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D&D 5E 5E Sunless Citadel - CG

TallIan

Explorer
Edgar, Paladin 1

"This is where I sensed the other undead. I wonder if one of them holds a key?" He then heads to the north door. Bowing his head he opens his divine senses searching the foul presence of undead or perhaps the desecrated ground they rose from.

[SBLOCK=Mini Stats]
Passive Perception: 12
AC: 16
Initiative: +0
HP: 10/12 (HD: 1/1d10)

Offense:
Halberd +5 10ft 1d10+3S
Halberd (Bonus action): +5 5ft 1d4+3B
Shortsword: +5 5ft 1d6+3P
Javelin: +5 30/120 1d6+3P

Devine Sense 2/3
Lay on Hands 5/5[/SBLOCK]
 

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Charwoman Gene

Adventurer
GM: I goofed up before. "Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover." Total cover meaning doors and walls. I think even draping a sheet over it like a spoooky ghost would block it, but the eyeholes and possibly feet would render it partial cover.


You do not detect any undead or other unnatural things.

You can see a hallway leading north past the north door. It goes down about 30 feet then opens into a room. This section of hallway contains six doors, all slightly ajar. The area smells musky.
 


purplerook

First Post
"Nooo." Ara says as Kuhl approaches the door. "Let the valet open it." Ara proceeds to summon hs spectral hand. The hand proceeds to open the door while the party stands back 20 feet.

OOC: Everybody dismisses the Unseen Servant spell, but Ara totally wants one for the RP potential.[\OOC]

[SBLOCK=Ara]Ara, Level 1 - Male High Elf Wizard -
HP: 7/7, AC: 16 Active Spells: Mage Armor
Initiative: +3, Speed: 30ft, Senses: Passive Perception 12, Darkvsion <60ft Dark is dim, Dim is light
Saving Throws Str -1, Con +1, Dex + 3, *Int +5, *Wis +2, Chr 0
Abilities:
By Popular Demand
Fey Ancestry - adv vs. charmed, immune sleep

Offense:
Longbow: +5 1d8+3
Short Sword: +5 1d6+3

Spells
C - Green Flaming Blade, Mage Hand, Minor Illusion,Prestidigitation
1st (1/2) - Mage Armor, Silent Image, Shield,Sleep
[/SBLOCK]
 

Charwoman Gene

Adventurer
GM: I'm not clear what doors anyone is referring to.

meepo2.png

Door 1: Cold Door with "Rebuke Undead" message
Door 2: Next door to the north
Doors 3-8: Half-open doors
"Door" 9: End of hallway

Kindly use the numbers on the provided map.
 



Charwoman Gene

Adventurer
The door has no handle, and now that you look at it, it really could just be a sculptural detail. You can't see any place to open it.

The door to the south however, opens of its own accord...
 

Charwoman Gene

Adventurer
[sblock=Chandra and Serpica]You came to the location of the legendary Sunless Citadel for one of three reasons:
GOING FOR GLORY
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 place that holds promise for those intent on discovery, glory, and treasure!

RESCUE MISSION
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 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 nearby village 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 character. If the characters 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) sells 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. Usually, the fruit sells for around 50 gp, which is all the townsfolk 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 mass of twisted sapling stems. Not too long after the saplings reach 2 feet in height, they are stolen- every time. The townsfolk assume the 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.

Regardless of the reason, you found yourself at the village of Oakhurst nearby and found all sorts of good wishes given to you on your journey to the temple. You are also informed a pack of young men have recently, like within hours, set off for the temple. The two of you decide to team up and catch up to them to catch a share of the reward, or perhaps take it for yourselves.

The Citadel is down a ravine a few hours outside of town. You encounter some giant rats on the way down, seeing clear signs of passage just before you. You enter the citadel see some broken skeletons and signs of passage to the northwest.

Curious, you check out the southwest passage first, and find a hallway. The masonry walls of this twenty-foot-wide hall are in poor repair. The far end has collapsed, filling the southern section with rubble. The western wall is in much better shape than the other walls, and it holds a stone door with a rearing dragon carved in relief on it. The door has a single keyhole, situated in the rearing dragon's open mouth.

You encounter a giant rat tunneling through the rubble, and defeat it. You attempt to pick the lock, and succeed with great effort, but the door remains stuck shut, as if magically sealed. You then follow the path to the northwest and come to a large room with a broken open cage, a little altar, and a cold firepit.

There is a door to the northeast that is closing as you enter. You take the valuable jade figurines (2 each) off the altar, and follow through the doorway till you reach a door that you hear human or elven voices through. You cautiously open the door and encounter a surprised looking foursome. They appear to be a goatherd from a far away land, an armored warrior, a kobold with a torch, and a high elf.[/sblock]

Everyone else:

The door to the south opens and in the doorway are a human woman and a female drow elf.
 
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Kobold Stew

Last Guy in the Airlock
Supporter
Kuhl is trained to protect his herd, and the herd he has found himself with has him questioning his choices. Perhaps not every creature behaves like the goats do. Still, at the sight of two new figures, he interposes himself between the potential threat and those he is bound to protect.

The two women enter, and Kuhl is there, hands empty, but a strike readied if they prove hostile.

He tries a greeting in Common. "These are not your usual haunts, and the kobold is under our protection." He is wary of two lone adventurers. "I am Kuhl, and we are hunting goblins."
 

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