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