mikeawmids
Explorer
Sunless Citadel (D&D5 Conversion Notes)
I am working on a conversion for Sunken Citadel and beyond. These notes are mostly for my own benefit (my laptop is unreliable and I'm worried I might lose the stuff saved to the hard drive, so I wanted to put a copy online for reference if it does break), but others should feel free to refer/alter my notes if they like.
--
Lord Byron Brafford (a powerfully built man in his 50’s) is suffering from an ailment that leaves him weka and bedridden. His son, the young knight Sir Benten Brafford has left to pursue rumours of a magical fruit growing near Oakhurst that heals any ailment. He has not returned and Lord Brafford grows worried, he hires the PCs to;
a: find his missing son
b: recover the magical fruit, if it exists
The PCs should travel to Oakhurst. The major NPCs in town include;
Mayor Vurnor Leng (male human)
Kerowyn Hucrele (female, human) - merchant, owns store, largest house in town
Corkie Nackle (gnome, female) - healer, missing brother
Felosial (female, half-elf) - town sheriff
Rurik Lutgehr (male, dwarf) - blacksmith
Garon (human, male) - bartender at the Old Boar Inn.
Under duress, the villagers (Kerowyn Hucrele specifically) will reveal that they buy the magical fruit once a year off a goblin that visit’s the town. The goblins are known to lair to the south, this is the direction that Sir Brafford headed off in, to find the goblins.
If the PCs camp between Oakhurst and the ravine, they are attacked during the night by two Needle Blights (page 32, MM).
AREA 0 : DARK RAVINE - A ravine split’s the earth, descending 50ft to Area 1. The rope left by Sir Brafford’s party has been anchored to a dwarves pillar (DC.5 Str/Athletics).
AREA 1: SANDY LEDGE - The area is dimly illuminated (disadvantage on Wis/Perception) if the sun is overhead, otherwise it is dark (blinded condition). Three giant rats (p.327, MM) try to sneak up on (d20+2 vs. passive wisdom) the first PC to reach the ledge. Wis/Survival (DC.10) to find tracks left by Sir Brafford leading down to Area 2 > 3.
AREA 2: SWITCHBACK STAIRS - Rough steps lead deeper into the ravine. Illumination becomes dark, even if the sun is overhead. Pcs (with dark vision) get their first look at the Sunken Citadel below them.
AREA 3: CRUMBLED COURTYARD - Steps end in what would once have been the battlements of the citadel. A door leads into a tower. There is a hidden pit trap in front of the door (DC.15 Wis/Perception to notice, or 15 against passive Perception - DC.10 Dex/Acrobatics to avoid taking 1d6 [bludgeoning] damage - can be spiked to disable). Jumping over DC.15 Str/Athletics or Dex/Acrobatics (advantage with a run up). Pit contains two dead (and partially eaten) goblins and one giant rat (pp.327, MM).
Loot: 16 silver pieces between the two goblins.
AREA 4: TOWER SHELL - Four dead, looted goblins lie sprawled around the room, one of which is pinned to a wooden door with a spear. Four short swords lie discarded.
AREA 5 - Not used in conversion.
AREA 6: OLD APPROACH - Stone door carved to resemble dragon. Sealed by Arcane Lock spell (door’s AC increases from 17 > 27, HP 18 > 28). Cannot pick lock. Can be opened by the key in Area 21.
AREA 7: GALLERY OF FORLORN NOTES - Glowing orb makes tinkling noises, anyone approaching within 5ft causes sinister music (the Jaws theme) to swell. Anyone within a 30ft radius of the orb must make a DC.15 Wisdom save or be effected by the Fear spell (p.239, PH). PCs can re-roll save once they are out of earshot. Destroying the orb (AC.13, HP. 3) causes the music to stop.
AREA 8: PRESSURE PLATE - Hidden pressure plate in the floor causes an arrow to be fired at the victim (DC. 15 Wisdom/Perception to notice trap or 15 against passive Perception - trap attack d20+5 to inflict 1d6 [piercing] damage - DC.10 Dexterity roll with thieves tools to disarm trap, or you could just step over it).
AREA 9: DRAGON’S RIDDLE - Answering the riddle causes secret door to open. There is no other way to open it, although once open it can be spiked.
AREA 10: HONOUR GUARD - Obvious spike pit obstructs progress to Area 12. Falling in causes 1d6 [bludgeoning] plus 1d4 [piercing] damage. Climbing out DC. 10 Str/Athletics. Jumping over DC.15 Str/Athletics or Dex/Acrobatics (advantage with a run up). Secret door in southern alcove (DC.15 Wis/Perception to locate) leads into Area 11.
AREA 11: SECRET ROOM - Dusty room contains inscription about the Wight in Area 12. A secret trapdoor (DC.15 Wis/Perception to locate) leads into a crawlspace to Area 12.
AREA 12: TOMB OF A FAILED DRAGONPRIST - Room guarded by a quasit called Jot (p.63, MM) who lurks invisibly near the pit. The first person to cross is targeted with its Scare ability. After taking 4 damage, it turns into a bat and tries to escape. The room is illuminated by an ever burning torch with a green flame, this can be taken as treasure. The room contains a sarcophagus sealed with six metal clasps, removing one requires a DC.20 Strength roll (or they can be broken, AC. 19, HP. 5). Breaking the sarcophagus is marginally easier (AC. 17, HP. 18). Opening the sarcophagus releases the Wight within (p.300, MM), this is the cursed dragon priest. It is wielding a mace (1d6 bludgeoning) instead of a long sword (1d8 slashing). AC reduced to 12 as it is wearing tattered vestments instead of studded leather.
Loot: A +1 dagger is sheathed on the Wight’s belt, it also wears jewellery (ring worth 5g, amulet worth 10g, two silver bracelets resembling stylised dragons worth 15g each). The sarcophagus contains 1700 copper, 1200 silver, 60 gold and four Cleric spell scrolls: Cure Wounds, Inflict Wounds, Guiding Bolt & Command.
AREA 13 - Not used in conversion.
AREA 14 - Not used in conversion.
AREA 15: FLEW THE COOP - Kobold Meepo (p. 195, MM) is unhappy that goblins have abducted kobold tribe’s pet/mascot, the white dragon wyrmling Calcyrx. He can be persuaded to take the PCs to meet the kobold leader Yusdrayl.
Loot: 4 small jade figurines of dragons on bench, the fifth is in the fire pit (15g each).
AREA 16: KOBOLD BOUNDERS - Each of these rooms is a guard post occupied by four kobolds (p. 195, MM). If Meepo is with the party, they gain advantage on Cha/Persuasion rolls to avoid combat.
AREA 17: DRAGON CHOW - Unlocked wooden door to small room where Meepo keeps the rats that are fed to Calcyrx. Opening the door causes the swarm of rats (p. 339, MM) to attack.
AREA 18: PRISONERS OF WAR - Locked room (DC. 15 Dex/Thieves Tools to unlock, DC.15 to break down - or AC. 15, HP. 12 to destroy) contains three goblin prisoners chained to the floor. Yusdrayl holds the key, breaking chains DC. 20 Strength (or AC. 19, HP. 5 to destroy). The goblins promise to escort the PCs to meet Chief Durrn but do not plan to honour this promise. Helping the goblins makes the kobolds hostile.
AREA 19: HALL OF DRAGONS - Patrolled by a group of four kobolds (p. 195, MM).
AREA 20 - KOBOLD COLONY - Entrance to colony obstructed by locked/guarded wooden door (DC. 15 Dex/Thieves Tools to unlock, DC.15 to break down - or AC. 15, HP. 12 to destroy). Password “ticklecorn” (spoken in Draconic) or Cha/Deception DC.20 to get guard to open the door. Colony occupied by 24 non-combatant kobolds (old, young, female) and three kobold guards (p.195, MM).
AREA 21: THE DRAGON THRONE - Here waits Yusdrayl, leader of the kobold tribe (custom monster - Winged Kobold with three Sorcerer levels, see below). She is attended by her 4 kobold bodyguards (p.195, MM). She can be negotiated with if the PC’s agree to attack the goblins/rescue Calcyrx. Charisma rolls have advantage if Meepo is with the party. She sends Meepo with the group as an NPC.
Loot: On top of the altar behind Yusdrayl’s throne are: a Qualls Feather Token [Tree], two Wizard spell scrolls [Mage Armour & Spider Climb] and one Cleric spell scroll [Faerie Fire] and three vials of antitoxin (PH). The key can be used to open the door in Area 6.
AREA 22: LARDER - Kobolds store/prepare their food in this room.
AREA 23: UNDERDARK ACCESS - Tunnel leading to the Underdark guarded by three kobolds (p.195, MM).
24: TRAPPED ACCESS - Short passage leads into goblin-hel part of the dungeon. The passage is trapped with a hidden pit trap (DC.15 Wis/Perception to notice, or 15 against passive Perception - DC.10 Dex/Acrobatics to avoid taking 1d6 [bludgeoning] damage - can be spiked to disable). Jumping over DC.15 Str/Athletics or Dex/Acrobatics (advantage with a run up).
25: DESOLATE - Evidence of a camp fire left by Sir Brafford and company. DC.10 Wis/Survial to follow tracks leading north to Area 26 > 28 > 29 (then back again).
26: DRY FOUNTAIN - Reading inscription in Draconic causes red liquid to trickle from fountain. Bottled, this liquid acts like Alchemist’s Fire (PH).
27: SANCTUARY - No obvious means of opening door, opened by casting a Cleric spell on it (clue in inscription). Any other attempt causes statue to animate and attack with scythe (attack +5, 1d8 [slashing] damage). Five sarcophagi contain five skeletons (p272, MM) that attack anyone disturbing the sarcophagi or the loot.
Loot: A small chest contains six peridot gems carrced to resemble dragons (10g each) and a magic item called “Night Caller”. A whistle made of transparent iron (nihilism). Three charges, whistle recovers 1d3 charges at midnight. Acts as per the Animate Dead spell.
28: INFESTED CELLS - The cellblock is now occupied by three giant rats (p.327, MM).
29: OLD TRAPS - Two pit traps have been spiked open (by Sir Brafford’s group). Another dry fountain with another inscription in Draconic. This one triggers a trap, as per the Stinking Cloud spell (p278,PH).
30: MAMA RAT - Mama Guthash (use stats for Brown Bear, p. 319, MM) and three giant rats (p.327, MM) occupy this chamber. The body of Karavak (one of Sir Brafford’s companions) can be found here.
Loot: Searching the refuse gathered here yields 300 silver, 68 gold, three gems worth 20 gold each. Karavak’s loot includes: five daggers, studded leather armour, explorer’s pack, potion of healing, pouch containing 17 gold and his ring (inscribed with his name) worth 10 gold.
I am working on a conversion for Sunken Citadel and beyond. These notes are mostly for my own benefit (my laptop is unreliable and I'm worried I might lose the stuff saved to the hard drive, so I wanted to put a copy online for reference if it does break), but others should feel free to refer/alter my notes if they like.

--
Lord Byron Brafford (a powerfully built man in his 50’s) is suffering from an ailment that leaves him weka and bedridden. His son, the young knight Sir Benten Brafford has left to pursue rumours of a magical fruit growing near Oakhurst that heals any ailment. He has not returned and Lord Brafford grows worried, he hires the PCs to;
a: find his missing son
b: recover the magical fruit, if it exists
The PCs should travel to Oakhurst. The major NPCs in town include;
Mayor Vurnor Leng (male human)
Kerowyn Hucrele (female, human) - merchant, owns store, largest house in town
Corkie Nackle (gnome, female) - healer, missing brother
Felosial (female, half-elf) - town sheriff
Rurik Lutgehr (male, dwarf) - blacksmith
Garon (human, male) - bartender at the Old Boar Inn.
Under duress, the villagers (Kerowyn Hucrele specifically) will reveal that they buy the magical fruit once a year off a goblin that visit’s the town. The goblins are known to lair to the south, this is the direction that Sir Brafford headed off in, to find the goblins.
If the PCs camp between Oakhurst and the ravine, they are attacked during the night by two Needle Blights (page 32, MM).
AREA 0 : DARK RAVINE - A ravine split’s the earth, descending 50ft to Area 1. The rope left by Sir Brafford’s party has been anchored to a dwarves pillar (DC.5 Str/Athletics).
AREA 1: SANDY LEDGE - The area is dimly illuminated (disadvantage on Wis/Perception) if the sun is overhead, otherwise it is dark (blinded condition). Three giant rats (p.327, MM) try to sneak up on (d20+2 vs. passive wisdom) the first PC to reach the ledge. Wis/Survival (DC.10) to find tracks left by Sir Brafford leading down to Area 2 > 3.
AREA 2: SWITCHBACK STAIRS - Rough steps lead deeper into the ravine. Illumination becomes dark, even if the sun is overhead. Pcs (with dark vision) get their first look at the Sunken Citadel below them.
AREA 3: CRUMBLED COURTYARD - Steps end in what would once have been the battlements of the citadel. A door leads into a tower. There is a hidden pit trap in front of the door (DC.15 Wis/Perception to notice, or 15 against passive Perception - DC.10 Dex/Acrobatics to avoid taking 1d6 [bludgeoning] damage - can be spiked to disable). Jumping over DC.15 Str/Athletics or Dex/Acrobatics (advantage with a run up). Pit contains two dead (and partially eaten) goblins and one giant rat (pp.327, MM).
Loot: 16 silver pieces between the two goblins.
AREA 4: TOWER SHELL - Four dead, looted goblins lie sprawled around the room, one of which is pinned to a wooden door with a spear. Four short swords lie discarded.
AREA 5 - Not used in conversion.
AREA 6: OLD APPROACH - Stone door carved to resemble dragon. Sealed by Arcane Lock spell (door’s AC increases from 17 > 27, HP 18 > 28). Cannot pick lock. Can be opened by the key in Area 21.
AREA 7: GALLERY OF FORLORN NOTES - Glowing orb makes tinkling noises, anyone approaching within 5ft causes sinister music (the Jaws theme) to swell. Anyone within a 30ft radius of the orb must make a DC.15 Wisdom save or be effected by the Fear spell (p.239, PH). PCs can re-roll save once they are out of earshot. Destroying the orb (AC.13, HP. 3) causes the music to stop.
AREA 8: PRESSURE PLATE - Hidden pressure plate in the floor causes an arrow to be fired at the victim (DC. 15 Wisdom/Perception to notice trap or 15 against passive Perception - trap attack d20+5 to inflict 1d6 [piercing] damage - DC.10 Dexterity roll with thieves tools to disarm trap, or you could just step over it).
AREA 9: DRAGON’S RIDDLE - Answering the riddle causes secret door to open. There is no other way to open it, although once open it can be spiked.
AREA 10: HONOUR GUARD - Obvious spike pit obstructs progress to Area 12. Falling in causes 1d6 [bludgeoning] plus 1d4 [piercing] damage. Climbing out DC. 10 Str/Athletics. Jumping over DC.15 Str/Athletics or Dex/Acrobatics (advantage with a run up). Secret door in southern alcove (DC.15 Wis/Perception to locate) leads into Area 11.
AREA 11: SECRET ROOM - Dusty room contains inscription about the Wight in Area 12. A secret trapdoor (DC.15 Wis/Perception to locate) leads into a crawlspace to Area 12.
AREA 12: TOMB OF A FAILED DRAGONPRIST - Room guarded by a quasit called Jot (p.63, MM) who lurks invisibly near the pit. The first person to cross is targeted with its Scare ability. After taking 4 damage, it turns into a bat and tries to escape. The room is illuminated by an ever burning torch with a green flame, this can be taken as treasure. The room contains a sarcophagus sealed with six metal clasps, removing one requires a DC.20 Strength roll (or they can be broken, AC. 19, HP. 5). Breaking the sarcophagus is marginally easier (AC. 17, HP. 18). Opening the sarcophagus releases the Wight within (p.300, MM), this is the cursed dragon priest. It is wielding a mace (1d6 bludgeoning) instead of a long sword (1d8 slashing). AC reduced to 12 as it is wearing tattered vestments instead of studded leather.
Loot: A +1 dagger is sheathed on the Wight’s belt, it also wears jewellery (ring worth 5g, amulet worth 10g, two silver bracelets resembling stylised dragons worth 15g each). The sarcophagus contains 1700 copper, 1200 silver, 60 gold and four Cleric spell scrolls: Cure Wounds, Inflict Wounds, Guiding Bolt & Command.
AREA 13 - Not used in conversion.
AREA 14 - Not used in conversion.
AREA 15: FLEW THE COOP - Kobold Meepo (p. 195, MM) is unhappy that goblins have abducted kobold tribe’s pet/mascot, the white dragon wyrmling Calcyrx. He can be persuaded to take the PCs to meet the kobold leader Yusdrayl.
Loot: 4 small jade figurines of dragons on bench, the fifth is in the fire pit (15g each).
AREA 16: KOBOLD BOUNDERS - Each of these rooms is a guard post occupied by four kobolds (p. 195, MM). If Meepo is with the party, they gain advantage on Cha/Persuasion rolls to avoid combat.
AREA 17: DRAGON CHOW - Unlocked wooden door to small room where Meepo keeps the rats that are fed to Calcyrx. Opening the door causes the swarm of rats (p. 339, MM) to attack.
AREA 18: PRISONERS OF WAR - Locked room (DC. 15 Dex/Thieves Tools to unlock, DC.15 to break down - or AC. 15, HP. 12 to destroy) contains three goblin prisoners chained to the floor. Yusdrayl holds the key, breaking chains DC. 20 Strength (or AC. 19, HP. 5 to destroy). The goblins promise to escort the PCs to meet Chief Durrn but do not plan to honour this promise. Helping the goblins makes the kobolds hostile.
AREA 19: HALL OF DRAGONS - Patrolled by a group of four kobolds (p. 195, MM).
AREA 20 - KOBOLD COLONY - Entrance to colony obstructed by locked/guarded wooden door (DC. 15 Dex/Thieves Tools to unlock, DC.15 to break down - or AC. 15, HP. 12 to destroy). Password “ticklecorn” (spoken in Draconic) or Cha/Deception DC.20 to get guard to open the door. Colony occupied by 24 non-combatant kobolds (old, young, female) and three kobold guards (p.195, MM).
AREA 21: THE DRAGON THRONE - Here waits Yusdrayl, leader of the kobold tribe (custom monster - Winged Kobold with three Sorcerer levels, see below). She is attended by her 4 kobold bodyguards (p.195, MM). She can be negotiated with if the PC’s agree to attack the goblins/rescue Calcyrx. Charisma rolls have advantage if Meepo is with the party. She sends Meepo with the group as an NPC.
Loot: On top of the altar behind Yusdrayl’s throne are: a Qualls Feather Token [Tree], two Wizard spell scrolls [Mage Armour & Spider Climb] and one Cleric spell scroll [Faerie Fire] and three vials of antitoxin (PH). The key can be used to open the door in Area 6.
AREA 22: LARDER - Kobolds store/prepare their food in this room.
AREA 23: UNDERDARK ACCESS - Tunnel leading to the Underdark guarded by three kobolds (p.195, MM).
24: TRAPPED ACCESS - Short passage leads into goblin-hel part of the dungeon. The passage is trapped with a hidden pit trap (DC.15 Wis/Perception to notice, or 15 against passive Perception - DC.10 Dex/Acrobatics to avoid taking 1d6 [bludgeoning] damage - can be spiked to disable). Jumping over DC.15 Str/Athletics or Dex/Acrobatics (advantage with a run up).
25: DESOLATE - Evidence of a camp fire left by Sir Brafford and company. DC.10 Wis/Survial to follow tracks leading north to Area 26 > 28 > 29 (then back again).
26: DRY FOUNTAIN - Reading inscription in Draconic causes red liquid to trickle from fountain. Bottled, this liquid acts like Alchemist’s Fire (PH).
27: SANCTUARY - No obvious means of opening door, opened by casting a Cleric spell on it (clue in inscription). Any other attempt causes statue to animate and attack with scythe (attack +5, 1d8 [slashing] damage). Five sarcophagi contain five skeletons (p272, MM) that attack anyone disturbing the sarcophagi or the loot.
Loot: A small chest contains six peridot gems carrced to resemble dragons (10g each) and a magic item called “Night Caller”. A whistle made of transparent iron (nihilism). Three charges, whistle recovers 1d3 charges at midnight. Acts as per the Animate Dead spell.
28: INFESTED CELLS - The cellblock is now occupied by three giant rats (p.327, MM).
29: OLD TRAPS - Two pit traps have been spiked open (by Sir Brafford’s group). Another dry fountain with another inscription in Draconic. This one triggers a trap, as per the Stinking Cloud spell (p278,PH).
30: MAMA RAT - Mama Guthash (use stats for Brown Bear, p. 319, MM) and three giant rats (p.327, MM) occupy this chamber. The body of Karavak (one of Sir Brafford’s companions) can be found here.
Loot: Searching the refuse gathered here yields 300 silver, 68 gold, three gems worth 20 gold each. Karavak’s loot includes: five daggers, studded leather armour, explorer’s pack, potion of healing, pouch containing 17 gold and his ring (inscribed with his name) worth 10 gold.
Last edited: