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The Sunless Citadel

The Sunless Citadel Capsule Review by Alex deMorris on 13/10/02
Style: 4 (Classy and well done)
Substance: 4 (Meaty)
The Sunless Citadel is a basic dungeon-based adventure that would be best run by new game masters and fresh-faced players.
Product: The Sunless Citadel
Author: Bruce Cordell
Category: RPG
Company/Publisher: Wizards of the Coast
Line: Dungeons & Dragons
Cost: 9.95
Page count: 32
Year published: 2000
ISBN: 0-7869-1640-0
SKU: TSR 11640
Comp copy?: no
Capsule Review by Alex deMorris on 13/10/02
Genre tags: Fantasy Generic
Dungeons & Dragons

Sunless Citadel cover
Disclaimer I: I have seen in reviews that the content had "spoiler" ascribed to it. I feel that if you are reading a review, you invite that upon yourself. If you don't want "spoilers," why would you read a review of a product you do not own? I will not use the phrase of "Contains Spoilers" in my reviews, if you want a non-biased review that doesn't reveal content-look elsewhere.

Disclaimer II: The majority of this review is opinion; your actual enjoyment of this product should vary accordingly.


"... 'I give fruit to the goblins with orders to disperse their seeds on the surface. Decietful beings that they are, the goblins barter the fruit, but the seeds are dispersed all the same, and my plan for colonizing the surface with the Children of Gulthais continues.' ..." ( p. 27)

WARNING SHOT:

Being locked inside a dungeon too long, somebody's going to get antsy. This adventure kicks you straight to the entrance and moves on from there. Hopefully, you brought some rations and healing potions, it's going to be a dicey stay...

Bugbear image

  Yes, Sunless Citadel starts with little to no pretense and drops the party at the door (in this case, maw) of the dungeon and begins the flavor text.

We get to little in development of the local town and its people, except for the few characters that may be saved during the course of adventuring. This is intentional, however, and truly shouldn't be seen as a dig towards the adventure overall. Dungeons & Dragons adventures feature (gasp) dungeons. And the "return to the dungeon" is the theme that binds the 3rd Edition of D&D, even Wizards of the Coast adventure publication drums on this in its guidelines.


  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.)

This 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.

With 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.

Veteran 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 in 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.

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