Any Helpful Hints on running Sunless Citadel?

MacMathan

Adventurer
Supporter
I am about to run the Sunless Citadel adventure for a group of mostly new players and I was hoping to get some good advice and insights on running it well.

So far the party consists of a Barbarian, a Cleric, a Monk and a Sorc.

We are playing PHB only 3.5 to make it easier on the new players.

Thanks
 
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We're still playing Sunless ... my players just finished the first level. While our game is a little "unusual", some things that should hold true:

Beware the rats in the first encounter: they put down two members of the party when we played. Admittedly there were only three people there that session, but they included a Paladin with STR 18 and CON 18 (he was one of the ones who went down). Many other groups have had similar experiences.

Also, beware the mephit in one of the early chambers. DR 5/magic is pretty nasty against 1st level characters, though the presence of a Barbarian (who I hope has Power Attack) should help. The mephit's breath weapon has the potential to hit most of the party, and could be lethal for the Sorcerer.

From an atmosphere and immersion POV, remember to play up the setting. If yours is a grim, serious game, then it should be a place of destruction and decay, feeling dangerous and oppressive. There should be occasional trickles of dust from the ceiling, a thick stench in the air, and other suggestions that at any moment you could be asking for Fort or Ref checks.

Alternately, if yours is a game of larger-than-life heroics, play up the age and majesty of the place, even after all these years.

And so on, and so forth.

In my game, it comes off kinda like one of those obstacle courses from 'Survivor', only with a lot more bloodshed. :D
 

MacMathan, since you are a Community supporter, I suggest you try a search for "Sunless Citadel" in the general forum. You'll get quite a few threads regarding this subject (since the adventure came out in 2000) :)

AR
 

Suggestions?

Reduce the depth of the pit under the rope bridge to 30 feet. 3d6 could be survivable for 1st level characters, and tension can be created when someone falls and the other characters have to stop them from bleeding to death.

As it is - it's basically guaranteed death for people who drop.
 

I will echo what Capellan said.

The initial rats can easily kill characters. Why? Because they have the advantage of being able to ambush and flank a lone character climbing down the rope. We didn't have anyone die there, but did have some folks go unconscious in this fight. Not a real pleasant way to start and adventure.

The mephit can be a party killer as well. The damage resistance is totally out of place for 1st level parties.

Other dangerous encounters include a few of the goblin zones, especially the area with the caltrops and walls providing them an AC bonus. It's almost impossible to approach them, and they are nearly unhittable with that high AC bonus.

The little white dragon can be pretty tough for low level parties. Again, there's the issue of the breath weapon.

Parties need to use very strong tactics to overcome many challenges. That can be good, but it isn't necessarily a good intro module for folks brand new to the game. I strongly suggest starting a party at 2nd level before going thru Sunless citadel, as the extra hit points will help them a lot. There are other 1st level adventures that may make a better choice as an intro module if that is your main objective.
 

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