

There’s no need to make this adventure harder by adding in wandering monsters in the wilderness.

When the party decide to leave, tell them that they take a few hours travelling and then return to Oakhurst likewise for their return journey. Start the adventure! Don’t delay the enjoyment!Īssuming the adventurers haven’t enraged all the inhabitants of the dungeon, thus causing them to set traps for the party on the escape path, there should be no trouble travelling to and from the dungeon. The rumors give them clues as to what to expect in the dungeon, and foreknowledge makes the players’ engagement with the adventure greater as they discover the truth of the rumors.įor the first session, I would begin by explaining why the players are going to the dungeon, using the Rescue Mission hook, inform them of the rumors, and then go immediately to the adventurers approaching the ravine in which the Citadel lies. I recommend that you tell the players that information at the beginning of the game, even if they don’t ask for it. The adventure gives a list of “Rumors Heard in Oakhurst”, suggesting that the players can discover the information by asking around. Apart from that, it provides a safe place for the characters to rest between expeditions. You can assume it has stores that can sell the equipment listed in the Player’s Handbook, and a temple that can cast healing spells on the party if they require them. This is fine: you don’t need much information about it. The Village of The Sunless Citadel is not described in detail (as opposed to the village of Phandalin in the D&D Starter Set). If your group has never played Dungeons & Dragons before, I strongly recommend starting with pregenerated characters you can allow the players to change the characters after they’ve got a feeling for the system. The archetypal party is the Fighter, Cleric, Wizard and Rogue, but you don’t have to have exactly those classes, and more players allow even more types of characters, with roles then overlapping. Although the Rogue is the normal selection, any character with proficiency in Thieves’ Tools can fill the role (one way of gaining the proficiency is through the Criminal background). The Sunless Citadel includes a few traps, so a character skilled at finding and disarming traps wouldn’t go astray.

Sorcerer, Wizard) to defeat swarms of weaker creatures is useful. The group will want at least one character that can heal (Bard, Cleric, and Druid are the best selections), and having a character who can cast area-effect spells (e.g. Look for characters that have an Armor Class of at least 15 and a Hit Point total of 10 or more, armed with a melee weapon. The default choice is a heavy-armor Fighter and a melee Cleric, but there are other character types that can work, for instance the Paladin, Monk and Barbarian can fill this role. Typically, a party of adventurers will want two characters with good Armor Class and Hit Points standing at the front of the group, able to protect the more vulnerable members of the party. By the rules of D&D, two characters can stand next to each other in a corridor.

The Sunless Citadel is a dungeon adventure, where much of the action will take place in ten-feet-wide corridors. Here are a few tips for running your first session of the adventure! This adventure is designed for beginning characters, and is also a very good choice for Dungeon Masters as their first adventure. The Sunless Citadel is the first adventure in the new Dungeons & Dragons book, Tales from the Yawning Portal.
