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General Tabletop Discussion
*TTRPGs General
Is The Sunless Citadel a well-designed adventure module?
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<blockquote data-quote="stevelabny" data-source="post: 2945866" data-attributes="member: 9298"><p>Absolutely.</p><p></p><p>I haven't played/ran a lot of published modules, and I've only read a few more than that. BUT every adventure I read always has massive problems. This one doesn't. </p><p>Sunless Citadel...</p><p></p><p>-mostly makes sense </p><p>-had a plot hook that could easily be used to get everyone interested in the crawl</p><p>-offered an entire section that could be taken be force OR diplomacy OR stealth</p><p>-offered something for everyone (traps, undead, encounters with numerous low-hp critters, --encounters with bigger tougher creatures) </p><p>-had a personality-less 2hp NPC monster who has become a beloved icon. I think the EN World poll showed 50% of all Meepos somehow became inmportant to the party or campaign. There was just SOMETHING about the way he was presented.</p><p></p><p>The adventure was specifically designed for parties to try to use all of the new rules / classes / feats / skills and it shows. Also, the way they followed up on the Gulthias tree in Heart of Nightfang Spire was a great lesson on how to tie stuff together.</p><p></p><p>This module doesnt fall into the trap of having bad plot hooks, or making the rogue useless (or too important) or having incredibly silly monsters / traps / NPCs. Nor does it suffer from being completely boring and forgettable even if it is a level-1 adventure.</p></blockquote><p></p>
[QUOTE="stevelabny, post: 2945866, member: 9298"] Absolutely. I haven't played/ran a lot of published modules, and I've only read a few more than that. BUT every adventure I read always has massive problems. This one doesn't. Sunless Citadel... -mostly makes sense -had a plot hook that could easily be used to get everyone interested in the crawl -offered an entire section that could be taken be force OR diplomacy OR stealth -offered something for everyone (traps, undead, encounters with numerous low-hp critters, --encounters with bigger tougher creatures) -had a personality-less 2hp NPC monster who has become a beloved icon. I think the EN World poll showed 50% of all Meepos somehow became inmportant to the party or campaign. There was just SOMETHING about the way he was presented. The adventure was specifically designed for parties to try to use all of the new rules / classes / feats / skills and it shows. Also, the way they followed up on the Gulthias tree in Heart of Nightfang Spire was a great lesson on how to tie stuff together. This module doesnt fall into the trap of having bad plot hooks, or making the rogue useless (or too important) or having incredibly silly monsters / traps / NPCs. Nor does it suffer from being completely boring and forgettable even if it is a level-1 adventure. [/QUOTE]
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Is The Sunless Citadel a well-designed adventure module?
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