the_david
2014-12-26, 07:48 AM
I really like the theme of Sunless Citadel, but a lot of it seems somewhat off. I'm gonna list a couple of things that seem wrong, how I plan to fix them, and silently hope somebody wants to add some of his or her advice to my ideas.
If you live in the Netherlands and know a player/GM called David, please stop reading now. If you've never played the Sunless Citadel and the other adventures of that series but you do want to play them you may want to stop reading too.
The citadel without a city. As wikipedia put it "A citadel is the core fortified area of a city or town". The adventure never mentions ruins of a city, so I'll have to add them myself.
The proximity of the Kobolds and the Goblins. I know it's a dungeon crawl, but they could have killed each other many times before the players even find the citadel. I'll put the Kobolds on the other side of the ruined city. Possibly in a temple of Ashardalon, or maybe some other kind of fortified structure.
The general design of the citadel. There's so much wrong with this. I'll probably use the moathouse from the Village of Hommlet instead. The entrance to the moathouse will be guarded by the 2 goblins from area 32. There's a chance that they are sleeping or skipping guard duty though.
Meepo, area 15. Instead of placing him at the entrance for both the Kobold and Goblin lairs he'll be tied to some kind of pillar as his punishment. The kobolds build a pit trap around the pillar.
The Mephit, area 14. Replace the rusted barrel with 2 magical fountains, much like the ones in area 26 and 29. One of them is placed in the ruined city and functioning like it should. Activating it produces water as a create water spell. The other one is broken and located in the courtyard of the citadel. If you activate it, a small water elemental comes out and starts attacking everything in sight.
The Dragonpriest, area 12. This is gonna be a horribly mutated half-dragon alchemist. He tried to turn himself into a dragon, but failed. This is also one of the areas that don't make sense. I'll relocate it to underneath the temple of Ashardalon along with area 7 and 27 as a catacomb that probably leads to the citadel. I'll add some fresh Kobold Zombies that were locked in to avoid a Zombie plague. There might be a secret exit to the city too. The prisoners from area 18 will be held here too.
Erky Timbers, area 34. Most Golarion Gnomes would have faded away into nothingness if they were kept inside a prisoncell for a year. He could have been part of the group of missing adventurers though. In that case I'd advice you to let him fade away till he's middleaged. I'll use the Greyhawk-lite setting though, because it works better with the last 2 adventures. Place this area in the dungeon underneath the citadel.
Sir Braford and Sharwyn, area 56. Don't let them die if the players kill the Gulthias tree. They can make excellent recurring bad guys. Sharwyn should be a Sorceress with the Verdant bloodline.
Calcryx, area 37. This would be a tiny CR2 dragon in Pathfinder. (It was a CR1 in 3.0) I don't like weak tiny dragons. I might use a Tatzlwyrm instead. Then again, I also don't like weak medium sized dragons. A dragon should be at least large size, and it shouldn't be weaker than say a bear or a tiger. I don't really know what to do with this.
If you live in the Netherlands and know a player/GM called David, please stop reading now. If you've never played the Sunless Citadel and the other adventures of that series but you do want to play them you may want to stop reading too.
The citadel without a city. As wikipedia put it "A citadel is the core fortified area of a city or town". The adventure never mentions ruins of a city, so I'll have to add them myself.
The proximity of the Kobolds and the Goblins. I know it's a dungeon crawl, but they could have killed each other many times before the players even find the citadel. I'll put the Kobolds on the other side of the ruined city. Possibly in a temple of Ashardalon, or maybe some other kind of fortified structure.
The general design of the citadel. There's so much wrong with this. I'll probably use the moathouse from the Village of Hommlet instead. The entrance to the moathouse will be guarded by the 2 goblins from area 32. There's a chance that they are sleeping or skipping guard duty though.
Meepo, area 15. Instead of placing him at the entrance for both the Kobold and Goblin lairs he'll be tied to some kind of pillar as his punishment. The kobolds build a pit trap around the pillar.
The Mephit, area 14. Replace the rusted barrel with 2 magical fountains, much like the ones in area 26 and 29. One of them is placed in the ruined city and functioning like it should. Activating it produces water as a create water spell. The other one is broken and located in the courtyard of the citadel. If you activate it, a small water elemental comes out and starts attacking everything in sight.
The Dragonpriest, area 12. This is gonna be a horribly mutated half-dragon alchemist. He tried to turn himself into a dragon, but failed. This is also one of the areas that don't make sense. I'll relocate it to underneath the temple of Ashardalon along with area 7 and 27 as a catacomb that probably leads to the citadel. I'll add some fresh Kobold Zombies that were locked in to avoid a Zombie plague. There might be a secret exit to the city too. The prisoners from area 18 will be held here too.
Erky Timbers, area 34. Most Golarion Gnomes would have faded away into nothingness if they were kept inside a prisoncell for a year. He could have been part of the group of missing adventurers though. In that case I'd advice you to let him fade away till he's middleaged. I'll use the Greyhawk-lite setting though, because it works better with the last 2 adventures. Place this area in the dungeon underneath the citadel.
Sir Braford and Sharwyn, area 56. Don't let them die if the players kill the Gulthias tree. They can make excellent recurring bad guys. Sharwyn should be a Sorceress with the Verdant bloodline.
Calcryx, area 37. This would be a tiny CR2 dragon in Pathfinder. (It was a CR1 in 3.0) I don't like weak tiny dragons. I might use a Tatzlwyrm instead. Then again, I also don't like weak medium sized dragons. A dragon should be at least large size, and it shouldn't be weaker than say a bear or a tiger. I don't really know what to do with this.