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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: 2 stars
Summary: Hack Hack Slash Slash Blah Blah Blah
Review: This was alot of fun for my PCs. It was a great way to start playing with and learning the 3rd edition rules with wonderful sidebars to really help out the DM. I went through and made a separate notebook for my own reference, because I thought I'd need the extra info to hand. Guess what...it got thrown out. They really did a great job of giving you what you need and it ended up being easier to flip to the back of the book for creature stats than to keep going back and forth from module to notebook.

We spent over 30 hours on this, but I do more random encounters when traveling than recommended. Also, my players do more role-play than the norm since I award extra experience for it.

There are many great threads here, and I especially liked (and used), the link to the next adventure, The Forge of Fury. Also, my PCs really get into the additional rewards that are available if they perform certain extra tasks for NPCs. Some of the hints for getting started and the extra quest really helped the players get into this new campaign.

All in all, I had no complaints about this adventure. Great job!

Rating: 5 stars
Summary: Wonderful way to begin!
Review: This was alot of fun for my PCs. It was a great way to start playing with and learning the 3rd edition rules with wonderful sidebars to really help out the DM. I went through and made a separate notebook for my own reference, because I thought I'd need the extra info to hand. Guess what...it got thrown out. They really did a great job of giving you what you need and it ended up being easier to flip to the back of the book for creature stats than to keep going back and forth from module to notebook.

We spent over 30 hours on this, but I do more random encounters when traveling than recommended. Also, my players do more role-play than the norm since I award extra experience for it.

There are many great threads here, and I especially liked (and used), the link to the next adventure, The Forge of Fury. Also, my PCs really get into the additional rewards that are available if they perform certain extra tasks for NPCs. Some of the hints for getting started and the extra quest really helped the players get into this new campaign.

All in all, I had no complaints about this adventure. Great job!

Rating: 3 stars
Summary: Decent Starter Adventure
Review: This will allow you to start a 3rd ed campaign without too much setup. First first time GM's these "canned" adventure will help you not fall into the common traps (too much treasure, too hard monsters, not enough treasure, characters running away with the campaign). It will allow you to focus on the game and not on the "fighting" with the players that tends to happen when a campaign starts to fall apart. Here you have a good working point to build upon later. Note: This is a basic dungeon though. Nothing fancy.

Rating: 5 stars
Summary: Quality production, fun setting...
Review: Warning, spoilers follow:

First let me say I haven't played this module, or DMed it. The production quality is quite good, glossy colorful cover, clear and nicely drawn maps, evocative black and white drawings throughout.

The adventure itself allows for a wide number of plot hooks for a starting group, and supposedly leads into one of the later modules in this series which is a nice touch. The final encounter is quite interesting, a mix of different types of creatures in an unusual location (a grove underground). The sunken temple is an unusual dungeon too, and there are areas that have been controlled by goblins and kobolds as well as areas that have been unexplored by anyone in ages.. a nice mix. There are nasty traps, the ability to help kobolds out and make the temple easier to handle, prisoners to release, and even an unusual dragon encounter. As an opening module for a group wanting 'traditional' style AD&D adventuring, I highly recommend this module. While there may be too many encounters with the kobolds and goblins, there's enough here to reward the party that takes their time to explore and roleplay instead of killing everything in sight.

Rating: 5 stars
Summary: Quality production, fun setting...
Review: Warning, spoilers follow:

First let me say I haven't played this module, or DMed it. The production quality is quite good, glossy colorful cover, clear and nicely drawn maps, evocative black and white drawings throughout.

The adventure itself allows for a wide number of plot hooks for a starting group, and supposedly leads into one of the later modules in this series which is a nice touch. The final encounter is quite interesting, a mix of different types of creatures in an unusual location (a grove underground). The sunken temple is an unusual dungeon too, and there are areas that have been controlled by goblins and kobolds as well as areas that have been unexplored by anyone in ages.. a nice mix. There are nasty traps, the ability to help kobolds out and make the temple easier to handle, prisoners to release, and even an unusual dragon encounter. As an opening module for a group wanting 'traditional' style AD&D adventuring, I highly recommend this module. While there may be too many encounters with the kobolds and goblins, there's enough here to reward the party that takes their time to explore and roleplay instead of killing everything in sight.

Rating: 4 stars
Summary: Good Module for Starting Chars
Review: Warning: This review is a DM's review.

It is rare that I find a module that I can adapt to my campaign with so few modifications as this one. It is a standard dungeon crawl, which isn't my normal style, and needed a few tweaks to make it workable. Still, the amount of crafting I needed to do was far less than I initially expected.

A few issues:

1) The hooks (other than one of them) are fairly poor. The one that is actually pretty good (rescuing heros) needs some additional background information, depending on how inquisitive your PCs normally are.

2) There is no explanation for how the Goblins are getting to the surface to sell the apples. This isn't really a problem, just a small thing that doesn't make sense.

3) There are two points that connect to the Underdark, however, as a more free-form DM, I found a heavy dislike for just describing winding tunnels leading nowhere, no matter how far the PCs decide to travel (the recommended solution if they care to go trouncing down a ways). My solution was to map out a small section of the Underdark and throw in a few ambiance encounters.

4) The DM has a great deal to keep track of: what is in what room and whether the PCs have been heard. While this is true in most modules the number of small creatures makes it a little more interesting. Not a problem, but some DMs might find this annoying.

5) Some encounters are set up strangely. For instance, Twig Blights (one of the creatures described in the game) are encountered, as a rule, in groups of 3 or more. Random encounters described in the book are invariably pairs, however. This is easy to fix and the PCs are generally more than equipped to handle the extra twig blight, but it would have been nice if the author had been more consistant.

These are all relatively minor points: I still recommend this highly to both novice and experienced DMs who are looking for a good low-level module to play with.

Rating: 4 stars
Summary: Ah lazy man's DnD
Review: Well the first adventure for 3rd ed is out. I picked it up because I wanted to get a campaign going and this seemed like a good way to get started since there is no monster manual out as of yet. I've read through the advendture and already played part of it. Hmmm... It's just like it used to be. If you're looking for something quick and easy just pick this up. I've already gotten a few wonderful persistent villans from the first night of playing.


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