 3rd level. While The Sunless Citadel claims to be for 1st level adventurers, I would caution GMs from using this adventures with all 1st level characters. Expect at least 2-3 casualties if you do. Fortunately for the PCs, there is enough experience in this scenario for at least 2 levels of advancement (if they are 1st level). My group of 3rd level characters easily made 4th level after completing this adventure. Another thing GMs should keep in mind is that while this adventures is only 32 pages long, it is very dense, and should take two to three gaming session to complete. There are over 50 rooms and numerous traps, puzzles, and other encounters that will keep your characters occupied for hours.

The adventure is centered around an outcast druid and a magical underground tree that sprouted from a stake used to slay an ancient vampire. The tree spawns a magic apple during the winter and summer solstice, and the promise of finding the magic fruit is the hook the pulls the PCs into the story. Between the PCs and the tree is The Sunless Citadel, an ancient structure long forgotten by present civilization. Most of this dungeon crawl style adventure takes place in the ruin citadel and the caverns beneath it. PCs will encounter more than their share of monsters to kill and without a priest, they will find it very difficult to maintain a steady exploration. Fortunately for the PCs, there is the possibility of freeing a priest, who gladly joins the party and heals when necessary. If your PCs fail to find him, suggest going back to surface for healing when necessary. There is a temple in the nearby town. Without this temple, my group of 3rd level characters would have never survived. They were forced to retreat to the surface on three separate occasions. One of the hardest things PCs will have to overcome is the number of clever traps and situational disadvantages throughout this scenario. Often the monsters are prepared for encounters, giving themselves some sort of tactical advantage. Unprepared PCs might lose a member or two. While this adventure can certainly be solved with brute forces, there are many opportunities for PCs to role-play their way past tough encounters. 1st level PCs will find diplomacy a necessary tactic at several points.

Overall The Sunless Citadel was well-written and fun to play. However, by the time my group finished off the druid, they were ready to move on to a new adventure. I should add that it took my group three gaming session and they only explored two thirds of the citadel and the caves below. There is a good deal of treasure to be found, but much of it is well protected. The PCs will have certainly earned anything they find. As stated earlier, I suggest running this adventure with 2-3rd characters. This scenario is definitely not suited for first time players. The traps and ambushes are just too deadly. I give it a 4 for game design as it was a well-crafted adventure, but 3 for actual game play because it started to wear down my players towards then end. Considering I paid $10 for 3 quality gaming session, I definitely recommend The Sunless Citadel for 3rd edition gamers. Enjoy.
 

I've participated as a player in Sunless Citadel, and now I also own this module. There are a number of things that I dislike about it. (Warning, there are spoilers below!)

First of all, the encounters are not balanced for a typical 1st level party. For example, on the 1st level of the dungeon, the Water Mephit is too difficult for a 1st level party, and the Troll is simply way too difficult for even most 2nd level parties to deal with. It's actually not too difficult for the party to obtain the key which leads to the Troll, so don't assume that the magical lock is going to keep them away from this area. The question is, what are these doing here? The adventure clearly states in its introduction that it is suitable for four 1st level characters, but these kinds of encounters will tear them to shreds. Even the white dragon that they are more or less obligated to rescue given typical playstyle is likely to be quite difficult for low level characters.

As the party descends to the next level, they face even worse dangers. Balsag is a difficult match with his relatively high armor class, and then there's the shadow as well as the final confrontation with Belak and company. Considering that the party is unlikely to begin the adventure with any magical weapons, and there aren't many to be found in the adventure (some of the ones that are may be easily missed), the shadow seems totally out of place here. An experienced group may be smart enough to try running from it, but a group less experienced will invariably attempt to fight it with normal or silver weapons only to lose a party member or two before realizing their folly. Some DM's like this style of "learning" thru character loss. Personally, I find it pretty sadistic.

Even the low-level encounters are trumped up with terrain situations. For example, the initial encounter with 3 dire rats is made quite difficult by forcing the characters single file down a rope and then having to fight on a narrow ledge. It's very likely that the 1st character to climb down (likely a rogue) won't spot the rats that are hiding in the debris, and as they descend they will be exposed to 3 ambush attacks. Then depending on how initiative goes, they may well suffer 3 more attacks before they can respond. The fact that the rats can easily flank the lone character, and any help will take at least a round or two to arrive means that it's very likely this initial character could be killed by these rats. On top of that, it lists the falling damage from this ledge as 8d6. I don't recall ever seeing a "so-called" first level adventure that had any chance for anything dealing that much damage. I realize that it's unlikely that anyone should fall, but still this type of damage seems well out of place for an introductory level adventure.

Another trumped up area is the Goblin Gate with the caltrops. There's no way that an EL 1/2 can be justified for the hallway plus gate. The bell will likely sound even with an adept 1st level rogue, which will alert the goblin guards who will then pelt the party with javelins from 3/4 cover. There's no easy way to close quickly. And this gives time for reinforcements from the rooms behind to arrive. The +7 AC makes their effective Armor Class a 22, which is pretty much impossible for most 1st level characters to deal with. Such "trumping up" of encounters is generally a tactic one uses for higher level parties who face lower level foes. That's not supposed to be the situation here with 1st level characters.

Beyond these unbalanced encounters, I found the dungeon to be very large and unexciting. I actually like most dungeon-crawls, but this one just got monotonous. Considering that the 1st level is huge (41 rooms), it's likely going to take some groups several play sessions just to work thru that. It took our group 3 sessions to get thru most of the upper level. The lower level is about half that number of rooms, but it's even more difficult to handle for the reasons mentioned above. By the time we finished the upper levels, we weren't terribly excited about having "yet another level" to deal with.

It's very likely that a party delving into the Sunless Citadel will need to make numerous withdraws back to a safe location, perhaps as far back as the city of Oakhurst to rest up from their wounds, learn new spells, and make purchases. Personally, I dislike that tactic, and most of my players dislike it as well. Large dungeons have their place, but an introductory adventure is simply not the appropriate place for one.

I also found very little opportunity to role-play. A few exceptions are a couple of the Kobolds. Unfortunately, Meepo is likely to merely provide some comic relief or just be an aggravating NPC rather than provide any real role-playing opportunity for most groups. There's very little personality info listed to give Meepo any major direction. An experienced DM will likely be able to handle this, but a newer DM may find it difficult to run Meepo without turning him into a comedic or typecast humanoid. The Kobold leader is likewise left with very little detail regarding personality. There is the gnome, Erky Timbers, that can be rescued. He at least has a small amount of personality info listed, and is willing to join up with the party. But some groups may not want to take on an NPC due to the potential loss in Exp. Instead, it's likely they'll show him the way out, and leave him behind, along with any chance for roleplaying that he might bring. Beyond that, I found very little opportunity to role-play until near the very end of the module. The opponents on the first level consist of primarly of rats, undead and those goblins which are specifically listed with the note that "Diplomacy is not an option". The final encounter w/ Belak will invariable begin with some role-playing, but by this point, a smart party will likely want to cut to the chase and head directly into combat. (That or your play group might just decide to rush in to finally get this overly long adventure over with!) Considering that this dungeon has over 60 encounter areas, and only about 4 of them provide the party with any real role-playing potential, I'd have to say that the chance for role-playing in this adventure is pretty minor at best.

Also, the adventure is not very gripping. There's really not much that gets the group involved to explore further. The listed character hooks aren't terribly compelling. A weak party might decide to give up part way thru, especially if the encounters are simply too difficult for them to handle. And there's really little mystery behind the events going on here. A smart player will easily see the link between the apples, seeds, twig-blights and so forth, and then inform the Townsfolk of this quite early in the adventure, but the adventure doesn't really consider this approach.

Unfortunately, I'm left with a bad taste from this adventure. It reminds me of some of the junk that was getting pumped out of TSR during 2nd edition merely to make money. It feels like a long cumbersome adventure with little rhyme or reason in many of its encounters. Several encounters seem placed here merely to fill space rather than to make sense. In several places it seems like the author was simply trying to "show off", especially in those trumped up encounters as well as some of the traps.

It appears WotC is trying to produce adventures that bump characters 2 levels at a time, and I think this is a huge mistake. They should have produced twice as many adventures of about half the size. I'm actually surprised that they didn't do this since it would likely have earned them more income. I would have much preferred a simpler dungeon with fewer rooms, fewer encounters and a few more situations to role-play events. Many skills and feats will be largely unuseable in this adventure which will probably annoy your players as well. I expected a lot more from WotC for their first 3rd edition adventure, but in my opinion, they missed the mark here by a longshot. Other companies' (Necromancer Games, Green Ronin, etc) intro adventures put this one to shame. Hopefully, WotC will wake up and start putting out some better modules.
 

This is a PLAYTEST review. Beware of SPOILERS.

The Sunless Citadel is the first adventure in WotC's "Adventure Path" series of modules. Just one look at the maps and the phrase "dungeon crawl" leaps to mind. Whether that's a good thing or not is a matter of personal taste. This module reminded me of all the pros and cons of dungeon crawls.

The module doesn't present much in the way of motivation to explore the Sunless Citadel. The three character hooks given are solving the mystery of the fruit the goblins are selling, being contracted to find out what happened to a party of adventurers who disappeared into the dungeon, and simply because its there. I decided to invent my own motivation for the characters.

The PCs in my campaign consists of a Lawful Evil Human Cleric, a Neutral Evil Human Sorcerer (of the BoEM2 variety), a Neutral Evil Orc Barbarian, a Chaotic Neutral Half-Elf Druid, and a Neutral Halfling Rogue.

The town of Oakhurst is nothing more than a weak map, a list of rumors, and a stat block. I fleshed it out a little bit, which provided for some NPC interaction. Something sorely lacking in Sunless Citadel.

The dungeon itself is designed pretty well. Not perfect by any means, but definitely above average in my opinion. There are certain aspects of layout that are clearly more a function of steering PCs through as many rooms as possible rather than logical choices in architectural design.

Most of the encounters were fairly good. However, some were a bit poorly chosen. For example, the Water Mephit towards the beginning was a bit much for 1st level characters if you ask me. It was one of the tougher fights and had very little point to it. If I had used the mephit to its full potential, I'm sure at least one of the party members would have been toast. A small water elemental would have been much more reasonable.

Aside from the Mephit, the fortress level of the dungeon wasn't particularly challenging. The characters, to my surprise, made peace with the kobolds. They had very little difficulty bringing Calcryx back, though Meepo did bite the dust in that encounter. The battle with the goblin chief and his cronies was moderately difficult, but none of the party was dropped in the battle.

The party managed to walk right past several of the encounters on the grove level of the dungeon. They didn't have much difficulty cutting their way through goblins, a bugbear, and those pathetic little twig blights.

The climactic battle, however, was a worthy finale. Even though Sir Braford and Sharwyn went down in the first round, the party almost didn't survive. Belak, Kulket, and the twig blights managed to bring down the sorcerer, charm the barbarian, and winnow the rest of the party down to the low end of their hit point range. Only a desperate charge by the scythe-wielding cleric and a beautiful critical saved the day. Once Belak went down, the rest of the battle was in the bag.

The new monster in the module, the twig blight, wasn't very impressive. They were only useful when acting as cannon fodder to buy more powerful opponents more time. If I ever ran this module again, I'd either beef them up or swap them out with goblins. Rolling a lot of 1d2 attacks and making players roll Fort on every hit with a meager 1 point of damage at stake just wasn't my idea of fun. Especially during the encounter with 10 of the darn things.

Overall, the worst things I can say about the module are that there were a couple of questionable encounters and the fact that it began to wear a little thin towards the end. For the most part, the module plays well, but there's nothing exceptionally great about it. I hereby declare this the baseline for average by which I shall judge other modules in comparison.
 

The Sunless Citadel is the first in the adventure path series of modules published by WOTC meant to take characters from 1st to 20th level. Unfortunately, it is not a good start.

First a section with no spoilers:
I love dungeon crawls, but this one fails to inspire the imagination in any way. It is nothing more than a series of isolated, uninspired combats. There is not a single interesting trap, encounter location, or puzzle. There are scant and poor notes on creature tactics. One wonders how the monsters in the dungeon survived at all given their utter lack of defensive preparation. Other than the final section, the module looks as if it was made simply by consulating the CR 1/3 to CR 2 charts in the Monster Manual, with nothing to spruce up the encounters. Both times that I played this module the players grew tired of the repetitive combats early on, and it just became tedious, like trying to play Rampage: World Tour all the way through even though every level is essentially the same.
The only thing that saved this module from getting a 1 was the final section of the dungeon, which had an interesting premise, interesting creatures, and a good villain, and a decent roleplaying opportunity early on. Unfortunately, while the end is good and plays into the hooks well, it only comes into play at the beginning and the end. Rather than a gradual revelation, we get two clumps of information at the beginning and end, so there's no build to the climax.

Now one with the specifics:
The premise of the adventure is that the characters are looking for a magical fruit rumored to have healing powers and/or are going off to find a group of lost adventurers. It is a site-based dungeon crawl adventure set in a sunken dragon temple. The fruit/adventurer storyline culminates with a showdown with an evil druid taking care of a magical tree that has transformed the adventurers and spawns the fruit, which in turn gives rise to a new creature called twig blights. On the way, though, the heroes will have to contend with warring kobold and goblin tribes, as well as an infestation of dire rats.
The kobold section is good for the roleplaying opportunities, as is the final section involving the tree. The rest of the module, though, is just dire rat dire rat dire rat. It could not have been more boring, honestly, and only the two sections mentioned above saved this module from getting a 1.
This might be the first adventure that some people play in D&D, which is a shame, because it did not capture the feel of the game for us at all. The Sunless Citadel is often touted as the iconic 3E adventure, but I would rather it be Death in Freeport, which showed much better the array of possibilities that the system offers.
 

About a month ago we temporarily ended our high level campaign, postponing our 'ultimate battle' until November of this year. The epic level characters were taking some time to put things in perspective, have a little down time. During this down time, I decided to start a new low-level campaign in different area of my homebrew world. The group all designed 1st level characters and detailed backgrounds. We were essentially ready for action and the new campaign was on track.

Normally I don't use published modules but for only bits and pieces to pick apart. This time I was determined to run a published module but which one and where to start. I looked over my d20 library but kept coming back to the first published module I had purchased, The Sunless Citadel.

Artwork Review:
I really like the cover art on module; perhaps it was the scene of the party engaged in melee combat with the Twig Blights that drew me back to this in the first place. As for the artwork and layout in the module itself, I'd say it was good but not the best I've seen.
The maps were very well done except for the gridlines. Apparently WotC was trying to make it look as though the map had been drawn into the module. I think this is a nice touch but for the DM but make it a little less cluttered next time. I also would have liked a separate map instead of including it in the cover of the module. Perhaps I'm old school but I miss the days where a module had maps you could clip to the inside of the DM screen. For the duration of this module I made a copy of the map and clipped it into the fold of my DM screen, and I'd recommend you do the same.

Adventure Review:
This module is for a group of 1st level characters and an introduction to Dungeons & Dragons. I agree, I think the module provides the players with a very basic plot line to follow, which is easy for new players to adapt to, opportunity to role-play and interact in the village, and then tackle the job and hand.
The plot line is pretty basic but solid. I'd recommend that any future DM's out there make sure that one of the party members has access to an ample supply of healing potions, good berries, or a cleric. When I ran the module there were many occasions where the group nearly lost a party member due to the encounters and unfortunate trap mishaps. Our group had a druid but no cleric. Now although she had access to healing spells, she was unfortunately the first one to suffer a near death experience.
During the early part of the adventure, while the players were in the dungeon, they chose to leave, going back to Oakhurst then returning the next day after resting and getting healed by the town cleric. This also gave them a chance to re-supply themselves for the duration of the adventure.

I really feel that most of the rooms in the Citadel were far to generic. For instance a room number and description might be used for multiple rooms. The same basic description of stained floors, cracked stones, and a foul odor. I took it upon myself to dress these rooms up a little more. Not really adding anymore to the room but changing the look so it didn't seem so generic. I think WotC could have done more to make this not so common, but hey, what’s a DM for anyway? I liked having the opportunity to dress some of the rooms the way I saw them.

Something of note when it comes to the encounters, mix it up more! When you pre-read the adventure you can pretty much count on a steady run of encounters throughout the module. Something that I took into consideration was the original party that delved into the Citadel and what kind of mess they might have caused. Also you need to take into consideration the goblin and kobold battles that are always brewing. There were many times I decided to break the monotony by having the PC's witness a skirmish or witness a kobold being bounded on by a goblin.
If run correctly the battles with Durnn and his hobgoblins will hurt the PC's quite a bit. A recommendation of a defensive retreat might be a good idea for groups that are hell bent on resolving combat at whatever the outcome. Also the encounter with Belik the outcast could prove deadly if Belik is given the chance to move, heal, and then enter combat again.

It’s pretty easy for players to advance in level with this module. The group I ran for advanced to the high end of level three by the adventures end. Our group explored almost 70% of the dungeon and all said and done they also kept the scales of Calcryx the White Dragon. All in all they came out pretty standard for 3rd level character wealth but pretty banged up from the combat and lack of sleep as well.

Overall Review:
-The layout of the module is nicely done.
-The rough maps in the cover are a nice touch but a DM needs a more detailed map.
-The generic rooms are too generic; I recommend the DM add in his own dressings.
-Take into consideration the previous groups encounters and the battles between the goblins and kobolds. Give the module some flavor!
-Make sure the players think before they act, not thinking will find them dead.

-The module took our group 5 sessions to complete.
-Plan for the party to reach the high end of 3rd level or 4th by the end of the module.
-I recommend a cleric or healer of some type, also a magic user would have been helpful.

I rate this module a 4 on a scale of 1-5. It was allot of fun to run, although the DM has to do some work on it to make it feel not so generic. Its a good value for the money and the players had quite a bit of fun playing through it, even being veteran hardcore 3E players, as an introductory module it was a challenge.

I recommend this adventure for any player, new or experienced!
 

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