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.
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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