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Title  The Sunless Citadel
Author  Nirrudn of SOK
Submitted / Updated  07-23-2002 / 07-18-2005
Category  Roleplay
Number Players  4
Language  English
Level Range  1st Level
DMNeeded  Occasional DM Needed
Single or Multiplayer  Single Player or Multiplayer
Max # Players  04
Min # Players  04
Content Rating  Teen
This is another recreation of the Sunless Citadel by Bruce R. Cordell. The difference between mine and all the other recreations though, is that mine has more bells and whistles. The fountains work just like in the pen and paper version, along with some other things. It's about 2.7MB when unzipped, designed for 4 1st level adventurers. Shouldn't take more than 2 hours or so to run through from start to finish. Emphasis is on Neutral/Good scale of alignment, and any race or class.


Submitted: 07-23-2002 / Last Updated: 07-23-2002
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Comments (6):

Posted by bullitt at 2004-02-28 21:33:24    Voted 8.00 on 02/28/04
Fun: 8   Layout / Design: 9   Dialogue 8   Originality / Creativity 7   Quality Control 9   

Posted by brindleWolf ( ) at 2002-10-15 04:08:00    
Out of all of the Sunless Citadel's out there I think this
is the 'nicest' one. Couple of minor niggles but after
reading your comments and the other posts, I see that the
module is not yet finished. So one with the
1) Meepo. Firstly... Useless. Always dies in the first
combat as he doesn't have the sense to hang back and
pepper the gobbo's with his trusty crossbow :) But then
again he is only a Kobold and of course I was not
expecting Meepo of the Red Kobolds, but perhaps a custom
script can be made for him. Secondly... When asking about
other information he keeps ending the convo instead of
offering the choice of asking about other things as other
NPC's in the std campaign.
2) Calcryx faction was set to Hostile and so he instantly
attacks when you enter his room. So I simply changed his
faction and all is good.
3) I'm sure there was something else but I can't
remember. Oh yea, I went in and changed some of the
meshes as I've just patched to 1.25 and we now have
correct Kobold meshes! :) So now Meepo and the others
look as they should.

I am just starting to mess around with the Toolset
otherwise I would have implemented my suggestions already
and sent it for your perusal. I hope you do more mods as
I thought you certainly have the start of a great mod here.

Posted by TaskyM ( 07/25/02 ) at 2002-07-25 15:16:00    
Ok, I must've missed the dialog with those people, but
yeah that would have helped alot if I read it. My bad.

The red dragon didn't move, he was frozen good. Too bad he
couldn't be turned to a stone color. I read somewhere
about a script that can make a monster look like it has
stone skin on to simulate the statue look. You might try

I don't think I killed all the twig blights before talking
to Belak. I think there was one further off that didn't
engage and he came after me as I was talking. Maybe have
the twig blight encounters a bit further away from him.

I'll run through the module again and see if the goblins
move. It's just the goblin citizens that are standing

Yeah I understand that some of the rooms need to be empty,
just suggesting adding something to make them less blah,
as empty rooms tend to be.

I have the Sunless Citadel pnp module myself, and meant to
try to convert it but so many are being done now that I
guess I'll stick to offering advice. :) I still need to
learn scripting anyway. I may eventually try it to just
learn the mod making system better.

Anyway, keep up the good work, and I look forward to your
next update!

Posted by Nirrudn ( ) at 2002-07-25 11:37:00    
By the way, if you visit the Healer and Blacksmith you'll
find a bit more story. The Blacksmith mentions strange
things happening at night on the outskirts of town, and the
Healer gives some details on the relationship between the
goblins and the town.

Garon has some information too, about a strange man who
came by years ago... *insert ominous music here*

Most of the townsfolk aren't supposed to know much about
the Citadel itself, Yusdrayl has the most information on it
(The goblins aren't willing to talk with PCs ever).

Hope this cleared some stuff up, I'm still working on it of
course (Dunno why Maximus marked it as a final version
though! I had to e-mail it to him since I can't upload,
being on a network).

Posted by Nirrudn ( ) at 2002-07-25 09:56:00    
I'm not sure what's wrong with the goblin residents, they
should be moving around. The code is the exact same as the
Kobold residents (Just adding ActionRandomWalk() to the
Heartbeats), so I can't figure out why it isn't working.

The dragon statue doesn't move for me, unless I start in
the citadel at the statue, then he moves until the first
heartbeat kicks in. (Although there's another bug I have
with the statue getting frozen in a different position when
I return to it later). Were there any problems with the
red dragon statue in the Twilight Grove?

The empty rooms are all per the text I have. I'll be
adding some general trash and such to them though. Most of
the rooms are just supposed to be filled with useless
goblin or kobold equipment.

The twig blight problem, hmm... did you try talking to
Belak before killing them all? Belak and his cohorts
(including 3 special twig blights) are all on a seperate
faction so they don't attack right away, and shouldn't
assist normal twig blights either.

Thanks for the comments, I just wanted to get the core game
out there before adding any atmospheric stuff mostly. It's
a lot of work for just me to do. I decided to let the game
handle the treasure since that would about double my
workload, the only thing I'm adding treasure-wise are the
special items like the +1 weapons some NPCs have, etc.

Posted by TaskyM ( 07/24/02 ) at 2002-07-24 17:51:00    
Not bad, but could use some touch ups. Some of the things
I noticed:
-Oakhurst didn't have much personality. The tavern was
where most the people were at but only 1 person said
anything and very little at that. All the main NPC's
really need more dialog options to flesh out the
background story imo. I suppose if this was DM run and the
DM took a very active role in the game then the lack of
NPC dialog wouldn't be a big deal. Not good for a no DM
game tho.
-The Dragon Statue in the kobold area moves like he's
-When I tried to talk to the final baddy the conversation
was interupted by some twig blights attacking me, so
everybody starting to attack.
-Xp's are very high for a solo character. I went up 3-4
lvls playing through it, and I started at lvl 5. If this
was meant as a 4 player party game only then no problem.
I'm not sure if the xps can be scaled down for solo play
or not.
-Treasure wasn't very high, and not alot of magic items,
which is a good thing for a low lvl adventure.
-Alot of dead ends, and empty rooms with no purpose. For
them maybe add a text description or something of what the
player sees just to give it some more flavor, or add some
minor encounter here and there.
-I wasn't sure what to do with the words found in the
fountains. I guess I was suppose to type it out maybe?
-Very little music or sound effects.
-Alot of goblin villagers just standing around like
cardboard cutouts is never a good thing. Maybe add some
movement, or have some sitting down, or off in groups, and
give at least some something to say, to give them some
sort of personality.
Wasn't really any setup for the story, or background of
what was going on through the NPC's. Just a vauge
mentioning of crops being lost by 1 person, and another
mentioning her sons went off to investigate the sunless
citadel. Really needs more. I had no clue what was going
on till the final encounter. Maybe have a goblin or kobold
npc mention some things about what they think is going on
down below. Nothing really pulled me into the story at all.

Anyway just thought I'd give some constructive
criticms,it's not bad, but it can be tons better with a
little more work.

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