Airwalkrr's The Sunless Citadel (Recruiting Ended)

airwalkrr

Adventurer
The Sunless Citadel is a classic 3rd edition adventure for 1st-level characters. If you haven't ever played this adventure (heck, even if you have and just want to indulge in a bit of nostalgia) then this is a great game for you to join. If this game goes well, then I might progress to the next adventure in the series, The Forge of Fury.

The adventure will be set in the world of Mistyka, a young world where magic is powerful and monsters still roam many lands unchecked. Humanity is the primary bastion of civilization though dwarves, elves, halflings, and gnomes each have marvels of culture themselves. The Kingdom of Allistia and its capitol, Corwind, are the epitome of human accomplishment. However, the ambitious Empire of Korash to the south threatens to engulf its neighbors with its ambitious plans of conquest.

There are three prominent religions in Mistyka. There are those who follow the monotheistic Faith of the Sun, worshiping the goddess Taiia in exclusion of all others. Then there is the Path of Light and Darkness, a religion that teaches the powers of good led by the god Elishar are locked in an eternal struggle with the agents of evil led by the god Toldoth. Finally, there is the cult of Dennari, a growing faith with a populist message for the downtrodden dregs of society. Adherents of the faiths engage in anything from pious disdain to bitter rivalry against each other.

Your party begins in the small town of Oakhurst, where an influential merchant by the name of Kerowyn Hucrele has contracted your services. Her niece, Sharwyn, and nephew, Talgen, delved into a nearby ruin of local legend known as the Sunless Citadel barely a month ago and have not been seen since. Kerowyn has offered your group salvage rights to the ruin 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 has also offered 125 gp per ring returned, double that if her niece and nephew are returned alive and well.

[sblock=Campaign Rules]
I am running this adventure updated to 3.5 rules. I will accept 4-6 players. Access to a copy of Unearthed Arcana is required for this game. I use the following variants from Unearthed Arcana.

Alternative Skill System (79): Maximum Ranks, Limited Choices
Weapon Group Feats (94)
Defense Bonus (109)
Damage Conversion (112): I use this rule mainly so that there is still a tangible benefit to wearing armor.
Reserve Points (119)
Magic Rating (135)
Summon Monster Variants (136): Add one monster to one summoning list whenever access to a new spell level is gained.
Spontaneous Metamagic (151): Daily Uses
Test-Based Prerequisites (210): I use these instead of standard prerequisites for prestige classes.

I also use the following variants from the DMG.

Striking the Cover (24)
Automatic Hits and Misses (25): Treat attack rolls of 20 as 30 and rolls of 1 as -10.
Weapon Equivalencies (27)
Softer Critical Hits (28)
Upkeep (130): Must be paid at the beginning of each month, including at character creation.

I have these house rules as well.

Power Attack: Take a -4 penalty to your attack rolls to double the damage dice of your weapon (not multiplied on a critical hit).
Combat Expertise: Take a -4 penalty to your melee attack rolls to add a +4 dodge bonus to your AC. May not be used with fighting defensively.
Skills: No synergy bonuses.
Touch Spells: Use the caster's key ability modifier rather than Dexterity or Strength. This helps to off-set the improved touch ACs of most characters.

Characters begin at 1st level. Follow PH guidelines for ability scores (pp. 7-8). Roll on invisible castle using your ENWorld screen name and list Airwalkrr's The Sunless Citadel in the notes. Obtain prior approval before using anything outside the PH to create your character.[/sblock]

Edit: I added a house rule that I forgot to include earlier.
 
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mfrench

First Post
I'd like to play a paladin of Elishar. I've always wanted to play in Sunless Citadel. I considered running it once in 3E, but it didn't get very far, so I'm somewhat familiar with it, but I don't know the layout, where the traps are, what the monsters are, etc.
 

OnlytheStrong

Explorer
I'd love to be let into this game. I would like to play a swordsage (following the path of Light and Darkness), but if that is not allowed then I will play a simple monk. Well, simple may not be the right word for it. I love monks.


p.s. I've never played a swordsage, so if you choose to not allow it, it's not a big deal at all. You won't hear a word of protest outta me.
 
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airwalkrr

Adventurer
I'm not particularly familiar with the swordsage which is my only objection to the class. From what I've read, it doesn't seem problematic. So you are welcome to try it.
 

Graybeard

Explorer
I am interested in playing. I do not normally play modules in the games I've played in so I am unfamiliar with the Sunless Citadel. I do have access to Unearthed Arcana. Any restrictions on classes?
 


airwalkrr

Adventurer
Graybeard, no restrictions per se. But if you are using something not found in the PH, run it by me first.

OnlytheStrong, I have ToB, I simply haven't given it much of a read because I haven't had the desire to use it in my games yet.
 

mfrench

First Post
For the paladin, I would like to try someone who is in a defense/support role, not someone who can dish out tons of damage. If his Int can be high enough, I'd go for Combat Expertise, so he'd be a front-line, high-AC type, but unless I roll really well he won't have a huge damage output.

Personality-wise, I don't want a stereotypical in-your-face convert-or-die paladin, I'd see him as someone with faith in spreading the Light against the encroaching Darkness, with the courage to fight for that belief. He would be surprisingly tolerant of the other faiths, as long as their adherents are willing to speak amicably; however, he is willing to take a stand against heresy, blasphemy, etc. His general motto is that actions speak louder than words, so preaching isn't necessarily done by lecturing. The battlefield is his pulpit, and his brave defense of others is his sermon.
 
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OnlytheStrong

Explorer
Since I am new to swordsage, anyone have any tips for me? I've read what the book has and part of the advice from Wizards. Always open to help though.


I think I will play the swordsage sort of like a quiet stranger. The type that rarely speaks, although when he does it is clear he means what he says. He is new to the whole... being sociable thing. (I re-worked it to allow for my 6 in the roll, I hope you don't mind. I kinda think it will be funny playing a guy who is more likely to get throw out of a place than be able to purchase a drink from it.)


BBCode STR 12, DEX 6, CON 11, INT 16, WIS 13, CHA 10

Those rolls aren't in order, yet.
 
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