The dungeon itself, the title's citadel, is lengthy and
possibly dangerous to new characters if they're foolish and slash-happy.
The party encounters numerous goblinoids and other neat nasties throughout
the adventure. (Even the game's namesake makes a plot-point appearance.)
adventure is geared more for a fresh-faced referee and equally fresh
set of players. So fresh, they're not jaded by lengthy combats and worry
about the number of partial actions other get in on their characters.
I enjoyed reading through the adventure, and could see the possible
errs the new game master may make, and thankfully for those few out
there, Sunless Citadel carries the minor points to the fore.
all the goodness, some rays of eek must shine. The adventure reads more
like a novel that hopes that the party can hit the right combination
of plot points to bring about a favorable conclusion. Also, several
elements are closely tied to the death of a previous party, and allows
no action to save those few remaining, making some good-aligned party
members believe its best to stay home as there's nothing that can be
done to save people.
gamers may find the limited scope of the under dark sections of the
adventure to small, even for their first (or slightly higher) level
adventurers, some may even try to reshape the adventure around their
home worlds, or other published settings.
all, the Sunless Citadel is an excellent first- or new-gamer adventure
to run. The stark differences between the world above, and the dungeon
below, lead easily for a separation for the players and referee to begin
the foundations of a lasting campaign.