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The Sunless Citadel Edits

The document provides encounter edits for the D&D module "The Sunless Citadel" to adjust difficulty based on party strength. It offers alternative monster and stat adjustments for various encounters categorized as Very Weak, Weak, Strong, etc. The edits are intended to ensure a similar level of challenge regardless of the number and abilities of player characters.

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0% found this document useful (0 votes)
330 views13 pages

The Sunless Citadel Edits

The document provides encounter edits for the D&D module "The Sunless Citadel" to adjust difficulty based on party strength. It offers alternative monster and stat adjustments for various encounters categorized as Very Weak, Weak, Strong, etc. The edits are intended to ensure a similar level of challenge regardless of the number and abilities of player characters.

Uploaded by

Tinggo Jenditon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Tosh Le 1

D&D The Sunless Citadel


Encounter Edits
Foreword:​ Why am I doing this you may ask? Well, hardcovers do not come with encounter
edits. AL modules do. As a result I will be making edits depending on the party strength. If for
some incredibly weird reason your ​1st​ level PC somehow has a extremely powerful ability or if
you’re in a party that wants to RP more than kill everything feel free to move down or up as
needed. Given that, I will be going one degree over, in the case of a Very Strong party (7
players) who want a serious challenge. Beware though, such dangers can lead to death and
players should be properly warned. Conversely, I will also be going one degree lower, if you’re
running with a table of entirely new players or if the players want to play a serious ROLEplaying
game.

Analysis:​ My intention is to ensure the same level of difficulty for each possibility of a party. I
will be assuming that everyone is going to be making level one characters for this module since
this is a launch event module. If for some reason this is not the case, increase the party strength
by one for every level that the character is above one. If my notes do not go this high, feel free to
improvise. It should hopefully be a pretty clear pattern at such a low level. At any rate ​Very
Weak​ is going to be 3 level 1s who don’t really want to do too much combat, ​Weak​ is 3, the
norm is 4, ​Strong​ is going to be 5 level 1s, ​Very Strong​ is 6, ​Very Very Strong​, is going to be
7, and ​Very Very Very Strong​ is going to be for those who want to take on a bit of a challenge.
Also, I assuming that all groups will level up at least after room 42. Finally, if I do not include
recommendations to scaling do not scale and just keep the encounter as is.

Template:
Very Weak:
Weak:
Strong:
Very Strong:
Very Very Strong:
VVV Strong:

Area 1, Ledge:
Very Weak: ​1 ​Swarm of Rats
Weak:​ As ​Very Weak​, but add 1 ​Giant Rat
Strong: ​Add 1 ​Giant Rat
Very Strong: ​As ​Strong​, but add 1 ​Swarm of Rats
Very Very Strong: ​As ​Very Strong​, but change 1 ​Giant Rat​ into a ​Swarm of Rats
VVV Strong: ​4 ​Swarms of Rats
Tosh Le 2

Area 6, Secret Pocket:


Very Weak: ​Change 2 ​Skeletons​ into ​Crawling Claws​, for only one archer has managed to
fully animate
Weak: ​Change 1 ​Skeleton​ into a ​Crawling Claw​, for only the hand of the archer animated.
Strong: ​Add a ​Skeleton
Very Strong: ​As ​Strong​, but change 2 ​Skeletons​ into ​Shadows​… powerful necromantic magic
is at work.
Very Very Strong: ​Add a ​Specter
VVV Strong: ​4 ​Shadows

Area 10, Honor Guard:


Very Weak:​ ​Jot​ will not fight at all, he will simply watch the characters.
Weak:​ ​Jot​ only taunts the characters, maybe trying to shove them into the pit. Upon doing so
once he will simply beg the adventurers to give him freedom with no more provocation.
Strong: ​Give ​Jot​ 12 HP
Very Strong: ​As ​Strong​, but increase the scare DC to 12
Very Very Strong: ​As ​Very Strong​, but increase ​Jot​’s attack bonus to +5, and the save DC
against poison to a 12.
VVV Strong:​ As ​Very Very Strong​, but increase ​Jot​’s HP to 18.

Area 12, Tomb of a Failed Dragonpriest:


Very Weak: ​Limit the regeneration to 1 HP / round, and the claws have not fully developed
meaning that they can only use their bite. Also decrease their HP to 20.
Weak: ​As ​Very Weak​ but keep the standard regeneration.
Strong: ​Increase their HP to 40.
Very Strong: ​As ​Strong​, but allow for two attacks with its bite.
Very Very Strong: ​As ​Very Strong​, but increase the HP to 50.
VVV Strong: ​As ​Very Very Strong​, but increase the regeneration to 7 HP / round.

Area 14, Enchanted Water Cache:


Very Weak: ​Remove the ​Ice Mephit​, but give the ​Steam Mephit ​32 HP.
Weak: ​Change the ​Ice Mephit​ into a ​Steam Mephit
Strong: ​Change the ​Steam Mephit ​into an ​Ice Mephit
Very Strong: ​Replace both ​Mephits​ with a ​Water Weird
Very Very Strong: ​Add two ​Steam Mephits
VVV Strong:​ As ​Very Very Strong​, but change one of the ​Steam Mephits​ into an ​Ice Mephit​.
Tosh Le 3

For the next combat encounters in the kobold areas, add / remove a kobold based on the
difficulty of the party. This should probably be diplomacy anyway, but hey, who knows.

Area 27, Sanctuary:


Very Weak: ​Replace three ​Skeletons​ with a ​Crawling Claw
Weak: ​Replace two ​Skeletons​ with three ​Clawing Claws
Strong: ​Replace one of the ​Skeletons​ with a ​Crawling Claw​ and add a ​Shadow
Very Strong:​ Change all of the ​Skeletons​ into ​Shadows
Very Very Strong: ​As ​Very Strong​, but change one of the ​Shadows​ into a ​Specter
VVV Strong: ​As ​Very Strong​, but change two of the ​Shadows​ into ​Specters​.

Area 28, Infested Cells:


Very Weak: ​1 ​Swarm of Rats
Weak:​ As ​Very Weak​, but add 1 ​Giant Rat
Strong: ​Add 1 ​Giant Rat
Very Strong: ​As ​Strong​, but add 1 ​Swarm of Rats
Very Very Strong: ​As ​Very Strong​, but change 1 ​Giant Rat​ into a ​Swarm of Rats
VVV Strong: ​4 ​Swarms of Rats

Area 30, Mama Rat:


Very Weak: ​Remove two ​Giant Rats
Weak:​ Remove one ​Giant Rat
Strong: ​Add one ​Giant Rat
Very Strong: ​Change the ​Giant Rats​ into ​Swarms of Insects​ (Rats)
Very Very Strong: ​As ​Very Strong​ but add a ​Diseased Giant Rat​ as the mate
VVV Strong: ​Add three ​Diseased Giant Rats​ and change the ​Giant Rats​ into ​Swarms of
Insects ​(Rats)

Area 32, Caltrop Hall/Goblin Gate:


Very Weak: ​Remove one ​Goblin​, but increase the other’s HP to 12.
Weak: ​Decrease the ​Goblin’s​ HP to 4
Strong: ​Increase both ​Goblin’s​ HP to 12.
Very Strong:​ Add one ​Goblin
Very Very Strong: ​Change one ​Goblin​ to a ​Nilbog​ (VGtM)
VVV Strong: ​Add two ​Goblins​, but give one of the goblins the ability to cast ​Magic Missile
(As a Booyahg caster, pg. 42 VGtM)

Area 33, Practice Range:


Very Weak: ​Remove one ​Goblin​, and decrease the HP of all goblins to 4.
Tosh Le 4

Weak: ​1 ​Goblin Boss


Strong: ​Change two ​Goblins​ to one ​Goblin Boss
Very Strong: ​As ​Strong​, but add one ​Goblin​, give one goblin dual scimitars and allow for the
standard dual-wielding rules.
Very Very Strong: ​Add one ​Goblin Boss​, give one goblin dual scimitars and allow for the
standard dual-wielding rules.
VVV Strong: ​As ​Very Strong​, but add two ​Goblins​, give one goblin dual scimitars and allow
for the standard dual-wielding rules. Give another a rapier that is wielded in both hands.

Area 36, Goblin Bandits:


Very Weak: ​Remove one ​Goblin​, and decrease the HP of all goblins to 4.
Weak: ​1 ​Nilbog​ (VGtM)
Strong: ​Change two ​Goblins​ to a ​Nilbog
Very Strong:​ As ​Strong​, but add one ​Goblin​, give one the ability to cast ​Shield​ (As a Booyahg
caster, pg. 42 VGtM)
Very Very Strong: ​Add one ​Nilbog​, give one the ability to cast ​Shield​ (As a Booyahg caster,
pg. 42 VGtM)
VVV Strong: ​As ​Very Strong​, but add two ​Goblins​, give one goblin the ability to cast ​Shield
and give another goblin the ability to cast ​Mage Armor​ (increasing their AC to 17/15)

Area 37, Trophy Room:


Very Weak: Calcryx​ is unable to use her breath weapon
Weak: Calcryx’s ​breath weapon only recharges on a 6.
Strong: Calcryx’s​ breath weapon recharges on a 4-6.
Very Strong: ​As ​Strong​, but increase ​Calcryx’s ​HP to 50.
Very Very Strong: ​As ​Very Strong​, but also give ​Calcryx​ an increase to Strength, Dexterity,
and Constitution (16, 12, 16). This increases her HP to 55, AC to 17, Dex saves to +3, Con saves
to +5, Stealth to +3, Bite to +5 to hit and 1d10+3 piercing damage
VVV Strong: ​As ​Very Very Strong​, but ​Calcryx’s​ breath weapon recharges on a 3-6.

Area 40, Goblinville:


Very Weak: ​Remove two ​Goblins​ (warriors)
Weak: ​Remove one ​Goblin​ (warrior)
Strong: ​Add one ​Goblin​ (warrior) who wields a rapier in two hands
Very Strong: ​Add one ​Goblin Boss​ who wields a rapier in two hands
Very Very Strong: ​As ​Very Strong​, but add one ​Goblin​ (warrior) who wields two scimitars
VVV Strong: ​As ​Very Strong​, but change one ​Goblin​ (warrior) to another ​Goblin Boss

Area 41, Hall of the Goblin Chief:


Tosh Le 5

Very Weak: ​Remove the ​Hobgoblin​ guards


Weak: ​Change the ​Hobgoblin​ guards to ​Goblin​ guards, (one dual wielder, one normal, and one
rapier two-hander)
Strong: ​Add one ​Hobgoblin
Very Strong: ​Change ​Durnn​ into a ​Hobgoblin Captain​ and add one goblin.
Very Very Strong: ​Change ​Durnn​ into a ​Hobgoblin Captain​, change ​Grenl​ to a ​Goblin Boss
with that spellcasting ability, and wisdom change, and add a ​Hobgoblin
VVV Strong: ​Change ​Durnn​ into a ​Hobgoblin Captain​, add one ​Hobgoblin Iron Shadow
(VGtM), who serves as Durnn’s personal bodyguard.

Area 42, Central Garden:


Very Weak: ​Remove one ​Robed Skeleton​ and one ​Twig Blight
Weak: ​Change one ​Robed Skeleton​ to a ​Twig Blight
Strong: ​Change one ​Twig Blight​ to a ​Robed Skeleton
Very Strong: ​Add one ​Skeleton​, change all of the ​Twig Blights​ to ​Needle Blights​ and then add
one ​Needle Blight
Very Very Strong: ​As ​Very Strong​, but change all of the ​Needle Blights​ to a single ​Thorny
(VGtM)
VVV Strong: ​As ​Very Very Strong​, but add one ​Robed Skeleton

Area 43, The Great Hunter’s Abode:


Very Weak: ​Change ​Balsag​ the Bugbear to ​Balsag​ the Goblin
Weak: ​Change ​Grip​ and ​Fang​ to a ​Swarm of Rats
Strong: ​Change ​Grip​ and ​Fang​ to two ​Giant Badgers​ (who are still named Grip and Fang and
look like Giant Rats, just describe them as larger and more mutated)
Very Strong: ​Change ​Grip​ and ​Fang​ to three ​Black Bears​ (who are still named Grip and Fang
[and Maw] and look like Giant Rats, just describe them as ginormous rats easily the size of a
small bear).
Very Very Strong: ​Change ​Grip​ and ​Fang​ to two ​Deinonychus​ (VGtM) (who are still named
Grip and Fang and look like Giant Rats, just describe them as ginormous rats easily the size of a
dwarf)
VVV Strong: ​As ​Very Strong​, but add another ​Bugbear​ named ​Nabak​ the huntress.

Grove Gate:
Very Weak: ​Remove two ​Goblins
Weak: ​Remove one ​Goblin
Strong: ​Add one ​Goblin​, give one the ability to cast ​False Life​ (As a Booyahg caster pg. 42)
Tosh Le 6

Very Strong: ​Add one ​Nilbog


Very Very Strong: ​As ​Very Strong​, but add one ​Goblin​ who has the ability to cast ​False Life
(As a Booyahg caster pg. 42)
VVV Strong: ​As ​Very Strong​, but change a ​Goblin​ into another ​Nilbog

Area 56, The Gulthias Tree:


Very Weak: ​Limit ​Belak​ to first level spells only, lower Sir Bradford’s HP to 13 and Sharwyn’s
HP to 7.
Weak: ​Remove two ​Twig Blights
Strong: ​Change the ​Twig Blights​ to ​Vine Blights
Very Strong: ​As ​Strong​, but add a ​Vine Blight
Very Very Strong: ​As ​Strong​, but add two more ​Vine Blight
VVV Strong: ​As ​Strong​, but add three more ​Vine Blights
Tosh Le 7

Appendix 1: Removal Statistics


Foreword: I​ will be rating each encounter on several things: Difficulty, if something is too easy
why bother roll initiative for it? It becomes a waste of precious time. Story, what purpose does it
serve in the story. This is much easier to judge than the others since things are normally either
important to the story, or they aren’t. There is not too much of an overlap (though there can be).
Finally, is it fun? I consider this to be the most important one, since what do the players come
here to have? Now this would be subjective, since I’m just one individual, so feel free to have
differing opinions. We’re only human! All of these ratings are going to be out of 10.

Ledge:​ 7/30
Combat: ​3, this combat is easy and thus poses only a small challenge to the PCs.
Story: ​2, This combat doesn’t really tell anything except: “Oh noes, ambushing rats!” It does set
up rats as a common enemy however, hence the 2 rating.
Fun:​ 2, I’ll be honest with you. I didn’t sign up to be an adventurer so I could fight some
mutated rats, but at least it’s an ambush so there is some variety.

Crumbled Courtyard: 1​ 0/30


Combat:​ 1, this is not that challenging, even less so than the first… BUT, see below.
Story: ​6, while not being challenging it does set up the fact that this is a living dungeon with
many creatures who inhabit it and the adventurers are essentially infringing on their home. I also
enjoy the skeletons, so if a player falls down there, they might think they could suffer a similar
fate…
Fun:​ 3, Traps help to emphasize the oncoming danger and are in general fun to have, even if
they are just a common pit trap.

Secret Pocket: ​16/30


Combat: ​5, this is actually a decently challenging encounter. The skeletons can result in some
injuries.
Story: ​5, I love the background and the tragedy of their deaths. However, the players aren’t
likely to figure such a thing out, only noting: “Undead, kill!”
Fun:​ 6, there is something unsettling that happens when you fight undead for the first time, and
not only that but it’s in a secret room. The players feel like they actually accomplished
something in searching around!

Old Approach:​ 5/30


Tosh Le 8

Combat: ​1, this is easy. Literally it’s just dead in one round.
Story:​ 1, there is no story, it’s a rat hiding in rubble.
Fun:​ 3, the jumpscare ambush is the only thing that partially saves the fun from this rat attack.

Honor Guard:​ 20/30


Combat:​ 4, this is not really meant to be a hard encounter; however, a quasit can pack a solid
punch!
Story: ​9, I ​love​ this, a demon that was released who now taunts the characters is beautifully
made. I also in general love tricky opponents who run, because now the players begin to feel
anger and vengeance towards the monster
Fun: ​7, Quasits in general are fun for low-level play. They’re a demon who doesn’t possess too
much power, but is still strange and crazy.

Tomb of A Failed Dragonpriest:​ 23/30


Combat: ​8, this is an incredibly hard fight for 1st level Characters. Relate to characters that this
abomination is terrifying and essentially a mini-boss.
Story: ​7, while I do love the story of a failed dragonpriest and players will wonder how the
troll-thing speaks elven and draconic, it’s hard to fully relate the story to them, without the Troll
saying it… Which seems a bit forced.
Fun:​ 8, All challenging creatures are fun, but low-level trolls in particular are incredibly
challenging simply because the players will really freak out about that 5 damage they just did
and how it’s not gone. This also emphasizes the elements and allows certain cantrip throwers to
really shine.

Enchanted Water Cache:​ 12/30


Combat: ​4, while these creatures can certainly challenge with their death bursts, they’re not
truly that bad.
Story: ​2, There isn’t really anything about the story. Why did these mephits form? Where did
they come from? At the very least it’s a new creature type, which is sorta cool… But not really.
Fun:​ 4, It’s a standard combat with exploding enemies. Semi-fun, but nothing to really gawk at.

Kobold Guardroom:​ 14/30


Combat: ​3, while it is certainly not a challenging encounter based on monsters alone. Other
aspects of this room can certainly affect the group.
Story: ​5, it’s a standard guardroom, which in itself is not very interesting… BUT! It gives the
players some insight to the traps of the kobolds, which is always intriguing.
Fun:​ 6, This trap is great, the players come in expecting to sweep the floor with the kobolds
when suddenly… Their attack rolls are disadvantaged! The adventurers now begin to question
Tosh Le 9

their abilities and it puts them in an uncomfortable position where they will feel happier when
they’ve beaten it.

Dragon Chow:​ ​5/30


Combat: ​1, this is not even that challenging in the slightest… And then the rats go away! Jeez
Story: ​3, while it is a bit interesting that these rats served as food for the wyrmling, how do the
players learn this? What insight are they given that the kobolds forgot to feed their dragon?
Fun:​ 1, Some rats come in, bite you, and then run away. What fun is that?

Kobold Warrens:​ The intention of this part should be noncombat. Try to aim the players towards
negotiating with Yusdrayl. That will hopefully speed up things (also I like kobolds :D ).

Sanctuary: ​19/30
Combat: ​9, this is an incredibly challenging fight for several level 1s, if you can try to
emphasize that there’s no shame in running from a fight. Alternatively, try to get them into
melee. Players will do better with this fight if it is mostly melee.
Story:​ 4, I like how the players begin to recognize that stealing things that look like they’re
important can lead to problems.
Fun:​ 5, the combat in itself is kinda boring since it’s a combat with skeletons, but at the end the
players feel accomplished and they can now actually take the items so they feel accomplished.

Infested Cells: 6​ /30


Combat: ​3, this combat is quite simple and isn’t really a challenge.
Story:​ 2, what’s the story here? There are some rats that used to be in cells? Boring.
Fun: ​1, by this point the players are probably thinking: “Oh no, not more rats!” (Sarcasm)

Mama Rat: 1​ 5/30


Combat: ​5, this is at least a combat. The PCs could possibly take more than one hit worth of
damage from this encounter!
Story:​ 6, I actually like this encounter’s story. There is one rat leader, a giant swollen rat, which
is itself an interesting image.
Fun:​ 4, as interesting as the story is, it comes a bit too late. The players at this point are most
likely annoyed with the rats. The presence of the diseased one does bring it up slightly, but it’s
still certainly annoying.

Caltrop Hall/Goblin Gate:​ 16/30


Combat: ​3, by the monsters themselves, they don’t make it seem like a hard encounter, and
yet…
Tosh Le 10

Story:​ 6, another tricky monster! Players are introduced to the goblin way of defending
themselves, through traps already created by someone. This doesn’t mean that such a method is a
poor idea, in fact, it’s genius!
Fun:​ 7, this encounter really allows for ranged characters to shine, as well as for the melee’s to
be put in a difficult spot… Do they jump or pull out a ranged weapon? Always nice to change
the norm.

Practice Range:​ 14/30


Combat: ​5, decently challenging combat with gobbos, nothing else to really add.
Story:​ 4, I guess the story is that they are practicing? That reinforces the idea that these goblins
are at war with the kobolds, but it still requires some inference. One thing you could do is upon
entering have one of the goblins ordering the others around saying: “Shoot ‘em like they’re
kobos!” That’ll work much better.
Fun: ​5, while goblins are certainly interesting combatants, and the cover aids with their hiding
and whatnot, it’s still goblins, and these goblins aren’t even really doing anything that changes
up a normal goblin encounter.

Goblin Bandits:​ 16/30


Combat: ​5, also a nice but sorta easy encounter with goblins. I would like some variety,
however.
Story:​ 7, great! Goblin bandits who are now lazy bums. Although how do we get this across?
How do we relate to the players this. If they managed to do this, I’m sure that I would rate this
higher.
Fun:​ 4, it’s a very similar combat to the last, just without any form of cover.

Trophy Room:​ Not Removing, important to the story

Goblinville:​ Just treat as if all goblins are noncombatants

Hall of the Goblin Chief:​ Not removing, important to the story

Central Garden:​ 10/30


Combat: ​1, an easy encounter. Made easier by the fact that the skeletons do not have armor or
good weapons.
Story: ​6, The story here is interesting in that both strange plant creatures and undead are…
farming, but at the same time not a lot is explained.
Fun:​ 3, fighting skeletons and twig blights? Melee creatures that look like weird gardeners?
Nah…
Tosh Le 11

The Great Hunter’s Abode:​ 16/30


Combat:​ 5, somewhat challenging, but at the same time it’s a bit of a weak encounter.
Story:​ 5, a quite comedic encounter, with a bugbear hunter who might make it seem like he’s a
cook.
Fun:​ 6, bugbears are always fun because of their massive damage, which at this point should be
able to knock a PC down, emphasizing the danger.

Rift Node:​ 8/30


Combat:​ 1, not challenging. That’s it, it’s just not really challenging.
Story:​ 3, great story! Except the players will just think: “What the heck? Why is there a weird
snake here?”
Fun:​ 4, fire snakes can be decently fun. Elementals in general at this level can be, and yet I feel
like it won’t be able to do anything before it’s killed, which isn’t any fun.

Belak’s Laboratory:​ Just make all the goblins goblin commoners.

Garden Galleries: 9​ /10


Combat:​ 2, this is actually slightly more challenging than normal because of the strength of
wielding that weapon, but even then it’s not really that challenging.
Story:​ 4, it’s a gardener. While that at least answers the question of who is gardening the plants,
that was already kinda answered in the form of undead workers. This lone bugbear has no name,
no nothing, just that they wield a reach weapon.
Fun:​ 3, it’s enjoyable enough, although as the rift, it’s a pretty easy encounter.

Arboretums:​ I am only counting the NE arboretum, for the S replace them with goblin
commoners and remove the SE. 8/30
Combat:​ 1, not challenging in the slightest.
Story: ​4, some more gardening. Once again it is not very impactful to the story.
Fun:​ 3, still just as fun as the last twig blight + skeleton encounter.

Ashardalon’s Shrine:​ You can simply remove this and everything should be fine

Grove Gate:​ 9/10


Combat: ​3, while still an easy encounter, it is slightly harder than some of the last encounters.
Story:​ 4, it is certainly intriguing how the goblins get beaten but there is no way for the players
to notice this. Perhaps describing some bruises and scratches that look to be caused by the blights
would most certainly make this more interesting.
Fun:​ 2, goblins are probably getting a bit boring for this group by now. Even worse, there’s no
cover for the goblins to hide behind!
Tosh Le 12

Twilight Grove: ​Including for story reasons

The Gulthias Tree:​ Including because final boss

Appendix 2: Running The Sunless Citadel as a Mini-Epic


Foreword:​ In order to make this hardcover open there are several awesome things that we can
do. One of them is to make it a mini-epic. This is easily accomplishable in practice but will
require some preparation to work at its best. These shall fall into several categories: Setup,
Pre-Adventure, and During Adventure

Setup:​ To determine who succeeds in this race, we will use something dubbed as “Victory
Points.” Whoever has the most victory points “wins” but to be honest, as long as everyone had
fun, everyone wins. To give a little bit of a nod to the old editions, we will be using gold to
determine Victory Points. In certain situations; however, such as diplomacy, you will gain
victory points even though you have not earned gold.

Pre-Adventure:​ Have the organizer do a quick shpeal: The heroes are going to be adventurers
who ventured down into the Yawning Portal who seek their fame and fortune in the
Undermountain. They’ve made it to the small Undermountain entrance city of Downshadow and
heard the rumors of how the Cult of the Dragon has used one of the levels as a site of worship a
long time ago…

Adventure:​ During the adventure, follow the “Running Sunless Citadel in a Jiff” removal
actions. These encounters are useless, simply roll initiative and allow players and monsters to act
for one round before assuming that the encounter is beaten. Follow the appropriate encounter
edits, as described in the “Encounter Edits” section. If the players deal with Yusdrayl in a
non-hostile manner then award them with victory points equal to the gold collected. If someone
seeks to cast a ritual, they may, for 10 victory points, if they wish to take a short rest, they may,
but they must spend 50 victory points. A long rest, on the other hand, costs 150 (you should still
roll for random encounters normally). If a group manages to find a key, that key will be sent to
all the groups. If a group finally reaches the beginning of the lower level then they have
completed the adventure, and they earn extra victory points equal to the minutes of four hours
minus however long it took for them to finish.
Tosh Le 13

Appendix 3: Running Sunless Citadel In a Jiff


Foreword:​ In order to make this mod runnable in four hours, a lot of the filler content will be
skipped or skimmed over to ensure that players are not constantly rolling initiative. This is
something I would ​not​ recommend doing for a more lax sort of play, for dungeon crawls need
certain areas where there is Role-playing, Puzzle Solving, and Deliberation, but a timed
convention-like style schedule is far more rushed and full of combat.

Analysis:​ Before we dive deep into what is going to be removed and what is not being removed,
we must ponder why? What is the criteria for such an encounter. Is it challenging? Or is it simply
meant to partially drain the party’s resources (HP for a 1st-3rd level adventure). Does it contain a
major story element? Or is it combat simply for the sake of racking up that EXP. Finally, is it
fun. If it is simply an encounter that has nothing to do with the story but is comedic in some way,
hilarious because of an NPC’s actions or how they react, then it will not be removed. In order to
facilitate this removal I have created an EXP guide. If one does ​everything​ in the Sunless Citadel
then they will receive a total of 6775 exp. This is divided between party members; however, so
as a result the totals they will get will be: 2258, 1693, 1355, 1129, 967 (for 3, 4, 5, 6, 7 party
members respectively). This means that on average (assuming a 4 person party) we can forgo
793 exp per person (or a total of 3172 exp) to stay in the clear. Now, come the removals
themselves.

Removals:
- Crumbled Courtyard ​(Area 3)
- Old Approach ​(Area 6)
- Dragon Chow ​(Area 17)
- Central Garden ​(Area 42)
- Rift Node ​(Area 45)
- Belak’s Laboratories ​(Area 47)
- Garden Galleries ​(Area 48)
- Southeast Arboretum ​(Area 49)
- Southern Arboretum ​(Area 49)
- Ashardalon’s Shrine ​(Area 50)

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