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The Sunless Citadel (Dungeons & Drangons Adventure, 3rd Edition)

The Sunless Citadel (Dungeons & Drangons Adventure, 3rd Edition)

List Price: $9.95
Your Price: $8.96
Product Info Reviews

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Rating: 5 stars
Summary: Dungeons and Dragons- 5
Review: This adventure is a great way to learn how to first play an RPG and get the feeling of DND. It has great adventures and was well thought out. The rules kind of slip off the train track for a second, but they get right back on. The game is fun and exciting. It will definately help you get out of your shell if you are a shy person.

Rating: 4 stars
Summary: Great, but a little long
Review: A great adventure. It introduces a bunch of the new rules (temp ability damage, fast healing, negotiation, spot and hide checks, etc...) However, toward the end everyone was getting a little tried of the repition. It reminded me of Casino and Goodfellas in that respect.

Rating: 5 stars
Summary: Great Intro to 3rd Edition
Review: After playing through a few of the adventures in the D&D basic adventure set with our own characters, I started off my group with the Sunless Citadel. It was one of the best campaigns I've ever had. The adventure left plenty of room for improvisation and modification to fit into my setting and plotline. If you're trying to get your campaign off to a strong start, this is a good way to do it.

Rating: 4 stars
Summary: A good start
Review: As adventures go this one isn't bad. Alot are very poor. But for the first one released it is pretty good. Their is a little back story, a small town to add some flavour and another place to visit and use in games. A new monster and it's a good way to learn the rules. If all their adventures are of this standard then they will be alot of fun and well worth picking up to play.

Rating: 3 stars
Summary: Solid.....but Boring.
Review: Essentialy a Dungeon hack with few plot twists or truly intresting developments. A good introduction to D&D if your a novice GM, but nothing to truly write home about.

Rating: 4 stars
Summary: Player's perspective
Review: Fun little dungeon crawl. The actual adventure gets 3 stars, because it gets pretty repetitive. But the setting--the Sunless Citadel itself--is very very cool. 5 stars. Reminds me of the first D&D adventure, In Search of the Unknown. In fact, players who remember the first encounter in that classic module are in for a nostalgic "easter egg".

The game has a nice mix of encounters that allow each class to shine. Fighter-types will, as always, see the most action. There are opportunities for non-combat roleplaying and creative spell use, as well as plenty of hack-and-slay combat.

There are a few annoying moral dilemas:

<minor spoiler alert>

At one point, you find yourself with a bunch of civilian goblins. Women and children. Well, gee, now what? You can't just kill them (not if you're playing a Good-aligned character, anyway), but if you abandon them they'll be killed by the other monsters. So, what, you take 50+ civilians with you? Set them up on a government-assisted program? Relocate? I don't play D&D to deal with these... issues. I just want to explore old dungeons and have fun with the new magic item creation rules of Third Edition.

</minor spoiler alert>

Anyway, a fun romp, and there's certainly plenty of very, very interesting adventure hooks for further adventures: use the Citadel as a base of operations? Why was it sunk? What's with all the dragon imagery? If you just leave it after the adventure, what moves in now that it's empty?--could be a "Return to the Sunless Citadel" there...

Highly recommended.

Rating: 4 stars
Summary: Player's perspective
Review: Fun little dungeon crawl. The actual adventure gets 3 stars, because it gets pretty repetitive. But the setting--the Sunless Citadel itself--is very very cool. 5 stars. Reminds me of the first D&D adventure, In Search of the Unknown. In fact, players who remember the first encounter in that classic module are in for a nostalgic "easter egg".

The game has a nice mix of encounters that allow each class to shine. Fighter-types will, as always, see the most action. There are opportunities for non-combat roleplaying and creative spell use, as well as plenty of hack-and-slay combat.

There are a few annoying moral dilemas:

At one point, you find yourself with a bunch of civilian goblins. Women and children. Well, gee, now what? You can't just kill them (not if you're playing a Good-aligned character, anyway), but if you abandon them they'll be killed by the other monsters. So, what, you take 50+ civilians with you? Set them up on a government-assisted program? Relocate? I don't play D&D to deal with these... issues. I just want to explore old dungeons and have fun with the new magic item creation rules of Third Edition.

Anyway, a fun romp, and there's certainly plenty of very, very interesting adventure hooks for further adventures: use the Citadel as a base of operations? Why was it sunk? What's with all the dragon imagery? If you just leave it after the adventure, what moves in now that it's empty?--could be a "Return to the Sunless Citadel" there...

Highly recommended.

Rating: 4 stars
Summary: No Time to Create Adventures
Review: I am one of those people who hate to create their own D&D adventures, so the first thing I did when I decided I wanted to run a 3rd Edition game was purchase an adventure also. Since this was the only one available, this was the one I bought. After reading through it fully, I have to admit that I'm glad I bought it.

This adventure gives DMs the chance to explore the new rules -- it offers suggestions of what skills a character can use. It lets each character have their moment. It's very simple, yet it offers character options other than combat. (For example, at one point the characters can choose to be diplomatic with one group of creatures rather than battling through them.) It does a good job of giving characters the feeling that they can choose what to do next while limiting their options so that the DM is not overwhelmed.

I was a little disappointed by rule inconsistencies between the Player's Handbook and the adventure rules, but I assume that's because they were being designed concurrently. I was also disappointed that the town and its inhabitants weren't detailed just a tad more. One last complaint is that the Adventure Hooks are weak and few. Overall, however, it's worth buying.

Rating: 4 stars
Summary: Good Template For low-level Adventures. Spice it up.....
Review: I enjoyed DMing this adventure, because I used the basic premise as a template and spiced-up the Adventure. There are numerous ways to make this module more fascinating for the characters-- for instance, I placed an "Assassin Vine" in the 3rd-level tunnel, which connects one half of the 2nd level to the other. So, the PCs had to actually Struggle to get to the climax, instead of just casually strolling-along to the conclusion.
... One thing I did to speed-up play and keep things rolling for the Adventurers, was to do prep work in-advance. I drew the Dungeon on hand-graphed poster board, including the 2nd level, the covered the sheets with clear contact paper and cut them out. This way, each room could be dropped onto the table, like placing a puzzle together. This increased game time, considerably. Normally, we draw-out the rooms, with an easy-erase marker, as they occur. I found that making the rooms in advance made the Players much happier and kept them in-character.
Also, this module has plenty of Rescue options, and my players pursued those options, instead of just killing everything in-sight. One character even adopted the Bad guy's familiar.
One thing this module really needs is more healing Apples (hint, hint), or the party needs a Healer of some kind. I know one DM who has not been able to get a party to the 2nd level of the Dungeon, in this module.
The DM may need to spice-up this module a little, but it is a Great template and a great opportunity for future development, with a little imagination--esp., if the party rescues the Dragon.
Imagine a Dungeon, ruled by a Dragon, with Kobold minions.... Or, a Dungeon controlled by Dwarves, who come after the special Minerals found here.
This adventure module holds much promise and can be used for a base of operations or a future city.
I described the Assassin vine that I placed in the lower-level tunnel in such a way that the party walked right into the trap--it was perfect--then, they had to fight their way out.
If you think of this module as a template, you can do amazing things with it!

Rating: 5 stars
Summary: Great Dungeon Crawl
Review: I have attempted over the years to design D&D adventures, so I have some idea how hard this adventure was to produce. Overall, this adventure is great. The cover art is wonderful and the line art inside evokes images of D&D days gone by. "Back to the Dungeon" looks like it will be a big success.

The Sunless Citadel gives you everything you need to start a D&D3E campaign: a skeletal town suitable for plopping in to any campaign world, villians worthy of recurrence and an interesting place to explore. Also, this is one of the few 1st level adventures I have read that is actually engaging.

This adventure has something for each character class and painstaking "how-tos" for the DM. I have not run the adventure yet because my players are currently in a homebrewed adventure (which sucks in comparrison to this). Oh, the possibilities...


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