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The Sunless Citadel
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THE S UNLESS CITADEL
Bruce R. Cordell
Credits
Editor: Miranda Horner
Creative Director: Ed Stark
Art Director: Dawn Murin
Cover Illustration: Todd Lockwood
Interior Illustrations: Dennis Cramer
Cartography: Tod Gamble
Typography: Angelika Lokotz
Graphic Design: Sean Glenn, Sherry Floyd
Project Manager: Larry Weiner, Josh Fischer
Production Manager: Chas DeLong
Playtesters: Jason Carl, Andy Collins, Monte Cook, Jesse Decker, Andrew Finch, Chris Galvin, Dave Gross,
Eric Haddock, Miranda Horner, Gwendolyn Kestrel, Bryan Kinsella, Kevin Kukas, Viet Nguyen, David Noonan,
Chris Perkins, Jon Pickens, John D. Rateliff, Rob Stewart, Jeff Quick, John Rateliff, Mark Russel, Ed Stark,
Barbara Walker, Jennifer Clarke Wilkes, Johnny Wilson, Dennis Worrel, and the gang at ConSpiracy.
Based on the original D UNGEONS & D RAGONS ® rules created by E. Gary Gygax and Dave Arneson,
and the new D UNGEONS & D RAGONS ® game designed by Jonathan Tweet, Monte Cook, Skip Williams,
Richard Baker, and Peter Adkison.
Introduction ............................................................... 2
Preparation ............................................................. 2
Adventure Background ........................................... 2
Adventure Synopsis ................................................ 2
Character Hooks ..................................................... 3
Sidebar: The Small Town of Oakhurst .............. 3
Rumors Heard in Oakhurst ................................... 3
Time of Year ............................................................ 4
The Citadel and Environs ........................................... 4
Sunless Citadel Keyed Entries ................................ 4
Sidebar: Sunless Citadel
Overview for DM ................................. 6
Sidebar: Dungeron Features ............................. 7
Table of Contents
Sidebar: Kobolds and Goblins at Alert! ............ 8
Sidebar: Wandering Monsters ........................... 9
Sidebar: Kobolds .............................................. 11
Sidebar: Dealing with Kobolds
Diplobatically ..................................... 14
Sidebar: The Goblinoids .................................. 19
Grove Level Keyed Entries ................................... 23
Sidebar: Moving Through Briars ..................... 27
Conclusions .............................................................. 29
Failure! .................................................................. 29
Succes! .................................................................. 29
Sidebar: Supplicants and the Gulthias Tree ........ 29
Appendix: Statistics ................................................. 30
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INTRODUCTION
I NTRODUCTION
"All things roll here: horrors of midnights,
Campaigns of a lost year,
Dungeons disturbed, and groves of lights;
Echoing on these shores, still clear,
Dead ecstasies of questing knights—
Yet how the wind revives us here!"
character level on the Single Monster Challenge Rating
table ( D UNGEON M ASTER ' S Guide , Ch. 7), then multiply that
number by the number of monsters dealt with by the
PCs for the total experience award. The total experience
award is then divided by the number of PCs (and possibly
NPC party members) who were present at the beginning
of the encounter.
Before the game begins, DMs may wish to review the
rules on light sources in Chapter 9 of the Player's Hand-
book , reread the section on setting up the game in the
D UNGEON M ASTER ' S Guide , and review the combat rules.
—Arthur Rimbaud
The Sunless Citadel is a D UNGEONS & D RAGONS ® adven-
ture suitable for four 1st-level player characters. Player
characters (PCs) who survive the entire adventure
should advance through 2nd level to 3rd level before
the finale.
Encounter Levels: The Sunless Citadel also accommo-
dates parties of more than four 1st-level players, and it can
handle parties of 2nd and possibly even 3rd level who
do not mind an initial bit of easy going. That means a
group of PCs of more than four players or those who
begin the adventure at 2nd or even 3rd level require less
time to recover between encounters. It also means that
the Dungeon Master (DM) must either divide the total
available experience point (XP) awards among more
people or award higher-level characters less XP per
encounter than what a 1st-level party would gain in the
same encounter. When the PCs achieve sufficient XP to
advance to their next level, allow them to advance during
the course of the adventure. In fact, PCs should advance
to 2nd and possibly to 3rd level while adventuring in order
to adequately face the final challenges of the module.
ADVENTURE BACKGROUND
The PCs are not initially privy to the background infor-
mation, but they may learn it during the adventure.
This adventure involves a once-proud fortress that fell
into the earth in an age long past. Rechristened the Sun-
less Citadel, its echoing, broken halls now house nefari-
ous races and malign creatures. Evil has taken root at
the citadel's core, which is deep within a subterranean
garden of blighted foliage. Here a terrible tree and its
dark shepherd plot in darkness.
The tree, called the Gulthias Tree, is shepherded by a
twisted druid, Belak the Outcast. Belak was drawn to the
buried citadel twelve years ago, following stories of oddly
enchanted fruit to their source. The druid found an age-
old fortress pulled below the earth by some past
magically invoked devastation. With the ancient inhabi-
tants long dispersed, vile and opportunistic creatures
common to lightless dungeons infested the subter-
ranean ruins. But at the old fortress's core, Belak the
Outcast stumbled upon the Twilight Grove. He discov-
ered at the grove's heart the Gulthias Tree, which
sprouted from a wooden stake used to slay an ancient
vampire.
Upon the Gulthias Tree, magical fruit extrudes forth:
A single perfect ruby-red apple ripens at the summer
solstice, and a single albino apple ripens at the winter
solstice. The midsummer fruit grants vigor, health, and
life, while the midwinter fruit steals the same. In the
years since Belak's arrival, the enchanted fruit has
enjoyed wider dispersal in the surrounding lands,
promoting good and ill. But the seed of either fruit, if
allowed to sprout, brings forth only ill: Vaguely
humanoid and evilly animated stick bundles known as
twig blights eventually spring forth.
PREPARATION
You, the DM, should have a copy of the Player's Handbook
and the D UNGEON M ASTER ' S Guide . A copy of the Monster
Manual is also useful.
Text that appears in shaded boxes is player informa-
tion, which you can read aloud or paraphrase to players
when appropriate. Sidebars contain important informa-
tion for the DM. More often than not, DMs can find
abbreviated monster statistics with each encounter. Full
monster statistics appear in alphabetical order in the
appendix. One of the responsibilities of the DM is to
review these statistics before the game starts so as to
refresh his or her memory of the more distinctive
characteristics of the creatures.
Individual encounters possess an overall rating called
the encounter level (EL), if appropriate. The encounter
level is not necessarily a tool to calculate total experi-
ence points for each encounter. The concept of
encounter level is important only as a point of informa-
tion, allowing you to gauge the strength of a specific
encounter at a glance. To calculate experience for a given
encounter, refer to the challenge rating provided for each
monster in the appendix. Cross-reference the challenge
rating of a given monster with the party's average
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ADVENTURE SYNOPSIS
The Sunless Citadel is a site-based adventure. Player char-
acters discover that rumors of a sunken fortress are true.
Heroes deal with monstrous threats and ancient traps,
dire vermin and mysterious twig blights, as well as war-
ring kobold and goblin tribes.
Oakhurst: The PCs may occasionally retreat to a nearby
small town to recuperate and replenish supplies.
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INTRODUCTION
Kobolds: It's possible that diplomatic heroes can avoid
strife with the kobolds and strike a bargain with them,
but only if the heroes agree to retrieve a lost "pet" for the
kobold leader.
Goblins: The adventurers have less luck dealing peace -
fully with the goblins, who feel confident of their
strength and prove unwilling to negotiate.
The Hidden Grove and Environs: Eventually, the daring
heroes discover the lower levels of the Citadel, and the
Twilight Grove. There, PCs learn the truth of the
enchanted fruit. They also must confront and defeat
Belak the Outcast and the Gulthias Tree if they hope to
win free and feel the light of day again.
mass of twisted sapling stems. Not too long after the
saplings reach 2 feet in height, they are stolen—every
time. The townsfolk assume that the jeal-
ous goblins send out thieves to ensure
their monopoly of enchanted fruit. You
are interested in piercing the mystery
associated with how wretched goblins
could ever possess such a wonder, and
how they steal every sprouting sapling
grown from the enchanted fruit's seed.
Moreover, you wish to find this rumored
tree of healing, hoping to heal an ailing
friend or relative.
CHARACTER HOOKS
Player characters can find the Sunless Citadel within a
remote and lonely ravine in any number of campaign
settings. Refer to the Overland Map on the inside front
cover. The PCs can be drawn to the dungeon via the fol-
lowing methods (which are mutually compatible). Relate
the information immediately below to the players as
necessary to get them interested in journeying to the
dungeon site. Or, you can photocopy the hooks
described below, cut them out, and hand one to each of
your players (give the same hook to two or more charac-
ters if necessary).
Simple Adventuring: You are eager to make a name
for yourself. The legend of the Sunless Citadel is well
known locally, and stories indicate it is a perfect site for
heroes intent on discovery, glory, and treasure!
Contracted: Another party of adventurers, locally
based, delved into the Sunless Citadel a month past. They
were never seen again. Two human members of that ill-
fated adventuring party were brother and sister, Talgen
Hucrele (a fighter) and Sharwyn Hucrele (a wizard). They
were part of an important merchant family based in the
town of Oakhurst. Kerowyn Hucrele, the matriarch of
the family, offers salvage rights to you and your team if
you can find and return with the two lost members of
her family—or at least return the gold signet rings worn
by the missing brother and sister. She also offers a reward
of 125 gp per signet ring, per PC. If the PCs bring back
the Hucreles in good shape (of good mind and body),
she offers to double the reward.
Solving a Mystery: The goblin tribe infesting the
nearby ruins (called the Sunless Citadel, though no one
knows why) ransoms a single piece of magical fruit to
the highest bidder in Oakhurst once every midsummer.
They've been doing this for the last twelve years. Usu-
ally, the fruit sells for around 50 gp, which is all the
townspeople can bring themselves to pay a goblin. The
fruit, apparently an apple of perfect hue, heals those who
suffer from any disease or other ailment. They sometimes
plant the seeds at the center of each fruit, hoping to
engender an enchanted apple tree. When the seeds
germinate in their proper season, they produce a twiggy
RUMORS HEARD
IN OAKHURST
Player characters can discover the
following additional pieces of
information either through a Gather
Information check, where they spend
some time in the local tavern (DC 10), or
via role-playing:
• The Old Road ran right past the nearby
ruins (the Sunless Citadel), but fell into
disuse because of goblin banditry. No
one knows for sure what the Sunless
Citadel once was, but old legends hint
that it served as the retreat of an
ancient dragon cult.
• The Old Road also skirts the Ashen
Plain, a lifeless land. Player characters
who succeed at a Knowledge check
(history, geography, or local, DC 12),
or ask someone in Oakhurst know that
the desolation is attributed to the
ancient rampage of a dragon named
Ashardalon.
• Cattle herders don't graze their stock
too far afield these days. They're
frightened by stories of new monsters
that maraud by night. No one has seen
these creatures, nor do they leave a
discernible trail; however, cattle and
people who have been caught out
alone have been found dead the next
day, pierced by dozens of needlelike
claws.
• The missing adventurers include a
fighter (Talgen), a wizard (Sharwyn),
a paladin of Pelor (Sir Braford), and a
ranger (Karakas). Sir Braford was not a local, and he
had a magic sword called Shatterspike.
Sometimes the goblins offer another apple at midwin-
ter. This apple is corpse-white and utterly poisonous,
even to the mere touch of the skin. No samples of
Oakhurst (small town):
Notes: The saplings growing
at the edge of town go missing,
possibly during the PCs very
next visit to Oakhurst. Unbe-
knownst to the villagers, the
saplings animate as twig blights
in the dark of night, and they
scuttle off on their own,
continuing their slow coloniza-
tion of the surface. See the
description for twig blights in
the appendix.
Notes:
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The Small Town
of Oakhurst
The community closest to the
dungeon is a small town called
Oakhurst (or a name more
appropriate to the DM's cam-
paign); see the Oakhurst Map
for the town center. The small
town follows the rules noted for
a town of its size in the D UNGEON
M ASTER ' S Guide in Chapter 4.
w
Oakhurst (small town):
Conventional; AL NC; 1,000 gp
limit; Assets 45,000 gp; Popu-
lation 901; Mixed (human 79,
halfling 9, elf 5, dwarf 3, gnome
2, half-elf 1, half-orc 1).
Authority Figures: Mayor
Vurnor Leng, male human Ari7.
Important Characters:
Kerowyn Hucrele, female
human Com6 (merchant);
Dem "Corkie" Nackle, female
gnome Clr4 (Pelor/healer);
Felosial, female half-elf War3
(constable); Ben, Lu, Jym, and
Roda, male and female
humans War4 (deputies); Rurik
Lutgehr, male dwarf Exp3
(blacksmith); Caron, male
human Exp3 ("Ol' Boar Inn"
barkeep).
Others: Town guards, War2
(12); Exp3(8); Rog3 (2); Rgr2
(1);Com1 (782).
Notes:
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