Tag Archives: citadel

Sunless Citadel 4e: More Treasure!

Time to start allocating treasure to the rest of the Sunless Citadel. As before, I’m using the output from Quartermaster and slotting Potions of Healing where I feel they’re appropriate, deducting 50gp from the treasure total as we go.

Part two – 22 to 41
Encounter 41 is the Hall of the Goblin Chief and it’s a big-ass encounter where the party is going to need all of the help and magic items they can lay their hands on.  Quartermaster offers up the Staff of Winter and a +2 Weapon; I’ll make sure they’re available before Room 41, and put the Bag of Holding, 3 healing potions and a fair amount of treasure as their reward. As this is probably going to be a climactic end-of-session battle, and a levelling opportunity too, the players will think all their birthdays have come at once :D .

As before, if there’s a weapon in a room with an intelligent monster, it’s going to be in their hands and they’re have to fight to get it. You knew that already, right?

25. [Level 4 Magic Item]: Staff of Winter +1 (Player’s Handbook, page 242 (Staffs)) (rises out of the frost-covered fountain if the words are spoken)
27. [Level 3 Magic Item]: Bracers of the Perfect Shot (Player’s Handbook, page 244 (Arms Slot Items))
30. [176.8 gp]: 69 gp, 75 sp, 30 cp + 1 garnet (100 gp)
36. [62.4 gp]: 60 gp, 18 sp, 60 cp
37. [Level 6 Magic Item]: Magic Weapon +2 (Player’s Handbook, page 235 (Magic Weapons)) & [176.8 gp]: 168 gp, 82 sp, 60 cp
40. [83.2 gp]: One Potion of Healing, 16 gp, 68 sp, 40 cp
41. [Level 5 Magic Item]: Bag of Holding (Player’s Handbook, page 253 (Wondrous Items)) & [260 gp]: Three Potions of Healing, 4 gp, 52 sp, 80 cp + 1 moonstone (100 gp) & [291.2 gp]: 82 gp, 88 sp, 40 cp + 2 jade gems (100 gp each)

Part three – 42 to 56
And this takes us right to the end with the final encounter at the base of the Gulthias Tree.

43. [81.6 gp]: One Potion of Healing, 22 gp, 87 sp, 90 cp
45. [231.2 gp]: 28 gp, 25 sp, 70 cp + 2 peridot gems (100 gp each)
47. [340 gp]: 34 gp, 52 sp, 80 cp + 3 turqoise gems (100 gp each)
48. [231.2 gp]: Two Potions of Healing, 124 gp, 69 sp, 30 cp
50. [Level 5 Magic Item]: Symbol of Battle +1 (Player’s Handbook, page 237 (Holy Symbols)) & [108.8 gp]: 103 gp, 53 sp, 50 cp
56. [Level 7 Magic Item]: Belt of Sacrifice (Player’s Handbook, page 253 (Waist Slot Items)) & [Level 6 Magic Item]: Magic Wand +2 (Player’s Handbook, page 242 (Wands)) & [Level 4 Magic Item]: Thunderburst Longsword +1 (Shatterspike) (Player’s Handbook, page 236 (Magic Weapons)) & [380.8 gp]: 74 gp, 61 sp, 70 cp + 3 garnet gems (100 gp each)

And we’re done! That took all of 5 minutes to allocate. Where Sunless Citadel gives other treasure, give out d4-1gp, d100 sp, d20 cp and replace any scrolls with equivalent Ritual Scrolls.

All that’s left to do now is look over the encounters and pull a few of them together into location-based encounters (reducing their numbers accordingly) and collate the lot into a single PDF. That’ll be the topic, next time.

It’s not a perfect, finely crafted conversion, but it’s good enough to be played. My goal was to see if a 3e adventure could be quickly and easily converted – and the answer is a resounding YES!

Total time taken: 65 minutes

Sunless Citadel 4e: Treasure!

This time around I’m looking at dropping shiny new Fourth Edition Treasure Parcels all over the Sunless Citadel, replacing the existing goodies with something that’s more in line with 4e’s “separate treasure from encounters” philosophy. I know that in practise it makes little difference as we always put the treasure down as a reward for fighting the bad guys, but it’s great to think of the treasure “package” as a whole, then divide out the spoils where you see fit.

I’m using Quartermaster to generate the treasure. Normally this would go against the grain – 4e encourages you to tailor the treasure to suit the player’s needs – but I’m eager to see how Quartermaster performs. I’ll leave the Weapon and Armour type generic (apart from Shatterspike’s replacement, which will be a Longsword) so they can easily be adapted to the party’s needs. Good compromise, no? :D .

As I expect the players to be at least 3rd level by the end of the adventure that’s 3 lots of Treasure Parcels – one for levels 1, 2 and 3 – to scatter around the place. I set the generator to use only the Core Books (PHB, MM and DMG) and off we go.

Part one – 1 to 21
This is the first part of the adventure leading up to the Dragon Throne encounter. The generator throws out no Potions of Healing (is this a bug/feature?), but that’s quickly fixed by swapping out cold hard cash for Potions, 50gp a pop.

Taking Quartermaster’s output and spreading it out gives me this, again keyed by encounter/room number:

3. [57.6 gp]: One Potion of Healing, 71 sp, 50 cp
5. [Level 2 Magic Item]: Cloak of Resistance +1 (Player’s Handbook, page 250 (Neck Slot Items))
10. [Level 3 Magic Item]: Gloves of Piercing (Player’s Handbook, page 247 (Hands Slot Items)) & [180 gp]: 176 gp, 36 sp, 40 cp
12. [Level 4 Magic Item]: Thunderburst Weapon +1 (Player’s Handbook, page 236 (Magic Weapons)) & [122.4 gp]: 118 gp, 38 sp, 60 cp
15. [43.2 gp]: Four Jade Dragon Figurines worth 40 gp, 27 sp, 50 cp
20. [122.4 gp]: One Potion of Healing, 63 gp, 88 sp, 60 cp
21. [Level 5 Magic Item]: Rod of Reaving +1 (Player’s Handbook, page 240 (Rod)) & [201.6 gp]: Two Potions of Healing, 92 gp, 89 sp, 70 cp

If the Room contains a magic weapon or armour, it’s going to be used by any monster in there too. This is Very Bad News in Room 12 when the players will face off against a Troll wielding a Thunderburst weapon. Insert evil laugh here.

That’s taken  5 minutes do to, including generating the Treasure Parcels for levels 2 and 3. I’ll allocate and post those up later today.

Coming up: Rooms 22 to 41, and 42 to the end. After that I’ll do the second pass through the monsters to collate the encounters (and reduce the body count!) then post this up as a free PDF. Because I’m nice that way.

Time so far: 1 hour

Sunless Citadel 4e Part Two

Continuing my Sunless Citadel conversion, it’s time to take all those lovely monsters and drop them into the encounters. I start off with something simple – the Wandering Monster Table. I’m a big fan of wandrin’ monsters as I feel they add just that little more life into an adventure and (if handled properly) give a feeling that the monsters really do wander around rather than just sit in rooms all day waiting for tasty adventurers to show up.

With a party of 5 we’re looking for 500XP or thereabouts; the lower the XP, the easier the challenge. That’s a heck of a lot easier than Third Edition where building an encounter involved a DM look-up table, differential calculus and sawing off your left leg.

OK, I lied about the differential calculus.

As these are wandering critters I’m going to hover around the 400XP mark. The PCs should come away feeling they’ve spilled some blood, but not lost too much of their own in the process. I end up with:

d20
1 2 Kobold Slingers, 4 Minions, 1 Dire Rat, 400XP
2 1 Rat Swarm, 4 Giant Rats, 2 Dire Rats, 425XP
3 8 Goblin Cutters, 2 Goblin Blackblades, 400XP
4 3 Hobgoblin Grunts, 2 Goblin Sharpshooters, 364XP
5 2 Skeletons, 2 Decrepit Skeletons, 350XP
6 4 Twig Blights, 400XP
7-20 No encounter

My first impression is “Holy carp that’s twice the number of monsters per encounter!” closely followed by “So what?”. I intentionally don’t put many Kobold Slingers in the mix because I’ve already learned to my cost that my players attack those first and steal their stuff. Playing GM to a party that’s loaded down with Stinkpots, Firepots and Gluepots is funny for a while though – especially when they use the Firepots as bowling balls against Minions :D .

On to the encounters themselves. Here’s my as-written list, keyed to the Sunless Citadel encounter numbers. At this stage I’m working purely by-the-book, replacing what’s in each room with their 4e equals, adjusted for XP and funness (is that a word?). This dungeon suddenly gets a heck of a lot more crowded with 3 Kobolds being replaced with 8 or more at the drop of a hat.

On the second pass through I’ll consolidate a lot of these as 4e encounter design doesn’t work around the idea that 1 room = 1 encounter. Instead, an encounter can involve one region of a dungeon that’s made up of several rooms, all working and attacking together. That’s much, much cooler in play and there’s none of that “the room next door ignores the battle” syndrome common to old editions of D&D. For example, I’m likely to pull Rooms 16, 18, 19, and 23 into one encounter involving critters coming from all directions to battle the adventurers. The room numbers merely denote their starting locations; I’ll reduce the number of monsters in this one “encounter” accordingly.

I still don’t know what to do with that Water Mephit though. :sigh:.

1. 2 Rat Swarms, 4 Giant Rats, 2 Dire Rats, 525XP
3. Pitdoor Trap, 1 Dire Rat, 200XP
5. Needle Trap, 3 Skeletons, 550XP
6. 3 Dire Rats, 300XP
8. Arrow Trap, 150XP
10. Jot, Imp Lurker, 150XP
12. Dragonpriest Troll, 200XP
14. Water Mephit ???
15. MEEPO!  Kobold Skirmisher, 100XP
16. Arrow Trap, 2 Kobold Skirmishers, 2 Kobold Dragonshields, 600XP
18. 3 Goblin Cutters, 75XP
19. 3 Kobold Minions, 3 Kobold Dragonshields, 450XP
20. 2 Kobold Dragonshields, 2 Kobold Slingers, 450XP
21. 2 Kobold Dragonshields, 8 Kobold Minions, Kobold Wyrmpriest, 600XP
23. 2 Kobold Dragonshields, 2 Kobold Slingers, 450XP
24. Pit Trap,100XP
27. Scythe Trap, 3 Skeletons, 4 Decrepit Skeletons, 675XP
28. 3 Dire Rats, 4 Giant Rats, 500XP
29. Naihuine Trap, 250XP
30. 1 Dire Rat, 12 Giant Rats, 1 Rat Swarm, 500XP
32. 4 Goblin Sharpshooters, 500XP
33. 2 Goblin Sharpshooters, 4 Goblin Cutters, 1 Goblin Blackblade, 450XP
34, NPCs
35. Pit Trap,100XP
36. 8 Goblin Cutters, 2 Goblin Blackblades, 1 Goblin Warrior, 500XP
37. Calcryx, 750XP
40. 4 Hobgoblin Grunts, 4 Goblin Cutters, 4 Goblin Warriors, 652XP
41. Poison Needle Trap, 1 Twig Blight, 1 Goblin Hexer, 3 Hobgoblin Grunts, 1 Goblin Underboss, 1,014XP
42. 2 Twig Blights, 2 Skeletons, 400XP
43. 1 Bugbear, 2 Dire Wolves, 600XP
45. 1 Kruthik Adult, 3 Kruthik Young, 8 Kruthik Hatchlings, 767XP
47. 2 Goblin Sharpshooters, 4 Goblin Cutters, 1 Goblin Blackblade, 450XP
48. 2 Bugbear Warriors, 400XP
49. 2 Kruthik Young, 3 Skeletons, 4 Goblin Cutters, 750XP
50. 1 Deathlock Wight, 2 Skeletons, 2 Decrepit Skeletons, 475XP
54. 1 Goblin Hexer, 2 Goblin Warriors, 3 Goblin Cutters, 2 Twig Blights, 625XP
55. 7 Twig Blights, 700XP
56. Belak & Allies, 3 Twig Blights, 975XP

I picked up the idea of replacing the Thoqqua with Kruthiks, and love Room 49 in particular. The image of 4 Goblins and 2 Skeletons cowed into feeding a couple of Kruthik Young is terrific; I’d expect the Goblins to turn on their Kruthik handlers at the first opportunity meaning the players gain unexpected (if temporary) allies. I’m going to play the Kruthik straight out of Alien with Room 45 covered in slime, a small nest of eggs (a few of which are starting to open!) and the Kruthik Adult mean as heck. Call it foreshadowing for the Kruthik invasion I’m planning :D .

The toughest battle look like it’s going to be Room 41 weighing in at a whopping 1,014XP. As the adventurers should be second (or even third) level by this point, and it’s only against 6 monsters (of which 3 are minions), I’ll keep it as-is. It’s a climactic breakpoint for the adventure, after all.

That’s a total of 16,906XP just for the room encounters alone. Put another way, it’s  3381.2XP each for a party of 5. Add in the wandering monsters, assume they get the Quest Reward XP and anything gained for role-playing and they’ll be 4th level at the end. Yep. That’s fair. What I like is that I could just total up the XP right there on the page to see what level the PCs should be at the end. Compare that to 3e’s tortuous EL/CR mechanic.

I did mention sawing off my left leg, didn’t I?

I’ll review and consolidate the encounters later. Next up: Treasure Parcels!

In all this took around 40 minutes to pull together, which is a little longer than I expected. I was tired, mind you.

Total time so far: 55 minutes.

Sunless Citadel 4e style

So I get it into my head to run the Sunless Citadel in 4th Edition (bet you didn’t guess that from the title, didya?!). After all, it’s the classic 3e 1st-level adventure; it’s simple, straightforward, fun and perfect for introducing new players to the game. Can we use the word “classic” and “3e” in the same sentence now? Can we?

All I need to do is convert it. I know there’s conversions out there already, but decided to see how far I could go without resorting to them using only the Core Books. I also wanted to see just how quick it is to convert from 3e to 4e; the new edition is definitely more GM friendly, so in theory conversion should be easier than, say, converting an AD&D scenario to 3rd Edition.

I mean, how hard could it be?

Firstly, I jot down all the monsters used in the adventure and find equivalents in the Monster Manual. That’s made easier thanks to the Sunless Citadel providing collated statblocks at the back. Yay for good layout! I note down the page numbers, type and level of each monster; this’ll make encounter building easier down the line. Here’s my notes, exactly as I wrote ‘em:

Bugbear – MM135 Bugbear Brute-5
Cave Rat – MM219 Giant Rat Minion-1
Dire Rat – MM219 Dire Rat Brute-1
Goblin – MM136 Goblins Minion-1, Lurker-1, Skirmisher-1, Artillery-2
Hobgoblin – MM138 Hobgoblin Minion-3
Kobold – MM167 Kobold Minion-1, Skirmisher-1, Artillery-1, Soldier-2
Shadow – ???
Skeleton – MM234  Skeleton Minion-1, Soldier-3
Thoqqua – ???
Twig Blight – ???
Water Mephit – ???

That leaves four to sort. I decide the Deathlock Wight (MM262) would make a great replacement for the Shadow, and I’ll worry about the Twig Blight, Thoqqua and Water Mephit later. Never liked the Thoqqua and Water Mephit encounters anyhow, so I’m happy to replace them.

Total time so far: 5 minutes

Next, the named critters:

Balsag the Hunter – Bugbear MM135 Brute-5
Belak the Outcast Human Druid-4 – MM163 Human Mage Artillery-4
Calcryx – MM84 Young White Dragon Solo Brute-3
Dragonpriest Troll – MM254 Troll Brute-9 down to Brute-5; -4 to-hit & defences, -2 damage; -40HP
Durnn Goblin chief – MM138 Goblin Underboss Elite Controller-4
Erky Timbers Gnome Fighter-1/Cleric-1  – MM134 Elite Gnome Skulk Lurker-2/Cleric: +2 saves, +2 Will, +8+CON HP, Religion, Healing Word, Priest’s Shield/w, Wrathful Thunder/e, Avenging Flame/d
Grenl Goblin Cleric – MM137 Goblin Hexer Controller-3
Gulthias Tree Gargantuan plant – PLOT ELEMENT
Guthash Dire Rat – MM219 Brute-1
Jot Quasit – MM63 Imp Lurker-3
Kulket Giant Tree Frog – GONE
Sharwyn Human Wizard-1 – MM162 Elite Human Bandit Skirmisher-2/Wizard: +2 saves, +2 Will, +12+CON HP, Arcana, Cantrips, Ray of Frost/w, Chill Strike/e, Freezing Cloud/d
Sir Barford Human Paladin-1 – MM162 Elite Human Bandit Skirmisher-2/Paladin: +3 saves, +8+CON HP, Religion, Lay on Hands, Holy Strike/w, Radiant Smite/e, Radiant Delerium/d
Yusdrayl Kobold Sorcerer – MM167 Kobold Wyrmpriest Artillery-3

Wow. That was easy. I de-powered a Troll and made three NPCs with classes in minutes. In Third Edition just changing the CR of a Troll would leave me needing a darkened room for a few hours. I decided the Gulthias Tree didn’t need stats at all, and the Giant Tree Frog deserved to be put out to pasture. If frogs lived in pastures, that is. I considered de-powering Calcryx, but want to see how the players will handle an iconic, by the book, Dragon. So it stays.

Total time so far: 15 minutes

Time to view the competition for pointers. This conversion suggests replacing the Thoqqua encounter with a nest of Kruthik which makes little plot sense (but then, neither did the Thoqqua), and provides the following stats for the Twig Blights.

Twig Blight Level 1 Skirmisher Small natural animate (plant) XP 100
Initiative +3 Senses Perception +1; low-light vision
HP 28; Bloodied 14, AC 15; Fortitude 13, Reflex 13, Will 13, Speed 6
m Claw (standard; at-will) ? Poison +6 vs. AC; 1d6 + 3 damage, and ongoing 2 poison damage (save ends).
Stealth +7; Str 8, Con 12, Dex 14, Int 5, Wis 12, Cha 5

All that’s left is to re-build the encounters using the 4e-converted monsters and scatter 10 treasure parcels around (including replacing Shatterspike with something appropriate, most likely a Vicious Longsword +1). But that’s a blogpost for another time.

So far, it’s taken about 20 minutes to get the monsters prepped, and I’d expect another 10-20 minutes’ work to throw together the encounters and place the treasure. Compared to the length of time it would take in 3e just to rebuild a single NPC from an earlier, that’s bloody brilliant! :D .