The Sunless Citadel
The Sunless Citadel
The Sunless Citadel
— Arthur Rimbaud
This adventure concerns a once-proud fortress that fell into the earth in an age long past. Now
known as the Sunless Citadel, its echoing, broken halls house malign creatures. Evil has taken
root at the citadel's core, which is deep within a subterranean garden of blighted foliage. Here
a terrible tree and its dark shepherd plot in darkness.
The tree, called the Gulthias Tree, is shepherded by a twisted druid, Belak the Outcast. He was
drawn to the buried citadel twelve years ago, following stories of oddly enchanted fruit to their
source. The druid found an old fortress that had been swallowed up by the earth in some sort
of magically invoked devasta on. With the previous inhabitants long dispersed, vile and
opportunis c creatures common to lightless dungeons infested the subterranean ruins. At the
core of the old fortress, Belak stumbled upon the Twilight Grove. He discovered at the grove's
heart the Gulthias Tree, which sprouted from a wooden stake that was used to slay an ancient
vampire.
A perfect, ruby-red apple ripens on the Gulthias Tree at the summer sols ce, and the tree
produces a single albino apple at the winter sols ce. The midsummer fruit grants vigor, health,
and life, while the midwinter fruit steals the same. In the years since Belak's arrival, the
enchanted fruit has been widely dispersed through the surrounding lands, promo ng good and
ill. The seeds of either fruit, if allowed to sprout, grow into small plant monsters known as twig
blights.
Adventure Synopsisp9[–]
During their trip through the Sunless Citadel, characters deal with monstrous threats and
ancient traps, as well as warring tribes of kobolds and goblins. The adventure is designed for
four 1st-level player characters. They should advance through 2nd level to 3rd level before the
finale. The adventure has four basic parts:
1. Oakhurst. Although it isn't part of the adventure per se, the village of Oakhurst can
provide the characters with valuable informa on about the citadel. They can also use
Oakhurst as a place to recuperate and replenish supplies.
2. Kobold Den. The characters' foray into the citadel begins with an incursion into the
most accessible areas of the fortress, where a tribe of kobolds has taken up residence.
The characters can avoid strife with the kobolds by agreeing to retrieve a lost pet for
the kobold leader, and they might be able to persuade the kobolds to join their side.
3. Goblin Lair. The goblins that live deeper inside the citadel consider themselves the
owners of the place. They defend themselves aggressively against intrusion, making it
difficult to avoid combat with them.
4. Hidden Grove. Eventually, the characters discover the lower level of the citadel and
the Twilight Grove that lies within. There, they learn the truth about the enchanted
fruit, and they must confront Belak the Outcast and the Gulthias Tree.
p9[–]
The Sunless Citadel is designed to be easily located in whatever se ng the DM prefers. Here
are some examples.
Dragonlance. On Krynn, the citadel was once part of Xak Tsaroth, and it harbored worshipers
of Takhisis. When that city was destroyed during the cataclysm, it fell into a ri that opened in
the earth. In this se ng, consider replacing the kobolds in the adventure with gully dwarves.
Eberron. Located near the western edge of the Mournland, the citadel was an ancient ruin
even during the me of the Last War. Agents of Cyre used it as a way point for conduc ng
espionage against neighboring realms. On the Day of Mourning, the earth opened up and
swallowed the place. The Mournland is within sight of the ri .
Forgo en Realms. On Faerûn, the Sunless Citadel was once a secret stronghold of the Cult of
the Dragon, located in the foothills northwest of Thundertree. It plunged into the earth when
Mount Hotenow erupted and threw Neverwinter into chaos.
Greyhawk. The Sunless Citadel is a ruined Baklunish stronghold that was cast into the bowels
of the earth when the Suel Imperium unleashed the Invoked Devasta on. It is located in
northwestern Bissel, in the foothills west of Thornward.
To enhance the experience of the players and help you do your best job as Dungeon Master,
take the following pieces of advice and informa on into considera on.
Mappingp9[–]
It can be difficult to keep track of all the corridors, turns, areas, and other features of a
dungeon se ng, and the player characters could soon get turned around without a map. Ask
for a volunteer to be the party mapper. It's the mapper's job to listen carefully to your
descrip on of each area, no ng its size and exits, and to record that informa on by sketching
on a sheet of paper.
Time of Yearp10[–]
If you would like the characters to have the opportunity to find a fruit, begin the adventure a
few weeks before either the summer or winter sols ce. Apart from making a piece of fruit
available on the Gulthias Tree, choosing a season provides you with addi onal details to set the
scene, which enhances the adventure.
If you choose summer, the hills are lush with growth, though the heat some mes grows
oppressive. If the characters embark in the winter, temperatures hover just above freezing
during the day and plunge below it at night.
p10[–]
The Sunless Citadel, by Bruce R. Cordell, was originally published in 2000 as a beginning
adventure for the third edi on of the D&D game. The adventure is widely regarded as an
excellent way to introduce players to D&D. It's also a great star ng experience for a new DM.
Adventure Hooksp10[–]
Adventurers can find the Sunless Citadel within a remote and lonely ravine. The characters can
be drawn to the dungeon for any of the following reasons. Relate the informa on below to the
players as necessary to get them interested in journeying to the dungeon site.
You are eager to make a name for yourself. The legend of the Sunless Citadel is well known
locally, and stories indicate it is a place that holds promise for those intent on discovery, glory,
and treasure!
Rescue Missionp10[–]
Another party of adventurers, locally based, delved into the Sunless Citadel a month past. They
were never seen again. Two human members of that ill-fated party were brother and sister,
Talgen Hucrele (a fighter) and Sharwyn Hucrele (a wizard). They were part of an important
merchant family based in the nearby village of Oakhurst. Kerowyn Hucrele, the matriarch of
the family, offers salvage rights to you and your team if you can find and return with the two
lost members of her family—or at least return the gold signet rings worn by the missing
brother and sister. She also offers a reward of 125 gp per signet ring, per character. If the
characters bring back the Hucreles in good shape (of good mind and body), she offers to
double the reward.
Solving a Mysteryp10[–]
The goblin tribe infes ng the nearby ruins, called the Sunless Citadel, though no one knows
why) sells a single piece of magical fruit to the highest bidder in Oakhurst once every
midsummer. They've been doing this for the last twelve years. Usually, the fruit sells for around
50 gp, which is all the townsfolk can bring themselves to pay a goblin. The fruit, apparently an
apple of perfect hue, heals those who suffer from any disease or other ailment. They
some mes plant the seeds at the center of each fruit, hoping to engender an enchanted apple
tree. When the seeds germinate in their proper season, they produce a twiggy mass of twisted
sapling stems. Not too long a er the saplings reach 2 feet in height, they are stolen—every
me. The townsfolk assume the goblins send out thieves to ensure their monopoly of
enchanted fruit. You are interested in piercing the mystery associated with how wretched
goblins could ever possess such a wonder, and how they steal every sprou ng sapling grown
from the enchanted fruit's seed. Moreover, you wish to find this rumored tree of healing,
hoping to heal an ailing friend or rela ve.
Oakhurstp10[–]
The community closest to the Sunless Citadel is a village called Oakhurst. Most of its 900
residents (including outlying farms) are human, with a sizable minority of halflings and a
sca ering of other races.
Significant loca ons in Oakhurst, and the people to be found within them, include the
following:
Village Hallp10[–]
The center of government in Oakhurst includes the office of Mayor Vurnor Leng, a male
human noble.
General Storep10[–]
The village's main source for supplies and merchandise is the general store, owned and
operated by Kerowyn Hucrele, a female human noble.
Shrinep10[–]
Advice, informa on, and healing are among the services dispensed at the village's shrine. It is
maintained by Dem "Corkie" Nackle, a female gnome priest of Pelor.
Jailp10[–]
Next to the village hall is a stout building where miscreants serve their sentences. Oakhurst's
constable is Felosial, a female half-elf veteran. She commands a force of sixteen guards and
four scouts who keep the village safe.
Blacksmithp11[–]
Repairing and forging arms and armor is the job of the village smithy, Rurik Lutgehr, a male
dwarf commoner.
Garon, a male human commoner, is the owner and barkeep of the Ol' Boar Inn. He serves food
and drink, and the place has a few rooms that visitors can rent.
Player characters can discover the following addi onal informa on while spending me in the
local tavern, or through asking the right ques ons of the locals.
No one knows for sure what the Sunless Citadel once was, but legends hint that it
served as the retreat of an ancient dragon cult.
The Old Road skirts the Ashen Plain, a lifeless area. A character who succeeds on a DC
15 Intelligence (History) check knows that the desola on is a ributed to the long-ago
rampage of a dragon named Ashardalon. A few locals also know this fact.
Ca le herders don't graze their stock too far afield these days. They're frightened by
stories of new monsters that maraud by night. From me to me, ca le and people
who have gone out alone at night have been found dead the next day, bearing dozens
of needle-like wounds. No one has seen the creatures that cause this mayhem, nor do
they leave a discernible trail.
The missing adventurers include a fighter (Talgen Hucrele), a wizard (Sharwyn Hucrele),
a paladin of Pelor (Sir Braford), and a ranger (Karakas). Sir Braford was not a local, and
he had a magic sword called Sha erspike.
Some mes the goblins offer a different apple at midwinter. This apple is corpse-white
and poisonous, even to the touch. No samples of either apple are to be had.
Garon, the barkeep of the Ol' Boar Inn, remembers the last me anyone, aside from
Talgen and Sharwyn, asked ques ons about the Sunless Citadel. About thirteen years
ago, a grim human named Belak stopped by, and he had a very large pet frog.
Wilderness Encountersp11[–]
If the characters are anywhere between Oakhurst and the Sunless Citadel at night, four twig
blights a ack the party. The blights a ack stealthily from out of nearby foliage.
p11[–]
A dragon cult that valued privacy and defense built the Sunless Citadel on the surface long ago.
All record of the cult's name has vanished, though various sources believe that it was
associated with the dragon Ashardalon. The cataclysm that killed the cult members sank the
fortress at the same me. Because of residual enchantments, much of the structure survived
its descent into the earth. With the cul sts dead, goblins and other creatures moved in, and
they have survived here for hundreds of years.
The goblins, which belong to the Durbuluk tribe ("Dominator" in Goblin), once patrolled the
area around the ravine to rob passersby. But now, with the Old Road having fallen out of use,
the goblins rarely pay much a en on to this entrance anymore. Also, a tribe of kobolds has
recently moved in to challenge the goblins' ownership of the fortress. Both groups are
skirmishing as they vie for control, and they're not overly concerned about the possibility of
intruders. Thus, the cle offers the characters a good opportunity to gain entry to the dungeon
without a rac ng a en on. (The missing party that came here before did much the same; the
rope le ed to the pillar near the ravine is theirs.)
Though the kobolds (areas 13–24) and the goblins (areas 31–41) claim the Sunless Citadel as
their property, they've never visited all its chambers. They avoid entering the most secluded
parts of the grove level. In the past, they feared that the hidden grove was haunted. With the
arrival of Belak the Outcast twelve years ago, that belief is vindicated. He orders the goblins to
distribute the midsummer fruit each year, and the goblins obey him out of fear.
Monsters on Alert. The kobolds and the goblins respond similarly if a acked. Intruders who fall
back to take a long rest before dealing with the leaders of an a acked community allow the
creatures me to make prepara ons. Alerted monsters reinforce cleared rooms with forces
previously sta oned in other rooms. For example, three kobolds from one area 16 could be
sta oned in area 15 with orders to set an ambush for returning invaders. Or, four goblins from
one area 36 could be redeployed to area 32 to guard against another intrusion. Keep track of
such changes, so that the characters don't encounter the same kobolds or goblins twice.
Random Treasure. Each regular kobold and goblin is likely to have 2d10 sp, perhaps in the form
of various coins and crude jewelry.
The Citadelp11[–]
— Hymn
Once the characters are ready to leave Oakhurst, the adventure truly begins. The overgrown
Old Road winds through rocky downs, near stands of old-growth oak, and past abandoned
farms. It is 7 miles from Oakhurst to the Sunless Citadel.
Ravinep11[–]
[–]
The Old Road passes to the east of a narrow ravine. At the road's closest approach to the cle ,
several broken pillars jut from the earth where the ravine widens. Two of the pillars stand
straight, but most lean atop sloped earth. Others are broken, and several have apparently
fallen into the dark depths. A few similar pillars are visible on the opposite side of the ravine.
A sturdy, kno ed rope is ed to one of the leaning pillars on this side of the ravine.
The ravine runs for several miles in either direc on, with an average depth and width of 30
feet. At the point where it most closely intersects the Old Road, it widens to 40 feet.
Inves ga ngp12[–]
The pillars are worn and broken, and graffi in the Dwarvish alphabet covers most of them.
Characters who know Goblin (a er transla ng the le ers from Dwarvish) recognize the
inscrip ons as warnings and threats against poten al trespassers.
A successful DC 10 Intelligence (Inves ga on) or Wisdom (Survival) check reveals that the area
in and around the pillars has hosted many small campfires, some of as recent as a month ago.
Someone went to some effort to hide the evidence of the camps from casual scru ny.
Descendingp12[–]
The rope ed to one of the leaning pillars hangs down into the darkness of the ravine. Judging
by its good condi on, the rope couldn't have been ed there any longer than two or three
weeks ago. From the edge of the ravine, older and weathered handholds and footholds can be
seen carved into the cliff face. These are goblin-carved.
Adventurers can easily climb down the kno ed rope, using the wall to brace themselves. Using
the carved indenta ons is slower but only slightly harder. The descent is 50 feet to the ledge
(area 1).
General Features
p12[–]
The following facts about the environment are true unless otherwise noted in a specific area
descrip on.
Light. Beyond area 2, many rooms in the underground dungeon are lightless. Descrip ons
assume that the characters have a suitable light source and are able to see their surroundings.
Ven la on. All keyed areas contain an adequate air supply. The air is renewed from countless
cracks leading to the upper open cavern and the surface. These cracks are too small for any but
creatures such as giant rats to navigate.
Player Version
1. Ledgep12[–]
[–]
A sandy ledge overlooks a subterranean gulf of darkness to the west. The ledge is wide but
rough. Sand, rocky debris, and the bones of small animals cover it. A rough-hewn stairwell zigs
and zags down the side of the ledge, descending into darkness.
The far wall of the chasm is 250 feet to the west, and the bo om of the subterranean vault is
80 feet below where the characters stand.
Creaturesp12[–]
Drawn by the occasional animal that accidentally falls into the ravine, three giant rats lurk in
the rubble. They try to hide if they become aware of the characters, and they ambush the first
character who arrives on the ledge without being quiet about it.
Inves ga ngp12[–]
A successful DC 10 Wisdom (Survival) check reveals humanoid footprints, as well as rat tracks
of unusually large size. The footprints lead down the stairs.
Among the rubble is an old ring of stones that contains (and is covered by) the accumulated
ash of hundreds of fires, though no fire has been lit here for a few years. Inside the ash pile are
a few rough-hewn spear ps of goblin manufacture and small animal bones.
2. Switchback Stairsp12[–]
The 5-foot-wide stairs that descend from area 1 are roughly carved. They aren't dangerous to
traverse, however, except that combat while on the narrow path can be risky. Three small
landings lie along the route, the first at 60 feet above the floor in area 3, the second at 40 feet,
and the third at 20 feet.
[–]
A fortress emerges from the darkness. The subterranean citadel, though impressive, seems
long forgo en, if the lightless windows,cracked crenella ons, and leaning towers are any
indica on. All is quiet, though a cold breeze blows up from below, bringing with it the scent of
dust and a faint trace of rot.
3. Crumbled Courtyardp12[–]
[–]
The narrow stairs empty into a small courtyard, apparently the top of what was once a
crenellated ba lement. The buried citadel has sunk so far into the earth that the ba lement is
now level with the surrounding floor. That floor stretches away to the north and south,
composed of a layer of treacherous, crumbled masonry, which reaches to an unknown depth.
To the west looms the surviving structure of what must be the Sunless Citadel. A tower stands
on the west side of the courtyard.
The stone courtyard, surrounded by crumbled masonry, contains a trap and a wooden door.
Masonry Debrisp12[–]
Creaturesp12[–]
Each me a creature falls into a cavity, the noise is 10 percent likely to draw 1d4 giant rats from
the dozens that infest the rubble field. A racted rats move carefully and stealthily through the
rubble to a ack.
Hidden Pitp13[–]
The map shows the loca on of a concealed trapdoor that covers a 10-foot-square, 10-foot-
deep pit. A 2-foot-wide catwalk on the west edge allows access to the door that leads to area 4.
It takes a successful DC 15 Wisdom (Percep on) check to note the trapdoor's unmortared
edge. Then, a successful DC 10 Intelligence (Inves ga on) check lets a character deduce the
loca on of the catwalk and how the pit operates.
If a creature steps on the trapdoor, the lid flips open, dumping the creature into the pit. With a
successful DC 15 Dexterity check, a creature can use thieves' tools to jam the lid shut. A
mechanism resets the trap 1 minute a er the door opens, pushing it back into the closed
posi on. The mechanism is in the pit wall under the catwalk. A creature can jam it in the open
posi on with a successful DC 15 Dexterity check using thieves' tools. If this check succeeds by 5
or more, the mechanism can be permanently disabled if desired.
Creaturep13[–]
The pit contains two goblin skeletons, one goblin that has been dead for about a day, and one
live giant rat. The rat, which slipped into the pit to feed on the fresh goblin but was caught
when the trap reset, a acks creatures inside the pit or climbs out to a ack those nearby.
Treasurep13[–]
The goblin corpse has a scimitar and a shield, as well as 23 sp and 4 gp in a belt pouch.
4. Tower Shellp13[–]
[–]
This circular area is cobbled with cracked granite, upon which sprawl the bodies of four goblins,
apparently slain in combat. One corpse stands with its back against the western wall, the spear
that killed it s ll skewering it and holding it upright. Three wooden doors lead from this area. A
hollow tower of loose masonry reaches thirty feet into the air, but the intervening floors and
stairs are gone, except for a couple of crumbled ledges.
Bodiesp13[–]
Inves ga on reveals that the four goblins have been dead for quite a while, and rats have
gnawed at them. The bodies have been looted. If someone removes the spear pinning the
goblin to the wall, the body slumps to reveal Draconic runes on the wall behind it. Those who
know the Draconic language can read the runes as "Ashardalon."
Secret Doorp13[–]
A trapped secret door leads to area 5. Finding the door requires a successful DC 20 Wisdom
(Percep on) check. The door opens by way of a masonry block that also serves as a lever,
which can be pushed in on the le side or pulled out from the right.
Needle Trapp13[–]
If the lever is pulled out, that movement sets off a needle trap. The needle extends 3 inches
out of the opening, dealing 1 piercing damage to whoever pulled the lever. Someone who
carefully and slowly pulls the lever open can easily see the needle before it strikes. Disabling
the needle requires thieves' tools and a successful DC 15 Dexterity check. If the check fails by 5
or more, the trap goes off, stabbing the character unless the character succeeds on a DC 15
Dexterity saving throw.
5. Secret Pocketp13[–]
[–]
This pocket chamber is damp and cold. The skeletons of three long-dead archers slump against
rubble-filled arrow slits along the east and south wall.
The skeletons date back to the me before the citadel plunged into the earth. That calamity
killed all three archers, at the same me ins lling in them the curse of undeath. If anyone
enters this chamber, the three skeletons animate, pinpoints of red fire sparkling in their eye
sockets as they rise.
Treasurep14[–]
Each skeleton has twenty arrows, 2d10 sp, 1d10 gp, and one +1 arrow in a special socket on the
quiver. Because the skeletons are mindless, they don't use the magical arrows.
6. Old Approachp14[–]
[–]
The masonry walls of this twenty-foot-wide hall are in poor repair. The far end has collapsed,
filling the southern sec on with rubble. The western wall is in much be er shape than the
other walls, and it holds a stone door with a rearing dragon carved in relief on it. The door has
a single keyhole, situated in the rearing dragon's open mouth.
Dragon Doorp14[–]
The door that is carved to look like a dragon has a mechanical lock as well as an arcane
lock spell cast on it. The Strength (Athle cs) check to defeat the arcane lock is DC 30, and the
Dexterity check to bypass the magical lock using thieves' tools is DC 25. Cas ng a knock spell on
the door suppresses the magical lock for 10 minutes, lowering the DCs by 10 during that me.
The mechanical lock remains intact if the magical lock is bypassed, requiring
another knock spell or the use of the key. The key, which bypasses the magical lock as well as
the mechanical one, is in area 21.
Creaturep14[–]
One giant rat hides in the rubble. The rat a acks anyone who moves to within 5 feet of the
edge of the rubble or anyone le alone in this area.
[–]
As the door opens, a hissing noise and a puff of dust around the door indicate that the
chamber beyond has been sealed for ages. Dust, long undisturbed, covers every surface in this
large gallery. The air here is stale.
Three alcoves are on the north wall, and one is on the south wall. Each alcove contains a dust-
covered stone pedestal with a fist-sized crystalline globe res ng on it. The globes in the
northern alcoves are cracked and dark, but the globe in the southern alcove glows with a so
blue light. Faint nkling notes issue from it.
If a character moves within 5 feet of the lit globe, brooding music begins to play throughout
the area, and the sound carries into areas 6, 8, and 9 if the doors to those areas are open. Any
creature that can hear the music must make a DC 15 Wisdom saving throw. On a successful
save, a creature is immune to the music of the globe for 24 hours. On a failed save, a creature
becomes charmed and, while charmed in this way, can take only the Dash ac on and move
toward area 3.
The effect on a creature ends once that creature reaches the floor beyond the pit trap in area
3. If an affected creature is prevented from moving to area 3, the creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a successful save. The
effect ends on its own 1 minute a er the creature can no longer hear the music. A creature can
escape the music by being on the other side of a closed door that leads to the gallery, or by
vaca ng the area (including adjacent rooms) where the music is audible.
The globe has AC 10 and 10 hit points. If it is a acked or handled, the music becomes louder,
audible in areas 4 and 10 if the doors to those areas are open. The DC of the Wisdom saving
throw then increases to 20. If the globe is reduced to 0 hit points or taken from the room, it
cracks and goes dark and silent. It no longer func ons.
8. Pressure Platep14[–]
[–]
The air is stale in this twenty-foot-long corridor, which leads to another closed stone door.
Arrow Trapp14[–]
Each me any weight is placed on any part of the center 10-foot-square sec on of the corridor,
a mechanical pressure plate is ac vated, triggering a trap. An arrow fires from above the
western door at the creature who triggered the trap: +5 to hit, 5 (1d10) piercing damage.
With a successful DC 15 Intelligence (Inves ga on) check, a character can deduce the presence
of the pressure plate from varia ons in the mortar and stone around it, compared to the
surrounding floor. Wedging an iron spike or some other similarly sized and sturdy object under
the pressure plate prevents it from ac va ng.
9. Dragon Riddlep14[–]
[–]
Dust fills this hall like a layer of gray snow. In the rounded northern end of the chamber stands
a ten-foot-tall sculpture of a coiled dragon carved from red-veined white marble.
Dragon Sculpturep14[–]
If a creature moves within 5 feet of the dragon statue, a magic mouth spell causes the dragon
to u er a riddle in Common (to viewers, it seems as though the stone jaws are actually
moving). The dragon's riddle is as follows:
[–]
(Answer: stars)
Secret Doorp14[–]
A secret door in the western wall leads to area 10. Finding the door requires a successful DC 20
Wisdom (Percep on) check. Under the scru ny of detect magic, the door radiates a faint aura
of abjura on magic. The door comes open, pivo ng into the room, only if someone speaks the
answer to the riddle.
Once the door is opened, it closes on its own 1 minute later, although any obstruc on placed in
the doorway prevents it from doing so. The door can be opened from the western side with a
simple push.
[–]
Dust cloaks the contents of this twenty-foot-wide hall. Six alcoves line the walls, three to the
north and three to the south. Each alcove except the southwest one holds a humanoid figure
carved of red-veined white marble. The figures resemble tall elves in plate armor. A stone
archway at the west end of the hall opens into a wide room from which greenish light glows. A
dark pit is situated before the archway.
Southwest Alcovep15[–]
A successful DC 10 Wisdom (Percep on) check reveals that the dust in the room is disturbed by
tracks that start in the southwest alcove, though the tracks are filled in enough that the
disturbance must have occurred dozens of years ago. A successful DC 10 Wisdom (Survival)
check enables a character to determine that the tracks were made by ny humanoid feet with
claw-like nails. They begin in the center of the alcove, move west toward the pit, and then
disappear into the pit. A character who enters the pit to follow the tracks must make another
successful DC 10 Wisdom (Survival) check to pick up the trail again.
Spiked Pitp15[–]
The pit is 10 feet deep, and its bo om is filled with spikes that deal 11 (2d10) piercing damage
to a creature that falls in, as well as falling damage. The walls of the pit are rough, and they
offer handholds to climbers. Area 12 begins on its far side.
Creaturep15[–]
A quasit named Jot was bound in the southwestern alcove an age ago to guard the contents of
the sarcophagus in area 12. It was in suspended anima on un l a few decades ago, and it now
waits on the other side of the arch just out of sight in area 12. Jot is alerted by any light source
the characters have, so it can prepare for them. (If the characters have no light source and are
stealthy, Jot might not become aware of them.) The quasit darts out of its hiding place and
a acks the first creature that climbs out of the pit on the western side.
Developmentp15[–]
Jot doesn't fight to the death. If it takes any damage, or if more than one character a acks
it, Jot laughs and says, "You broke the binding. My watch over the dragonpriest is over!" It uses
its next ac on to become invisible. It then turns into a bat and flies along the 10-foot-high
ceiling across the pit.
If Jot escapes, the characters might see it again. It knows that death on the Material Plane
means a return to the Abyss, so it prefers to harass the characters while they are otherwise
engaged, laughing and mocking as it does so.
Secret Doorp15[–]
Finding the door on the southern wall requires a successful DC 20 Wisdom (Percep on) check.
The door opens with a simple push inward.
11. Secret Roomp15[–]
[–]
Dust coats the contents of this ny chamber, obscuring runes inscribed on the southern wall.
Inscrip onp15[–]
If the southern wall is cleared of dust, the runes are revealed to be a message in Draconic.
Someone who can read the language understands it as "A dragonpriest entombed alive for
transgressions of the Law s ll retains the honor of his posi on."
Secret Doorp15[–]
A secret trapdoor in the floor requires a successful DC 20 Wisdom (Percep on) check to find.
The door opens by pulling it upward. It leads to a 3-foot-by-3-foot crawl space that connects to
a similar trapdoor in area 12.
[–]
Violet marble les cover the floor and walls, though all are cracked or broken, revealing rough-
hewn stone beneath. Sconces are a ached to the walls at each corner. One holds a torch that
burns with greenish fire. A marble sarcophagus, easily nine feet long, lies in the room's center.
The coffin is carved with dragon imagery, and the head of the sarcophagus resembles a
dragon's head. Rus ng iron clasps firmly lock down the lid.
Torchp15[–]
Sarcophagusp15[–]
Six rusted iron latches hold down the sarcophagus lid. Opening a single latch requires a
successful DC 15 Strength check. If the six latches are opened, the lid can be removed with a
successful DC 15 Strength check or by the effort of any combina on of characters whose
combined Strength is 30 or higher.
Inside, a dragonpriest lies imprisoned, kept alive by virtue of a sequester spell that is dispelled
with a flash of green light when the sarcophagus is opened. If the characters look inside, read:
[–]
In the coffin is a troll! It's dressed in ro ed finery, but its jewelry and rings adorned with ny
silver dragons s ll sparkle. The creature's body is shrunken and elongated, and its flesh is a
rubbery, putrid green. Its black hair is long, thick, and ropy. Its beady black eyes flash open, and
it snarls.
This dragonpriest delved into magic that the dragon cult deemed profane—he permanently
transformed himself from an elf into a troll. For this crime, the cult entombed him alive, though
the honor of his sta on remained. The dragonpriest a acks his rescuers, his mind all but
transformed to that of a troll over the ages of his burial. He had a name, but he has forgo en
it, although he has not forgo en how to speak Elvish and Draconic.
Creaturep16[–]
In his current state, the dragonpriest is slower and weaker than a normal troll.
Use troll sta s cs, but the dragonpriest starts with 30 hit points, regenerates only 5 hit points
per round (up to normal for a troll), and can't use Mul a ack. If he is defeated in this state,
the dragonpriest is worth 450 XP.
Developmentp16[–]
The dragonpriest won't pursue fleeing characters. Instead, he con nues to repose in his tomb
un l hunger finally draws him forth to hunt five days later. By that me, he uses the normal
troll sta s cs, retaining his addi onal languages.
Treasurep16[–]
The dragonpriest has an ornate ceremonial dagger (worth 125 gp), two silver rings (15 gp
each), and a silver amulet (15 gp). Sca ered across the bo om of the sarcophagus are 220 sp,
50 gp, and four spell scrolls: command, cure wounds (2nd level), inflict wounds (2nd level),
and guiding bolt (2nd level).
Random Encounters
p16[–]
In areas 13 and beyond, monsters move through the halls of the Sunless Citadel. For every 12
hours the characters spend in the dungeon, roll a d20 and refer to the following table if the
characters are in an accessible hallway or room at that me.
d20 Encounter
1 1d6 kobolds
3 1d4 goblins
4 1d2 hobgoblins
5 1d4 skeletons
7-20 No encounter
Several empty rooms in the fortress have the same characteris cs. Nothing of note can be
found in any of them.
[–]
[–]
The stone relief-carved door sealing this chamber portrays a dragon-like fish swimming.
The door is locked but can be opened with thieves' tools and a successful DC 20 Dexterity
check.
[–]
This ten-foot-square chamber is hewn from stone. It contains an upright keg fashioned of
rusted iron. Rusted pipes lead from the keg into the floor.
If anyone shakes or strikes the keg, the sound of sloshing liquid comes from inside it. The
connec ng pipes hold the keg in place, preven ng it from being detached. The characters can
remove a wide metallic bung on the keg's top with a successful DC 15 Strength check, or
someone can easily stave in the side of the keg.
Creaturesp16[–]
If the keg is breached, the ice mephit and the steam mephit confined within it are released.
The creatures a ack anyone who has disturbed the keg.
Treasurep16[–]
Within the keg are five ny sapphires (worth 10 gp each) used to bring about the magic that
bound the mephits.
[–]
Crudely executed symbols and glyphs, scribed in bright green dye, decorate this large and
irregularly shaped crumbling chamber. A large pit in the center shows evidence of a recent fire.
A metallic cage in the middle of the southern wall contains a gaping hole and stands empty. A
small wooden bench draped with green cloth is next to the cage, and several small objects rest
on it. A bedroll lies near the wooden bench, and the sound of whimpering comes from inside
it.
Un l recently, the kobolds confined a white dragon wyrmling in the cage and placed it under
heavy guard. Those guards were not strong enough to stand against a sor e by goblins that
stole the wyrmling a week ago.
Creaturep16[–]
Meepo, the kobold who was his tribe's Keeper of Dragons, is now the sole occupant of the
chamber. He is heartsick at the loss of the wyrmling and spends much of his me nowadays in
nightmare-ridden sleep in his bedroll. With the loss of his charge, Meepo's status is in the
gu er. He doesn't react to anything short of loud noise or direct prodding.
If he is disturbed, Meepo is frightened but willing to talk. He is weepy. His numerous obvious
scars are souvenirs of his job as Keeper of Dragons. If he is asked about the cage or queried in
any way that men ons a dragon, he says, "The clan's dragon... we lost it. The wretched goblins
stole Calcryx, our dragon!"
To all other ques ons, Meepo responds by saying, "Meepo don't know, but Yusdrayl does.
Meepo take you to meet Yusdrayl, our leader, if you make nice. You get safe passage, if you
promise to make nice. Maybe if you promise to rescue dragon, Yusdrayl make nice to you,
answer ques ons."
Meepo perks up as he senses the possibility of ge ng the dragon back. True to his word, he
guides the characters to area 21. Along the way, he shouts out "Ticklecorn!" (in Draconic) from
me to me, explaining that it's a password that tells other kobolds the characters are friendly.
If the characters leave Meepo behind, or if they are antagonis c toward him, the characters
don't learn the password, and all other kobolds are hos le toward the party.
Developmentp17[–]
If combat occurs in this chamber, the kobolds in the nearby area 16 are alerted, and they rush
out to meet enemies.
Inves ga ngp17[–]
The symbols on the walls are crudely formed in Draconic and read, "Here There Be Dragons."
The metallic cage is all but destroyed and can't be used to restrain cap ves. A search of the
cage reveals white scales that someone who has proficiency in Nature or Survival can
determine to be from no natural animal. A successful DC 15 check using either skill iden fies
the scales as those of a white dragon wyrmling. The firepit, if its ashes are si ed, is found to
hold charred bits of kobold bones and armor.
Treasurep17[–]
The bench serves as a sort of ny altar. Res ng on it are containers of green dye, a paintbrush
made of goblin-hair bristles, and four ny jade figurines of dragons (worth 15 gp each). A
thorough search of the firepit and a successful DC 15 Wisdom (Percep on) check reveals
another jade figurine.
Three rooms in the fortress serve as kobold guard sta ons. All have the same characteris cs.
Door Trapp17[–]
The door leading to the room is trapped with a tripwire that the kobolds connect a er shu ng
the door. Hi ng this tripwire, 2 inches off the ground stretched between opposite door frames
and running up the frame, causes the trap to trigger. A character who succeeds on a DC 10
Wisdom (Percep on) check spots the wire. If a character then succeeds on a DC 10 Dexterity
check using thieves' tools, the tripwire is cut without triggering the trap. A character can
a empt this check using any edged weapon or edged tool in place of thieves' tools, but does so
with disadvantage.
On a failed Dexterity check, the trap triggers, pping over a clay pot of offal, garbage, and
dragon droppings that falls on any creature in the doorway and spla ers in a 5-foot radius. A
creature hit by the stuff must succeed on a DC 10 Cons tu on saving throw or be poisoned for
1 minute. An affected creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a successful save.
The kobolds release the tension on the tripwire when they exit, meaning that any guardroom
that has been vacated can be entered safely.
[–]
A small pit of embers, built of broken masonry and por ons of sha ered stone sculptures,
smolders in the center of this chamber. Arrayed around the pit are several small rugs woven of
ma ed hair and dead fungi.
Creaturesp17[–]
The room serves as a barracks and guard post for the kobold tribe's warriors.
Three kobolds stand guard inside, unless they have already come forth to reinforce other
kobolds.
If the characters try to talk and the interac on is successful, the kobolds direct the characters
to head toward "Yusdrayl on her dragon throne," giving them simple direc ons to area 21 and
warning them to avoid rousing the ire of Yusdrayl's elite guards.
A character who approaches the door can smell the stench of what lies beyond. If the door is
opened, read:
[–]
Rats fill the room, trapped among their own waste. A small half-barrier prevents the rats from
easily escaping when the door is open.
Creaturesp17[–]
The rats are used as food for the dragon wyrmling that was once stabled in area 15. Since the
abduc on of the dragon, the kobolds have neglected the rats, and in the mean me the rodents
have chewed away the fastenings of the barrier. One round a er someone opens the door, the
rats knock the barrier over and rush out, a acking as a swarm of rats for 1 round, a er which
they disperse into the dungeon.
18. Prisonp18[–]
Each door that lead to the prison chamber is locked, requiring a DC 15 Dexterity check using
thieves' tools to unlock, and also barred on the outside with an iron rod. If a character a empts
to open either door while any kobolds are present, the kobolds warn against doing so. Opening
a door in spite of this warning turns the kobolds hos le.
[–]
Four small humanoids are shackled by thick, rusted chains a ached to a large iron spike set in
the floor. Several broken weapons and sundered shields lie in one corner.
Creaturesp18[–]
Four goblins are chained here, taken prisoner during the course of several skirmishes. Every so
o en, the kobolds remove a goblin from the room and ransom it back to the goblins (for a
price of 2d10 sp). Those who can't be ransomed are bound for the kobold cook pot. The
goblins whine and cower pathe cally if any characters enter the room. A character who
succeeds on a DC 15 Dexterity check using thieves' tools can open the lock on the chains, or
the chains can be broken (Strength DC 20) or sundered (AC 15, 60 hit points).
The goblins promise anything and everything in exchange for their release, including safe
passage for the characters to their chief. The creatures have no power to guarantee their
promises, however. In addi on, if the goblins are released, any understanding the characters
have with the kobolds is voided. Freed goblins flee at the first hint of trouble, and they double-
cross their rescuers if threatened by other goblins.
[–]
A double row of relief-carved marble columns march the length of this long, large hall. The
worn carvings depict entwining dragons.
Creaturesp18[–]
An elite squad of three kobolds (each with 7 hit points) patrols the hall, considering the duty an
honor. The guards pay par cular a en on to the door that leads to area 24, which is along the
route tradi onally used by goblin raiders. These kobolds react to the character's presence in
the same way as the ordinary ones described in area 16. If the characters head for area
21 without causing hos li es, these guards follow the characters into Yusdrayl's presence.
Developmentp18[–]
If combat erupts here, the result is likely to be deadly for the party. Any kobolds remaining in
the areas nearby enter the room as reinforcements. Yusdrayl and her two guards arrive from
area 21 at the start of the second round of combat. At the start of the fi h round, the kobolds
in the area 16 to the southwest of this room come on the scene. At the start of the eighth
round, the kobolds from area 23 enter the fray. (Kobolds that leave their original area and are
slain here should be noted for possible future reference.)
The strong wooden door that leads to the kobolds' living quarters is barred from the inside.
Characters who give the proper password ("Ticklecorn!" spoken in Draconic; see area 15) or
who make a successful DC 15 Charisma (Decep on) check can convince the kobolds within to
unbar the door. Otherwise, the kobolds open the door only when guards return to the room for
a shi change.
[–]
Several small but smoky fires light this wide and high chamber. Spits, tanning racks, and other
implements of a primi ve culture are visible through the haze. Several small figures busily work
and play within the chamber.
Twenty-four kobolds occupy the room, but only three kobolds are capable warriors that
challenge unescorted intruders. Seven other kobolds are commoners, but with 3 hit points
each, and a −1 reduc on to hit and damage compared to the Monster Manual sta s cs. The
other tribe members here are too young, too old, or too cowardly to defend themselves; they
flee if combat breaks out and are worth no XP. Even the kobolds capable of figh ng run away if
they are outmatched.
The kobolds here answer all ques ons with a quick "Yusdrayl knows."
An a ack on these kobolds brings reinforcements, as described in area 19, though each group
arrives 1 round later because of the extra distance it must traverse.
[–]
A short throne stands near the west wall, constructed of fallen bits of masonry stacked against
an old altar. On the top of the altar sit a variety of small items. The por on of the altar that
serves as the throne's back features a carving of a rearing dragon. A metallic key is held firmly
in the dragon's open jaws.
Creaturesp18[–]
Normally si ng on the throne is the kobolds' leader, Yusdrayl (see appendix B). Two
elite kobolds (7 hit points each) guard her. Those who come to Yusdrayl's chamber can talk to
her; she is hos le only if she knows that the characters have slain other kobolds. Characters
who antagonize her while talking earn the leader's ire and a savage a ack.
[–]
Why are kobolds in this place? "Kobolds are heir to dragons. As the migh est among my
people, I have led a brave few to this ancient holy site, where dragons were worshiped long
ago." Yusdrayl knows nothing else about the history of the fortress, except the name of the
dragon that was once revered here, which is Ashardalon.
What about the goblins/fruit/Belak? "The Outcast, he lives below. He grows the fruit, which he
gives to the goblins. The dragon-thieving goblins are his servants!"
What about the twig monsters? "The twig blights are pets of the Outcast. They are more
numerous below, in the Twilight Grove."
What about the lost human adventurers? "They went to fight the goblins and never returned."
What about the stolen wyrmling dragon? "The goblins stole our dragon! If you
return Calcryx to us, I shall grant you a reward. Meepo can accompany you if you desire."
If the characters decide to go looking for the dragon, the kobolds direct them toward the
passage that connects area 15 and area 25, which is the "back way" into goblin
territory. Yusdrayl and her followers know nothing useful about the goblin lair. If the characters
take Meepo with them, he can serve as their guide to that loca on. If Meepo goes along and is
slain, the kobolds count it as a small loss as long as the dragon is rescued.
Possible rewards include the key in the carved dragon's mouth, or any two of the items on the
altar. Yusdrayl is also willing to sell the key for 50 gp.
Developmentp19[–]
If hos li es break out, reinforcements arrive in the manner described in area 19.
If the characters return Calcryx, Yusdrayl can be convinced to aid them in an assault on the
remaining goblins. You determine the nature of the aid.
Treasurep19[–]
The key clenched in the mouth of the carved dragon opens the door to area 7. Yusdrayl has
keys to area 18 and the chains there, a key to the doors in area 24, and a key that once fit the
cage in area 15. She also has 35 gp.
The items assembled on the altar include a Quaal's feather token (tree), three spell
scrolls (mage armor, spider climb, and knock), and a small flask that contains three doses
of elixir of health.
22. Larderp19[–]
[–]
The odor of ro ng meat permeates this chamber. Most of the rusty iron hooks in the ceiling
are empty, but a few hold the skinned carcasses of large vermin, huge fungoid stalks, and
several massive insect carapaces. On a small, ba ered bench along the south wall are pieces of
nearly useless cutlery and rus ng skinning knives.
The kobolds bring food for their tribe up from the Underdark and store it in a nearby chamber.
The ro ng flesh is that of rats, bats, overlarge cave crickets, beetles, goblin parts, and spiders.
The room also has a selec on of fungi and mushrooms.
[–]
The floor is par ally collapsed on the east side of this room, revealing a tunnel. The passage is
unworked, and it fluctuates widely in width, height, and direc on as natural tunnels do. Within
the room, hun ng gear is racked on the wall, and several pallets lie nearby.
The kobolds used the natural passage to first enter the Sunless Citadel, and they con nue to
travel through it for hun ng and gathering forays into the Underdark.
The tunnel leads beyond the scope of this adventure, but it could be a route to a site you have
designed.
Creaturesp19[–]
If they have not come forth as reinforcements, three kobolds camp here, serving as hunters
and guardians of the tunnel. They react as described in area 16.
The doors on both ends of the corridor are locked and can be opened by a character who
succeeds on a DC 20 Dexterity check using thieves' tools.
[–]
Hidden Pitp19[–]
The map shows the loca on of a concealed trapdoor. A 2-foot-wide catwalk along the pit's
center allows safe passage over the pit. With a successful DC 15 Wisdom (Percep on) check, a
character no ces the door's unmortared rim. A er that, a character who makes a successful
DC 10 Intelligence (Inves ga on) check deduces the loca on of the catwalk, as well as how the
pit operates.
If a creature steps on the pit cover, the lid flips open, dumping the creature 10 feet into the pit.
With a successful DC 15 Dexterity check, a creature can use thieves' tools and an object, such
as an iron spike, to wedge the lid shut.
Kobolds regularly check the trap and manually reset it when necessary.
Two empty chambers in the eastern end of the fortress have the same characteris cs.
[–]
This empty chamber is home only to rat droppings, crumbled flagstone, and stains.
Inves ga ngp20[–]
A character who succeeds on a DC 15 Wisdom (Percep on) check no ces tracks in the dust.
Some tracks were made by rats and some by humanoids. A character who then succeeds on a
DC 15 Wisdom (Survival) check ascertains that the rat tracks are very recent, maybe a day old,
and that the humanoid tracks are almost a month old and were made by three or four human-
sized humanoids moving across the area to the north.
Trapp20[–]
The door that connects the northernmost empty chamber with area 31 contains a trap.
See area 31 for more details.
[–]
Dust and odd bits of stony debris and rubble lie sca ered on the floor. An ornate fountain is
built into the eastern wall. Though cracked and stained, the fountain's overarching carving of a
diving dragon retains its beauty. A relief-carved stone door stands on the western wall.
Inves ga ngp20[–]
The debris and dust covering the floor display the same tracks described in area 25.
Fountainp20[–]
A thin layer of scum coats the fountain's basin, but it is otherwise dry. Under the scru ny of
a detect magic spell, the fountain emits an aura of conjura on. A character who makes a
successful DC 15 Wisdom (Percep on) check no ces a mostly worn-away inscrip on in
Draconic on the basin's front. It reads, "Let there be fire."
If a character speaks the phrase aloud, the magic of the fountain func ons one last me.
Reddish liquid begins to well from the diving dragon's mouth, slowly accumula ng in the basin.
If the liquid is collected, it can be used as a po on of fire breath. A er it is used in this way, the
fountain loses its magic.
Western Doorp20[–]
Carvings on the western door show skeletal dragons. A Draconic inscrip on on the door reads,
"Rebuke the dead, open the way." Within 5 feet of the door, the air is no ceably cooler, and
the door itself is cold to the touch.
The locked door opens only when someone targets it with a knock spell or an effect that turns
undead. If someone does so, the door glows ghostly blue and swings open silently.
Scythe Trapp20[–]
If someone tries to open the door without first deac va ng the lock, a scythe blade springs
forth, targe ng the area immediately in front of the door: +5 to hit, 4 (1d8) slashing damage.
The blade is concealed in a slot in the ceiling, 10 feet up. A character who succeeds on a DC 20
Wisdom (Percep on) check can find the slot before the trap is sprung.
The opening, once discovered, can be blocked with an iron spike or a similar object. A character
who does so must make a DC 15 Dexterity check or Strength check. On a failed check, the
blockage falls out when the trap is sprung. Alterna vely, a character can use thieves' tools and
a successful DC 20 Dexterity check to pull the trap mechanism out of the slot and dismantle it.
Either task takes about a minute.
27. Sanctuaryp20[–]
[–]
Five dusty sarcophagi, three to the north and two to the south, stand on end in this silent
chamber. Each of the carved stone coffins resembles a noble, elf-like humanoid in ceremonial
robes. An altar, with images of dragons carved into its black obsidian, is set in the center of the
west wall. A single candle burns brightly on the altar. Next to the candle are a small whistle and
a crystal flask.
Creaturesp20[–]
Five skeletons emerge en masse from the sarcophagi to a ack those who disturb the altar or
open any sarcophagus. These creatures pursue characters who flee.
Treasurep20[–]
The candle has a con nual flame spell cast on it. In the flask is a po on of fire resistance. The
whistle, made of crystal, has the name Night Caller inscribed on it in Dwarvish. See appendix
A for a descrip on of this item. A secret compartment in the shrine, requiring a successful DC
20 Wisdom (Percep on) check to find, holds a coffer containing six peridot jewels carved in a
likeness of a dragon (worth 10 gp each).
[–]
This sec on of hallway contains six doors, all slightly ajar. The area smells musky.
The doors lead to small cells. Each door is open just wide enough to enable Small and smaller
creatures to slip through without having to open it farther.
Creaturesp20[–]
The two southernmost cells and the one to the northeast contain abandoned giant rat nests.
One giant rat lives in each of the other cells. Any noise or light in the area a racts all three
creatures.
Inves ga ngp20[–]
A character who succeeds on a DC 15 Wisdom (Percep on) check no ces tracks in the dust
here. Some tracks were made by rats and some by humanoids. A character who then succeeds
on a DC 15 Wisdom (Survival) check ascertains that the rat tracks are recent, perhaps a few
minutes old, and the humanoid tracks are almost a month old and were made by four human-
sized individuals moving across the area to the north. Only three of those individuals returned
south.
Treasurep21[–]
The occupied rat nests contain shiny bits collected by their current owners. Poking through
each nest turns up 2d6−2 sp, 1d6−1 gp, and 1d4−1 gems (worth 5 gp each).
[–]
The cobblestone floor contains two trapdoors blocked open by iron spikes. The north wall
holds a dry fountain carved with an overarching diving dragon. A faint ro en stench pervades
the room.
Inves ga ngp21[–]
The two marked areas on the map are traps that were jammed open by the lost adventuring
party. Examining each one reveals a 20-foot-deep pit containing only rat bones, rusted metal
bits, and filth.
Chances to find or follow the trail noted in area 28 are similar here. The trail of the missing
adventuring party skirts around the traps and leads to the western wooden door.
Developmentp21[–]
Those who spend more than 3 rounds in the chamber conversing in normal tones, or otherwise
making noise, draw the a en on of the inhabitants of area 30, who hide to ready an ambush.
Trapped Fountainp21[–]
The dry fountain on the northern wall looks remarkably like the one described in area 26.
Under the scru ny of a detect magic spell, the fountain emits a faint aura of evoca on. A
successful DC 20 Wisdom (Percep on) check reveals suspicious metallic tubes in the carved
dragon's mouth, as well as a small, rusted iron canister. A character who makes a successful DC
15 Wisdom (Percep on) check no ces a mostly worn-away inscrip on in Draconic on the front
of the basin. It reads, "Let there be death."
Anyone who speaks this phrase aloud in Draconic triggers the trap. A poison mist sprays forth
from the dragon's mouth, filling a 20-foot cube and expending the canister's last charge. Those
in the area must make a DC 10 Cons tu on saving throw. On a failed save, a creature takes 5
(1d10) poison damage and becomes poisoned for 10 minutes. On a successful save, the
creature takes only half the poison damage and is poisoned for 1 minute.
Western Doorp21[–]
A character who approaches the western door can smell the stench of ro en meat coming
from the other side.
[–]
An oppressive smell suffuses the air, rising from chewed carcasses of cave rats, smaller vermin,
and a few humanoid-looking creatures. The bodies lie upon a floor of filth, old bones, hair, and
fur that combine to make a par cularly large and vile nest.
Inves ga ngp21[–]
The humanoid corpses in the chamber include two goblins, a kobold, and one human male—a
member of the lost adventuring party (Karakas the ranger).
Creaturesp21[–]
Three giant rats occupy the area, along with a monstrously swollen female diseased giant rat
(Medium [6 feet long], 16 hit points, +5 to hit, challenge ra ng 1/4 [50 XP]) that the goblins
call Guthash (Bloated One). The giant rats that hunt in the Sunless Citadel all descend from her.
These creatures a ack and a empt to eat all trespassers.
Treasurep21[–]
Poking through the refuse over a period of 10 minutes uncovers 312 sp, 68 gp, and 3 gems
(worth 25 gp each). On and around the ranger's corpse are several items: studded leather
armor, five daggers, a longbow, a backpack (containing a water skin, one day's ra ons,
a bedroll, a nderbox, and three torches), a quiver with six arrows, a po on of healing, and a
pouch that holds 17 gp. A gold ring (worth 10 gp) on Karakas's finger is engraved (in Common)
with his name.
The door that leads north into this hallway is closed and fi ed with a bell that clangs if
someone opens the door without doing so very slowly.
With a successful DC 15 Wisdom (Percep on) check, someone who carefully opens the door
might spot the bell a ached to the door about 3 feet off the ground. A character who examines
the space around the door before opening it and succeeds on a DC 15 Wisdom (Percep on)
check no ces the damage done to the door when the goblins fastened the bell to it.
If the bell rings, the noise alerts the goblins in area 32. They duck behind the low wall and wait
to ambush intruders that enter the corridor.
[–]
The ten-foot-wide hall is liberally strewn with sharp caltrops. On the northern wall, passage to
the room beyond is par ally blocked by a roughly mortared, three-foot-high wall, complete
with crenella ons.
Caltropsp21[–]
The floor in the hallway is strewn with caltrops; see "Adventuring Gear" in chapter 5 of
the Player's Handbook.
Creaturesp21[–]
Two goblins in area 32 pop up over the wall if they are alerted to the characters' presence. The
creatures use ranged a acks as the characters move through the hall.
Treasurep21[–]
[–]
The filth on the floor, stains on the walls, shabby hides, and firepit a est to the years of use this
room has seen at the hands of creatures unconcerned with hygiene. On the eastern side of the
southern wall is a crudely mortared half-wall, complete with crenella ons.
Creaturesp22[–]
Two goblins are sta oned behind the rough, 3-foot-high wall. They are hos le to intruders, but
unwilling to die facing a superior force. If captured, these goblins know the same informa on
that Erky Timbers in area 34 does.
Developmentp22[–]
If one of the goblins gets away, it warns the goblins in area 33. The alerted goblins prepare an
ambush for intruders in that area.
Inves ga ngp22[–]
A search of the room turns up putrid jerky, vinegary wine in poorly preserved water skins, and
other worthless bits of clu er.
The sound of goblins engaged in target prac ce might be heard from outside any of the doors
to the prac ce range.
[–]
Dozens of blunted and broken arrows lie on the cracked cobblestone floor, and a few protrude
from three crudely sewn, human-sized targets hung along the center of the south wall. The
northern third of the room is separated from the south by a crudely mortared and crenellated
half-wall. A permanent camp of sorts lies north of the wall, complete with a fire ring and
several small iron cook pots.
Creaturesp22[–]
The three goblins assigned to watch the room spend some of their me shoo ng at the hair-
and-fur-filled burlap dummies that look vaguely like humans and elves. The rest of the me
they drink too much goblin wine.
When figh ng, the goblins try to use the 3-foot-high wall for cover while shoo ng their foes.
Treasurep22[–]
One goblin has a silver flask of dwarven make (worth 50 gp) filled with vile goblin wine.
Another goblin has a key to open the locked door to area 34.
Developmentp22[–]
If things go badly for the goblins, one of them a empts to warn the goblin warriors in area 39.
The wooden door is closed and locked. It can be opened by a character who succeeds on a DC
15 Dexterity check using thieves' tools.
[–]
Squalor reigns in this low-ceilinged room. A large iron spike is driven into the floor near the
door, and a small iron cage is set farther back. Several sets of corroded manacles are connected
to the walls,and some s ll bind a few crumbling skeletons.
Creaturesp22[–]
Three kobolds are bound with crude rope to the iron spike. A ba ered gnome lies in the cage,
which is almost too small for him. It's easy to un e the kobolds. Freeing the caged gnome
requires either a successful DC 15 Strength check to bend the bars or a successful DC 15
Dexterity check using thieves' tools to open the cage lock.
The kobolds are aware that the goblins might try to ransom them back to the other kobolds.
Uncertain of their chances with the characters, the kobolds are unhelpful and reluctant to be
set free. If they are released and shown a clear line of retreat, the kobolds flee. They know very
li le, but they react posi vely to Meepo's presence or if they are told that the characters
intend to free Calcryx.
The gnome is named Erky Timbers, an acolyte with 17 (5d6) hit points who knows Common,
Draconic, Gnomish, and Goblin. He has the cleric's Channel Divinity: Turn Undead feature,
which he can use once a er each short or long rest.
If he is released, he helpfully answers ques ons. He knows the following informa on:
[–]
Why are you here? "Months past, I was on my way to seek my fortune and took the Old Road.
My bad luck that the goblin bandits caught me; I've been here ever since. My deity's blessings
have kept me healthy; otherwise I'm sure I'd be dead from starva on and abuse."
What about the goblins/Belak? "I've heard the goblins talk about the Twilight Grove down
below. A wicked old human called Belak—a spellcaster, I suspect—tends an enchanted garden
and harvests fruit from something the goblins call the Gulthias Tree, but they speak of it only in
the most terrified of whispers. The enchanted fruit grows on the Gulthias Tree."
What's the deal with the fruit? "The midsummer fruit restores spirit and vigor to those who eat
it; the pale midwinter fruit steals the same. Belak allows the goblins to sell the fruit on the
surface, but I don't know why."
What about the twig blights? "Twig blights live in the level below, with the Gulthias Tree."
What about the lost human adventurers? "The goblins caught three of them over a month ago,
and they were cap ves with me in here for a while. They said their names were Talgen,
Sharwyn, and Sir Braford. The goblins kept them in here only about a week before they
removed them. Belak wanted them, and that's the last I've heard about that."
Developmentp23[–]
If the characters fail to suggest it, Erky Timbers asks to join the party as a temporary member.
The gnome serves as a loyal friend. Currently, though, he has no gear. Those who free Erky gain
XP as if they defeated him in combat.
Manaclesp23[–]
The rusted iron restraints can bind a Small or Medium creature. If the characters are taken
prisoner (see area 36) and bound here, escaping from the manacles requires a successful DC 20
Dexterity check. A set of manacles can be broken with a successful DC 20 Strength check, or a
character proficient with thieves' tools can pick the lock on a set of manacles with a successful
DC 15 Dexterity check. Manacles have AC 15 and 15 hit points.
Hidden Pitp23[–]
The map shows the loca on of a concealed trapdoor. A 2-foot-wide catwalk along the pit's
center allows safe passage over the pit. With a successful DC 15 Wisdom (Percep on) check, a
character no ces the door's unmortared rim. A er that, a character who makes a successful
DC 10 Intelligence (Inves ga on) check deduces the loca on of the catwalk, as well as how the
pit operates.
If a creature steps on the pit cover, the lid flips open, dumping the creature 10 feet into the pit.
With a successful DC 15 Dexterity check, a creature can use thieves' tools and an object, such
as an iron spike, to wedge the lid shut.
Developmentp23[–]
If characters fall into the pit or otherwise make excessive noise, the goblins in the area 36 to
the north are alerted. Alerted goblins respond in 2 rounds. These goblins also check the trap
and manually reset it.
Treasurep23[–]
A successful DC 15 Wisdom (Percep on) check made while searching around the pit uncovers a
long-lost gold ring with an inset sapphire (worth 25 gp).
Three rooms in the northern part of the fortress serve as living quarters for goblin bandits. All
have the same characteris cs.
[–]
The stench, garbage, and carrion here are evidence of years of use by unsanitary tenants.
Ta ered hides stretched on frames form six unstable hammocks around a much-used firepit.
Ba ered cooking equipment is mixed indiscriminately with broken or worn arms and armor.
Creaturesp23[–]
Three goblins, who proudly call themselves bandits, are in the room when the characters enter.
In be er mes, two or more bandit groups would hunt the Old Road together, preying on
travelers. Now, the bandits content themselves with an occasional hunt in the wilds of the
Underdark (see area 43), as well as preying on the kobolds.
Developmentp23[–]
The goblins might try to knock the characters unconscious and imprison them in area 34,
locking vic ms into manacles. They take captured equipment to the goblin chief in area 41. The
bandits are likely to try to ransom the prisoners to someone in Oakhurst. Kerowyn Hucrele is
prepared to pay such a ransom, taking it out of the characters' prospec ve reward.
If things go badly for the goblins, one of them a empts to warn the goblin warriors in area 39.
Inves ga ngp23[–]
A search of the room turns up putrid jerky, vinegary wine in poorly preserved water skins, and
worthless bits of clu er.
Both of the wooden doors that offer access to the trophy room are closed and locked. Either
door can be opened by a character who succeeds on a DC 15 Dexterity check using thieves'
tools.
[–]
Mounted and stuffed animal heads adorn the walls. The moun ng job is sloppy, and the
assortment of heads includes ca le, rats, and other not par cularly impressive specimens. A
few grisly trophies share the wall with the animals, including a couple of kobold heads.
Smashed and broken cabinets and small tables li er the periphery of the room, mute vic ms of
some sort of rampage. A rusted iron spike stands in the center of the room, trailing a broken
chain. Thin patches of frost coat sec ons of the walls, floor, and debris.
Creaturep23[–]
Calcryx, the white dragon wyrmling, is ini ally out of view, res ng behind a broken table. The
goblins used the iron chain to bind her, but she broke free and rampaged through the room,
destroying the floor displays. Balsag, the bugbear responsible for capturing the dragon, hasn't
returned to bring her under control, and the other goblins fear to enter.
The wyrmling finds her current situa on superior to her sta on as the kobolds' pet. She is
hos le to those who enter this chamber. If ba le breaks out and Meepo accompanies the
party, the dragon targets him first.
Treasurep23[–]
The wyrmling has scoured the room and gathered all items of worth into a nest she made
behind the table. The valuables include a dragon-shaped, jade figurine (worth 20 gp), a crystal
goblet (5 gp), and twenty-four pieces of fine silverware (1 gp each).
Of par cular note is a sealed scroll case carved of bone, carrying an inscrip on. Runes in the
Dwarvish alphabet spell out the word "Khundrukar." An old parchment is within the case. Age
and water damage have destroyed most of it, but a short message in Dwarvish remains: "... the
remaining few. By order of Durgeddin the Black, we have created a secret dwarven redoubt.
None shall find us; however,..." Though the informa on makes li le sense, even to most
dwarves, the case and the parchment can fetch up to 100 gp if sold in a dwarven community.
[–]
The north and south walls of this chamber are stacked halfway to the ceiling with ill-made
barrels, boxes, and crates. A clear path allows easy access between the west and east doors.
The goblins store water, wine, and food, none of which is of good quality, in a pantry accessible
through two doors. The stockpile includes five pints of oil, along with a few small barrels
labeled "Elf Pudding" in Goblin.
[–]
Several torches mounted in crude sconces burn fi ully around this chamber, filling the air with
a haze. A double row of marble columns carved with entwining dragons runs the length of the
hall.
As long as the torches burn, the hall is lighted, but the haze makes the area lightly obscured.
The haze never builds to suffoca ng levels, thanks to natural ven la on.
Any loud noise in the chamber a racts the a en on of goblins in the area 36 to the south, as
well as in area 40. The goblins in area 40 prepare for danger but don't leave their sta ons,
while those in area 36 come to inves gate within 2 rounds.
40. Goblinvillep24[–]
Anyone who stands within 10 feet of a door leading to the goblins' main living area can hear
the voices of the goblins inside, unless they have been alerted to danger.
[–]
What might once have been a cathedral is now a goblin lair, thick with the filth of years of
goblin life. Scores of wall- and floor-mounted sconces filled with violet-glowing fungi provide
illumina on. Dozens of goblins go about their daily business, which involves a lot of rudeness
and violence. Along the southern wall is a heaping pile of assorted items, including wagon
wheels, broken armor and rusted arms, chests, small statues, an que furniture, and artwork.
Creaturesp24[–]
Thirty-four goblins are at home when the characters arrive, but only four of the goblins are
warriors. Ten of the other goblins are commoners, but with 3 hit points each and a −1
reduc on to hit and damage compared to the Monster Manual sta s cs. The other twenty
creatures are noncombatants, too feeble or too fearful to defend themselves; they try to flee
through the northernmost or the eastern exit. This stampede should dominate the first
moments of ba le, and even the goblins capable of figh ng refuse to s ck around just to lose
their lives. Noncombatants are worth no XP.
These goblinoids know the same informa on, in cruder form, that Erky in area 34 knows.
Developmentp25[–]
An a ack on the goblins brings reinforcements from area 36 and warns the goblin chief in area
41 that something is amiss. Grenl, the goblin shaman in area 41, might emerge to protect the
tribe.
Inves ga ngp25[–]
The goblins collect the phosphorescent fungi from the grove below. They need its light for close
work, such as reading, and the fungus is edible. Crude equipment for cooking, skinning game,
tanning hides, and other basic gear fills the area. Food is usually collected from the Underdark
through area 43.
Treasurep25[–]
Among the tribal equipment, near the shaman's bedding, is a healer's kit and a poisoner's kit.
The pile along the southern wall contains the tribe's loot, mixed in with lots of other stuff taken
from the goblins' vic ms. The characters can find almost any piece of mundane gear that has a
value of 5 gp or lower. Two items of considerable value can be unearthed by separate
successful DC 15 Wisdom (Percep on) checks: a fine agate statue of the elven deity Corellon
Larethian (worth 30 gp) and a Medium chain shirt.
If the goblinoid guards in the chief's hall have been alerted, or if they hear conflict in area 40,
they cover the door for 10 minutes, then inves gate the source of the disrup ons at their
leader's behest.
[–]
A circular sha pierces the floor of this forty-foot-diameter domed chamber. Dim violet light
shines out of the sha , revealing sickly white and gray vines that coat the walls of the sha .
The light is supplemented by four lit wall torches set equidistant around the periphery of the
chamber. A crudely fashioned stone throne sits against the curve of the northwestern wall. A
large iron chest serves as the throne's footstool. A sapling grows in a wide stone pot next to the
throne.
Creaturesp25[–]
The chief of the Durbuluk tribe is Durnn, a hobgoblin. He wears splint armor (AC 19) and has 18
hit points, a +4 bonus to hit, a +1 bonus to damage, and Strength 15 (+2). These changes raise
his challenge ra ng to 1 (200 XP). When not in combat, Durnn sits on the throne, and three
other hobgoblins stand nearby or lounge on stone benches.
The shaman Grenl advises the chief. She is a goblin with 10 (3d6) hit points, a Wisdom of 13
(+1), and the following trait:
Spellcas ng. Grenl is a 1st-level spellcaster. Her spellcas ng ability is Wisdom (spell save DC 11,
+3 to hit with spell a acks). She has the following cleric spells prepared:
Developmentp25[–]
Durnn has a po on of healing and two vials of an toxin. Grenl has a spell scroll of faerie
fire and another of expedi ous retreat.
The goblins in area 40 don't join the ba le if they hear sounds of violence coming from the
north. If the fight turns against the chief, however, he might open the door to area 40 and call
for aid, or withdraw to area 40 to con nue the fight.
Durnn can't surrender for fear of losing face. He won't give up if the opposi on includes
kobolds. Otherwise, he might call for parley if doing so allows him to avoid death. But he must
s ll look strong while nego a ng, so he's unwilling to capitulate in an arrangement that makes
him look weak.
Because Durnn and his hobgoblins usurped control of the Durbuluk tribe, Grenl hates them.
She also wants to protect her tribe, so she is willing to nego ate a truce
if Durnn falls. Grenl also hates and envies Belak, and she wants him gone from the citadel so
she can control the Gulthias Tree.
If captured and interrogated, the goblinoids here know what Erky in area 34 knows, with the
following addi on: Belak wanted all the living human prisoners sent down to him, but in a fit of
anger, Durnn slew Talgen. Thus, Durnn sent only Sharwyn and Sir Braford down to the Twilight
Grove.
Sha p25[–]
The sha has a 2-foot wall around it, much like the upper end of a well. Because of the wall, a
creature pushed toward the sha can avoid going over the edge by falling prone and
succeeding on a DC 10 Dexterity saving throw. Thick, pale vines line the sha . The vines are as
good as kno ed rope for the purpose of climbing.
A creature that falls into the sha can make a DC 15 Dexterity saving throw to catch the vines.
On a failed save, the creature falls 80 feet to the floor of area 42.
Trapped Chestp25[–]
Durnn's iron chest rests in front of the throne. It is locked (Dexterity DC 15 using thieves' tools)
and trapped with a poisoned needle. A character who succeeds on a DC 15 Intelligence
(Inves ga on) check deduces the trap's presence from altera ons made to the lock. A
character can then remove the needle from the lock by succeeding on a DC 15 Dexterity check
using thieves' tools. On a failed Dexterity check, the trap is triggered.
When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature
within striking distance takes 1 piercing damage and must succeed on a DC 10 Cons tu on
saving throw or take 3 (1d6) poison damage.
Treasurep25[–]
In addi on to the valuables men oned in the "Development" sec on, Durnn wears Talgen's
gold signet ring (worth 20 gp) and splint armor, which is iden fiable by the Hucrele family crest
worked into the chest pieces. The chief also has the key to his iron chest. Grenl has keys
to areas 34 and 37. One of the other hobgoblins wears silver earrings set with moonstones (20
gp each), and another wears a matching necklace (50 gp).
Inside Durnn's iron chest are 231 gp and two onyx gems (30 gp each).
Player Version
The grove level and the fortress level connect through the sha that leads from area 41 to 42.
The following loca ons are iden fied on map 1.2.
[–]
Luminescent fungus, shedding violet light, clings to the walls and ceiling of this wide cavern.
The air is damp, chilly, and redolent with the odors of loam and decay. A layer of earth, mixed
with ro ng vegeta on and the remains of cave animals, covers the floor. Several varie es of
mushrooms and fungi grow on the detritus, as well as a few saplings.
Creaturesp27[–]
Two robed skeletons (AC 12) serve Belak by tending a fungus garden, using shovels and a
rusted wheelbarrow to turn the soil and spread compost. In addi on, two mature twig
blights are rooted in the garden. The twig blights ambush intruders that aren't goblinoids, and
the skeletons a ack (with shovels, 1d6 bludgeoning damage) anything that the twig blights
target.
Developmentp27[–]
The creatures in area 43 inves gate any disturbance in the garden a er 3 rounds.
[–]
The floor of this rough cavern is stained and smells of blood and animal musk. Light from
glowing fungus reveals the eastern niche, which holds a pallet of ma ed furs, a wide wooden
board on which a variety of weapons are affixed, and a great cloak of patchy black fur hung on
a slender pole. To the edge of the niche are two large nests made of hair, dry fungus, and
refuse.
Creaturep27[–]
Balsag the bugbear and his two giant rat "hounds," named Grip and Fang, reside in a natural
stone chamber when they're not hun ng (25 percent chance of being absent when characters
arrive). The bugbear wears a crown of antlers on his head to enhance his frightening
appearance. Balsag considers all non-Durbuluk creatures to be poten al prey, so he a acks any
he meets, roaring in Goblin, "Get ready to meet the cook pot!"
Underdark Accessp27[–]
In the dark of the northern cavern sec on, a crude tunnel leads away, angling west and
downward. The tunnel is like the one in area 23.
Treasurep27[–]
Two spears, six javelins, one longsword, one greatsword are affixed to the weapon rack. A box
hidden under one of the furs in Balsag's bedding, requiring a successful DC 15 Wisdom
(Percep on) check to no ce, contains 241 sp and 54 gp.
44. Ri p27[–]
[–]
A ri opens here, its debris-strewn floor two feet below that of the corridor. No
phosphorescent fungus grows in the ri . The corridor con nues past the ri , though the
opening of the ri has caused it to shi 10 feet to the west. A number of two-foot-diameter
holes riddle the floor of the ri . The smell of burnt earth hangs in the air.
The small holes in the floor extend as far down as anyone is capable of probing.
45. Ri Nodep27[–]
[–]
The ri widens, crea ng a cavern-like chamber. Small, two-foot-diameter holes riddle the node.
A dim fiery glow shines out of one such hole.
Creaturep27[–]
In the glowing hall rests a fire snake. Belak used magic to call the creature forth and hopes to
train it to be a loyal servant before it matures.
Treasurep27[–]
Belak has already appealed to the snake's greed with a small gi . In its nest, the adventurers
find two sapphires (worth 50 gp each).
The stone door at the end of the corridor is closed and stuck, requiring someone to make a
successful DC 15 Strength check to pull it open.
[–]
Faded mosaic les s ll decorate parts of the wall, but most have fallen to the dust-covered
floor and sha ered. Situated at the center of the chamber stands a slim pedestal of rusted iron
shaped like an upright dragon. In the dragon's mouth rests an empty tray.
The room once held items of importance to the old dragon cult. The remaining features are
dust-covered and worthless.
[–]
Two rows of dragon-carved marble columns march the length of the hall, most completely
covered in luminescent fungus. The cobbled floor is cracked and stained, and on it sit many
small wooden tables. The contents on the tables include mortars and pestles, small tools,
bowls filled with crushed leaves, chopped fungus stalks, and other plant specimens. The many
doors leading off this hall are all partly open.
Belak prepares various experimental concoc ons in his laboratory and the small chambers that
lead off it (see the sec ons below), with the fumbling aid of goblins that serve him. Any noise
or disturbance in the main area draws all the monsters, although those in the northwest
chamber respond most slowly.
Inves ga ngp28[–]
The containers on the small tables in the main area hold mashed leaves, fungus, bark, and
powdered roots. A character who makes a successful DC 10 Intelligence (Nature) check
iden fies many common varie es of tree, shrub, and fungus, although all have a pronounced
pallor, as if sun-starved.
Treasurep28[–]
One pile of herbs and supplies in the main chamber contains the ingredients of a healer's kit.
An assortment of tools and herbs can be salvaged to make up a herbalism kit and a set
of alchemist's supplies.
Northwest Chamberp28[–]
Snores are audible from the room to the northwest, which is a rough barracks. Sixteen small
pallets of ma ed fur cover the floor. Two pallets currently hold a sleeping goblin and
two goblin commoners (like those in area 40).
Southwest Chamberp28[–]
The goblins use a crude mashing, straining, and casking facility to create goblin wine, which
they and Belak are quite fond of. Two goblin commoners currently stand barefoot in the
mashing-tun, squashing roots and fungi into pulp. A dirty straining bin stands nearby, as well as
ten 2-gallon casks of the end product.
Two goblin commoners currently repair dirty goblin armor with cord, iron needles, leather
patches, and other crude implements of tailoring.
One goblin and two goblin commoners monitor the health of a diseased giant rat, which is
strapped spread-eagled onto a wooden bench. The rat suffers from horrible tumors that look
woody and fruit-like. Its tumors stem from an elixir Belak created to infuse twig blight traits
into giant rats.
On a stand in the corner is a fancy crystal vial (worth 5 gp) that contains the elixir. Drinking the
elixir exposes the drinker to the same disease that the diseased rat might impart with its bite,
except the ini al saving throw DC is 15.
Northeast Chamberp28[–]
Extra weapon stores include five ba ered scimitars, six shortbows, and forty arrows.
Southeast Chamberp28[–]
The room stands empty, and the caved-in back wall leads to a natural ri in the earth (see area
44).
The two galleries that lead to the arboretums have the same characteris cs. The doors to all
connec ng areas are closed.
[–]
Nodules of luminescent fungus hang from the ceiling and walls and grow in clumps on the
flagstone floor. The light illuminates por ons of grand bas-relief carvings on the stone walls
that aren't covered with the fungus. The carvings depict dragons in various stages of raining
fire down upon terrified people. Soil and compost cover half the chamber's floor, which allows
a variety of feeble plants to grow. A bench containing simple gardening implements stands
along the west wall.
Belak is using the galleries to grow aboveground vegeta on using the light of luminescent
fungus.
Creaturep29[–]
A bugbear gardener roams both galleries, tending the grasses for Belak. She is armed with a
sickle-bladed glaive; she has a reach of 10 feet and deals 2d10 + 2 slashing damage with it.
Treasurep29[–]
Developmentp29[–]
The neighboring arboretums (area 49) contain addi onal monsters. The closed doors and stone
walls prevent sound from entering these four areas. The creatures within join the ba le here at
your discre on.
49. Arboretumsp29[–]
[–]
Luminescent mist blurs the edges of this octagonal chamber. Nodules of glowing fungus dot
the stone walls and ceiling, as well as the caps of toadstools and mushrooms, small polyps,
pu alls, and lichen. The humid air reeks with rot.
The arboretums hold small samples of tradi onal Underdark ecosystems, which aren't difficult
for Belak to nurture. The stone doors leading to them are unlocked.
Southern Arboretump29[–]
A goblin and three goblin commoners gather fungus for use in area 47.
Southeast Arboretump29[–]
Several growths in the chamber are scorched and dead. Fungus shrouds holes similar to those
found in area 45, and a fire snake lurks inside one of these openings. It emerges if anyone
pokes into or closely examines the holes. If the snake comes out, a character who reaches into
the snake's burrow can recover two sapphires (worth 50 gp each).
Northeast Arboretump29[–]
Three skeletons—AC 12, 3 (1d6) bludgeoning damage with shovels or rakes—are at work,
clearing scorched plants. One twig blight, which is hos le to the adventurers, is with them. The
skeletons a ack anything the twig blight a acks.
Northern Arboretump29[–]
[–]
Dragon-carved granite blocks line this chamber's walls and ceiling, though many are crumbled
and broken, leaving stony debris on the floor. A huge marble statue of a rearing red dragon
stands in the curve of the western wall. The eye sockets of the dragon are empty, but a red
glow lingers there, providing reddish light throughout the chamber. The radiance casts an inky
shadow behind the statue's wide wings. A five-foot-diameter, circular le of dark stone is set in
the floor in front of the dragon statue. Runes are carved around the circular le's inner edge.
Inves ga ngp29[–]
Viewed in white light, the circular le is red. A detect magic spell can reveal that the le and
statue give off an aura of transmuta on. The runes on the le's inner edge read, in Draconic,
"Let the sorcerous power illuminate my spirit." If anyone speaks this sentence aloud while
standing on the le, a puff of spectral flame harmlessly envelops the speaker, gran ng the
target advantage on Charisma checks for 24 hours. Once the le is ac vated, it is dormant for
24 hours.
Creaturep29[–]
A shadow hides in the gloom behind the dragon statue. It a acks only those who spot it or who
a empt to inves gate the circular le or claim the treasure. The creature doesn't pursue those
who flee.
Treasurep29[–]
A loose stone is in the wall behind the statue, requiring a successful DC 15 Wisdom
(Percep on) check to find. Inside are 34 gp and two flasks of alchemist's fire.
[–]
Leaning and fallen stone bookshelves fill this chamber, though a clear path connects wooden
doors on opposite walls. Torn and burnt pages, bindings, and scrolls form disordered piles in
the corners.
Treasurep29[–]
Roo ng around in the wreckage, separate successful DC 15 Wisdom (Percep on) checks
uncover a spell scroll of scorching ray, a spell scroll of Melf's acid arrow, and a tome of dragon
lore bound in dragon scale and wri en in Draconic (worth 150 gp).
52. Underpassp29[–]
[–]
The steps descend 15 feet. An 8-foot-high stone corridor passes about 7 feet below the
northern arboretum (area 49), connec ng the stairways on either side.
The wooden door leading to Belak's study is closed and locked. The lock can be undone by
someone who uses thieves' tools and succeeds on a DC 20 Dexterity check.
[–]
A layer of soil covers the floor. Rough wooden shelves, filled with a sca ering of tomes and
scrolls, line the north and east walls, and a rough-hewn desk stands in the center of the
chamber. Fungus on the ceiling provides light, apparently in sufficient quan ty to nourish
several small bushes and pale saplings that grow in the soil.
Inves ga ngp29[–]
In his study, Belak stores seasonal records of growth, precipita on, harvests, and similar notes
for the surrounding lands for the last dozen years. One interes ng tome tled (in
Draconic) Treasures of the Fire Lords has a glyph of warding spell with an explosive runes effect
on it. The glyph is on the second page, and it's triggered when someone opens to that page.
Otherwise, the book is blank.
If the glyph is triggered, it erupts with magical energy in a 20-foot-radius sphere centered on
the book. The sphere spreads around corners. Each creature in the area must make a DC 12
Dexterity saving throw. A creature takes 22 (5d8) cold damage on a failed saving throw, or half
as much damage on a successful one. The cold doesn't damage the other works here.
Developmentp30[–]
If any obvious disturbance occurs here, the goblins in area 54 set an ambush for intruders. They
wait at least 10 minutes before coming to inves gate.
Treasurep30[–]
Separate successful DC 15 Wisdom (Percep on) checks uncover a spell scroll of entangle,
a spell scroll of protec on from poison, and a tome on druidic theories on the cycle of life and
death (worth 150 gp). Cubbyholes in the desk hold 365 gp and four agate gems (20 gp each).
Twigs and roots are piled on the floor of this sagging chamber. The collapsed southern wall
opens into a vast cavern. Luminescent fungus on the rough walls and the high roof loom over a
twilight grove of sickly briars, bushes, saplings, and other woody plants. Ruined walls and
hollow towers protrude from the briars.
Creaturesp30[–]
Four goblins sort the specimens for Belak. They are hos le to intruders. If things go badly for
them, they cry out in Goblin, saying, "Aid us, Protector of the Twilight Grove!"
Developmentp30[–]
Some mes the twig blights in area 55 a ack the goblins out of sheer malice. Thus, a call from
the goblins doesn't bring all the forces of the cavern down on the characters. But if the goblins
do call, four twig blights arrive from area 55 and a ack.
Inves ga ngp30[–]
Any character who gazes into area 55 and succeeds on a DC 10 Wisdom (Percep on) check
spots the blackened top of the Gulthias Tree in the distance. If the check succeeds by 3 or
more, the character also spots the twig blights creeping around in area 55.
[–]
Pale, spindly briars press close, cas ng twisted shadows on the earth floor in the violet light.
Briarsp30[–]
The most successful aboveground plants that Belak has transplanted in the Twilight Grove are
the briars, though they appear sickly and pale, with blighted leaves. Other common plants and
bushes are also represented, though they are equally afflicted.
The briars don't hinder Small and smaller creatures. Larger creatures must either spend 2 feet
of movement for every 1 foot moved or make a DC 10 Cons tu on saving throw for every 10
feet moved. On a failed save, the creature takes 1 piercing damage from the briars.
A 5-foot-by-5-foot area of briars can be cleared if it takes 20 damage of any type other than
psychic.
Creaturesp30[–]
Ten twig blights, less any that were dispatched in area 54, are spread about the grove. A er
moving 50 feet into the cavern, the characters come upon 1d4 of the hos le creatures. Any
significant noise, such as from combat or clearing the briars, also a racts 1d4−1 twig blights
(minimum 0) each round.
Developmentp30[–]
If the characters get to area 56 before all the twig blights have engaged, the rest of the
monsters hold off their a acks. Any conflict that involves yelling in a language other than
Goblin, the use of flashy magical effects, or similar no ceable elements alerts Belak in area 56
to the approach of invaders.
56. The Gulthias Treep30[–]
[–]
A walled clearing is here among the briars. The walls are about twenty feet high, which is less
than half the height of the cavern's ceiling. Several varie es of plants grow around the
perimeter of the clearing, including a few suspicious-looking saplings, but their importance
pales before that which stands at the courtyard's center. Beneath the fungal light grows an evil
tree. Its blackened, twisted limbs reach upward, like a skeletal hand clawing its way out of the
earth. Before it stand a few twig blights; a heavily armored, young human male with a shield
and sword; a blonde, young human woman in a robe fit for a noble; and a middle-aged,
bearded human male wearing a hooded brown robe and armed with a staff and sickle. The
younger humans have black eyes and gray skin with the texture of bark.
p30[–]
A Gargantuan plant, the Gulthias Tree has AC 10 and 35 hit points. It is immune to necro c,
poison, psychic damage, and it has resistance to piercing damage. The tree has vulnerability to
fire damage.
Fruit. Two magical fruits (evoca on school) ripen on the tree each year. Each fruit resembles an
apple, but it slowly extrudes from the tree like a cyst. Up to a week before the summer sols ce,
a ruby red fruit grows. Someone other than a construct who eats a quarter or more of it
regains 70 hit points. In addi on, any blindness, deafness, and diseases affec ng the eater end.
Up to a week before the winter sols ce, a sickly white fruit grows. Someone who eats a quarter
or more of it takes 70 necro c damage. Each fruit has 1d4 seeds that, if planted, grow leafless
woody shrubs that animate as twig blights a er one year.
Tree Thralls. If a humanoid is bound to the bole of the Gulthias Tree, over the next 24 hours
the vic m is sucked completely into the tree. Once the vic m is completely absorbed into the
tree, it becomes the tree's thrall, and is expelled over the course of 1 hour. The Gulthias Tree
can have only four thralls at any one me. A vic m's skin is rough, gray, and bark-like. A thrall is
totally corrupted, becoming neutral evil. Such a creature exists only to serve the Gulthias Tree
and those who tend it (such as Belak). It possesses all of its former abili es and gains the
following traits:
Tree Thrall. If the Gulthias Tree dies, the thrall dies 24 hours later.
Creaturesp30[–]
Belak the Outcast spends much of his me studying the Gulthias Tree, but he is well aware
when the characters are approaching. He is a human druid, and he has the following spells
prepared:
Interac onp30[–]
When the characters arrive, Belak says loudly, "Hold a moment, you know not what you do!" If
the characters engage him in conversa on, he can share the following informa on:
[–]
What are you doing? "I am Belak, called the Outcast. My circle expelled me, the fools. Why?
Because I dared to expand nature's reach in ways they couldn't grasp. I have found what I
sought in the Gulthias Tree."
What is the Gulthias Tree? "It's beau ful, no? It lives, though it looks dead. In an age long past,
someone staked a vampire on this very spot. The stake took root. And so grew the Gulthias
Tree, reverbera ng with primal power for those who can tap it."
What's with the s ck-monsters? "The twig blights grow from seeds of the tree's fruit."
What's going on with the fruit? "I give fruit to the goblins with orders to disperse their seeds on
the surface. Decei ul beings that they are, the goblins barter the fruit, but the seeds are
dispersed all the same. My plan for colonizing the surface with the children of Gulthias
con nues."
What did you do to the other adventurers? "They were the first supplicants. The Gulthias Tree
has accepted them, and they are mine to control, just like the twig blights. You can't save
them."
Why are you talking to us? "Though your remains would enrich the compost, you'll serve my
needs be er as supplicants. You shall retain your lives, a er a fashion. Surrender and submit
peacefully, or perish!"
While this interac on proceeds, Sir Braford, the three twig blights, and Belak's frog posi on
themselves between the characters and Belak (Sharwyn stands next to Belak).
Combatp31[–]
If a fight breaks out (which will happen unless the characters actually submit to Belak), the twig
blights, the frog, and Sir Braford a ack the characters physically. Sir
Braford uses Sha erspike (see appendix A) to destroy his foe's weapon, if possible.
Belak casts barkskin on himself, possibly before melee occurs. He also makes early use of
his wand of entangle (see appendix A), a emp ng to hold the transgressors in place. If Braford
looks like he needs healing, Belak casts healing spells on him, as well. Sharwyn uses her
repertoire of spells to best advantage, resor ng to her dagger only in despera on.
Developmentp31[–]
During a ba le, if any twig blights remain in area 55, 1d4−1 of them (minimum 0) enter this
area each round.
Targe ng the Treep31[–]
Wallsp31[–]
The courtyard's walls stand 20 feet tall, and the cavern's stalac te-do ed ceiling is 50 feet up.
Treasurep31[–]
Belak has a key (to area 53), three po ons of healing, two doses of an toxin, and his wand of
entangle. Sharwyn wears her gold Hucrele signet ring (worth 20 gp).
A ermathp31[–]
If the characters kill the Gulthias Tree, Sharwyn and Braford die 24 hours later (unless you
decide they can be saved somehow). If Belak survives, his former servants turn on him, and he
a empts to escape. If he succeeds in ge ng away, he might appear later to trouble the
characters.
If the characters reveal the truth about the fruit's seeds to the villagers of Oakhurst, those folk
cut down and burn all growing saplings.
[–]
As the villagers set the evil saplings alight, the mayor turns to you with a frank expression. "You
realize that our ac ons have set loose several of these abomina ons upon the world. Who
knows what these twisted plants are doing now?"
The mayor is right. Twig blights that are already loose in the world can s ll reproduce through
root sprouts, as aspen trees do. Although it is likely a hopeless task, the characters can search
out these twig blights and destroy them. It's up to you and your players to determine what
happens next. At any rate, if the characters warn Oakhurst's residents about the seeds, they
have taken their first steps toward gaining a measure of fame and establishing a rapport with
local residents.
In addi on, if the characters return the Hucrele signet rings to the family matriarch, they
receive the promised monetary award. If they bring back the remains of Sharwyn and Sir
Braford, the matriarch begins funeral arrangements and invites the characters to a end. If they
accept, they can begin to establish a long-term rela onship with the Hucrele family, which can
prove useful in later adventures.