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ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
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The Sunless Citadel
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<blockquote data-quote="Messageboard Golem" data-source="post: 2008531" data-attributes="member: 18387"><p>Like most gamers, I eagerly awaited Dungeons and Dragons 3rd Edition. I had grown tired of the inconsistency of 2nd editions rules, but mostly, I really felt a drop off in the quality of their adventure modules. The Sunless Citadel is Wizards of the Coast's first published adventure module, and I was very interested to see what they had to offer. 3rd edition is radically different from 2nd edition, would their adventures be as well? I certainly hoped so. </p><p></p><p>Dropping by my local gaming shop, I was presently surprised with the new packaging format. Gone was the shrink-wrapped adventure module, a side of effect of 1st edition adventures that often contained a DM screen specific for each adventure (I miss those days). Even though they ceased to include DM screens, they still continued to shrink-wrap their modules, making it impossible skim the adventure before purchasing it. Scanning the adventure, I was happy to see it was only 32 pages long. Too often 2nd edition adventures contained mass amounts of background info, barely relevant to the adventure itself. The Sunless Citadel only had three well-written paragraphs for background. It look good, and I deiced it was worth the $10 risk. </p><p></p><p>I had already started a campaign before the release of The Sunless Citadel, so my group was 3rd level. While The Sunless Citadel claims to be for 1st level adventurers, I would caution GMs from using this adventures with all 1st level characters. Expect at least 2-3 casualties if you do. Fortunately for the PCs, there is enough experience in this scenario for at least 2 levels of advancement (if they are 1st level). My group of 3rd level characters easily made 4th level after completing this adventure. Another thing GMs should keep in mind is that while this adventures is only 32 pages long, it is very dense, and should take two to three gaming session to complete. There are over 50 rooms and numerous traps, puzzles, and other encounters that will keep your characters occupied for hours. </p><p></p><p>The adventure is centered around an outcast druid and a magical underground tree that sprouted from a stake used to slay an ancient vampire. The tree spawns a magic apple during the winter and summer solstice, and the promise of finding the magic fruit is the hook the pulls the PCs into the story. Between the PCs and the tree is The Sunless Citadel, an ancient structure long forgotten by present civilization. Most of this dungeon crawl style adventure takes place in the ruin citadel and the caverns beneath it. PCs will encounter more than their share of monsters to kill and without a priest, they will find it very difficult to maintain a steady exploration. Fortunately for the PCs, there is the possibility of freeing a priest, who gladly joins the party and heals when necessary. If your PCs fail to find him, suggest going back to surface for healing when necessary. There is a temple in the nearby town. Without this temple, my group of 3rd level characters would have never survived. They were forced to retreat to the surface on three separate occasions. One of the hardest things PCs will have to overcome is the number of clever traps and situational disadvantages throughout this scenario. Often the monsters are prepared for encounters, giving themselves some sort of tactical advantage. Unprepared PCs might lose a member or two. While this adventure can certainly be solved with brute forces, there are many opportunities for PCs to role-play their way past tough encounters. 1st level PCs will find diplomacy a necessary tactic at several points. </p><p></p><p>Overall The Sunless Citadel was well-written and fun to play. However, by the time my group finished off the druid, they were ready to move on to a new adventure. I should add that it took my group three gaming session and they only explored two thirds of the citadel and the caves below. There is a good deal of treasure to be found, but much of it is well protected. The PCs will have certainly earned anything they find. As stated earlier, I suggest running this adventure with 2-3rd characters. This scenario is definitely not suited for first time players. The traps and ambushes are just too deadly. I give it a 4 for game design as it was a well-crafted adventure, but 3 for actual game play because it started to wear down my players towards then end. Considering I paid $10 for 3 quality gaming session, I definitely recommend The Sunless Citadel for 3rd edition gamers. Enjoy.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2008531, member: 18387"] Like most gamers, I eagerly awaited Dungeons and Dragons 3rd Edition. I had grown tired of the inconsistency of 2nd editions rules, but mostly, I really felt a drop off in the quality of their adventure modules. The Sunless Citadel is Wizards of the Coast's first published adventure module, and I was very interested to see what they had to offer. 3rd edition is radically different from 2nd edition, would their adventures be as well? I certainly hoped so. Dropping by my local gaming shop, I was presently surprised with the new packaging format. Gone was the shrink-wrapped adventure module, a side of effect of 1st edition adventures that often contained a DM screen specific for each adventure (I miss those days). Even though they ceased to include DM screens, they still continued to shrink-wrap their modules, making it impossible skim the adventure before purchasing it. Scanning the adventure, I was happy to see it was only 32 pages long. Too often 2nd edition adventures contained mass amounts of background info, barely relevant to the adventure itself. The Sunless Citadel only had three well-written paragraphs for background. It look good, and I deiced it was worth the $10 risk. I had already started a campaign before the release of The Sunless Citadel, so my group was 3rd level. While The Sunless Citadel claims to be for 1st level adventurers, I would caution GMs from using this adventures with all 1st level characters. Expect at least 2-3 casualties if you do. Fortunately for the PCs, there is enough experience in this scenario for at least 2 levels of advancement (if they are 1st level). My group of 3rd level characters easily made 4th level after completing this adventure. Another thing GMs should keep in mind is that while this adventures is only 32 pages long, it is very dense, and should take two to three gaming session to complete. There are over 50 rooms and numerous traps, puzzles, and other encounters that will keep your characters occupied for hours. The adventure is centered around an outcast druid and a magical underground tree that sprouted from a stake used to slay an ancient vampire. The tree spawns a magic apple during the winter and summer solstice, and the promise of finding the magic fruit is the hook the pulls the PCs into the story. Between the PCs and the tree is The Sunless Citadel, an ancient structure long forgotten by present civilization. Most of this dungeon crawl style adventure takes place in the ruin citadel and the caverns beneath it. PCs will encounter more than their share of monsters to kill and without a priest, they will find it very difficult to maintain a steady exploration. Fortunately for the PCs, there is the possibility of freeing a priest, who gladly joins the party and heals when necessary. If your PCs fail to find him, suggest going back to surface for healing when necessary. There is a temple in the nearby town. Without this temple, my group of 3rd level characters would have never survived. They were forced to retreat to the surface on three separate occasions. One of the hardest things PCs will have to overcome is the number of clever traps and situational disadvantages throughout this scenario. Often the monsters are prepared for encounters, giving themselves some sort of tactical advantage. Unprepared PCs might lose a member or two. While this adventure can certainly be solved with brute forces, there are many opportunities for PCs to role-play their way past tough encounters. 1st level PCs will find diplomacy a necessary tactic at several points. Overall The Sunless Citadel was well-written and fun to play. However, by the time my group finished off the druid, they were ready to move on to a new adventure. I should add that it took my group three gaming session and they only explored two thirds of the citadel and the caves below. There is a good deal of treasure to be found, but much of it is well protected. The PCs will have certainly earned anything they find. As stated earlier, I suggest running this adventure with 2-3rd characters. This scenario is definitely not suited for first time players. The traps and ambushes are just too deadly. I give it a 4 for game design as it was a well-crafted adventure, but 3 for actual game play because it started to wear down my players towards then end. Considering I paid $10 for 3 quality gaming session, I definitely recommend The Sunless Citadel for 3rd edition gamers. Enjoy. [/QUOTE]
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