The Sunless Citadel Saga: A Chronicle of Bravery and Budding Heroism (Sessions 1-7)

Our tale begins in the welcoming, if slightly tired, Old Boar Inn of Oakhurst, a subsidiary of Choice Hotels International (though they don't give out miles, unfortunately). Here, our band of adventurers, including Shannon, Navin, Anna, Murky (also referred to as Turkey), Damon, and Tempest, answered a plea for help. Carolyn de Krell, a local merchant, sought the rescue of her missing son and daughter, who had ventured into the ominous Sunless Citadel over a month prior. She offered salvage rights to the citadel and a double payment if her children were returned alive.

Session 1: A Plea and the Descent

Refreshed after a night's sleep, the party gathered their belongings, ensuring they had all necessities. They then embarked on the couple of days' walk to the fabled Sunless Citadel. As night fell during their journey, they made camp and established a watch. Their peaceful rest was disturbed by an attack of tree-like, plant creatures that nearly set the forest ablaze. The adventurers successfully dealt with this threat and continued their journey. Upon reaching the desolate, vine-choked ravine, they descended into the darkness, finally entering the fabled Sunless Citadel.

Session 2: Kobolds, Dragons, and Goblins

Inside the dimly lit citadel, the party soon encountered a locked door. After some effort, Anna managed to pick the lock. Beyond lay a crumbling chamber where they discovered a weeping kobold named Meepo. Meepo, distraught over the theft of his dragon, a small white wyrm named Snapjaw, explained that goblins had taken it. Despite his emotional state, the party gleaned that the dragon was indeed taken by goblins. Meepo, eager for the dragon's return, offered to guide the party through the citadel, revealing secret passwords. He led them to the kobold living quarters, introducing them to the rest of his tribe. Eventually, the party was granted a key by the kobold leader to a passage leading into goblin territory, with Meepo agreeing to accompany them. Their foray into goblin territory began with the immediate stench of garbage and rotting meat and a swift combat encounter with three goblins.

Session 3: Traps, Charms, and a Steamy Foe

Continuing their exploration of the goblin-infested areas, the party faced a locked door indicated by a purple arrow, a route previously unexplored by the kobolds due to a magical lock. After several attempts, Navin managed to force the door open. This led them into a dilapidated room with collapsed walls and a stone door bearing a carving of a rearing dragon with a keyhole in its mouth. They wondered if the key they received from the kobolds would fit. However, their investigation was interrupted by a strange occurrence. As they moved within five feet of the dragon carving, the dragon's jaws began to move, and a voice posed a riddle. Their contemplation of the riddle was cut short as they were charmed by a magical effect. Retreating from the room, they encountered a steam mephit in a nearby hallway. A chaotic battle ensued, with the mephit unleashing steam attacks.

Session 4: Sapphires and a Moment of Respite

Having defeated the industrial-strength water heater (as the steam mephit was jokingly referred to), the party took a moment to bandage their wounds. While tending to their injuries, Tempest spent time casting detect magic in the room where they fought the mephit. This ritual revealed five tiny sapphires, which were identified as part of the spell binding the mephit. Feeling the need to recover their strength and spells, the party decided to take a short rest in the relative safety of the area.

Session 5: Back to Goblin Territory and Deeper into the Citadel

Fully rested, the adventurers ventured back into goblin territory. Their exploration led them to a room with a fire-breathing fountain, which Damon inadvertently triggered with a fire bolt, setting off a poison mist trap. Despite the hazards, they managed to rescue a small halfling prisoner named Erky Timbers. Erky, grateful for his freedom, pledged his allegiance to the party. Continuing their search, they discovered the body of a ranger, one of the individuals who had come to the citadel prior to them. Looting the body, they found useful supplies and a gold ring with his name engraved. Their journey took them further down a circling shaft lined with vines, leading to more encounters with goblins, including one in a practice archery range. They also discovered a room with sarcophagi, which sprang open to reveal five skeletons.

Session 6: Belak's Lab and Garden Horrors

Delving deeper, the party encountered a room where goblins were experimenting on a diseased giant rat. A fight broke out, resulting in the rat's demise. They then discovered a weapon storeroom containing arrows, scimitars, and short bows. A smaller group investigated a cavern with two giant rats, leading to another skirmish and the discovery of treasure. Kicking open a door, Murky revealed a bugbear doing gardening. After defeating the bugbear, they found a potion of healing. Further exploration led to a garden with more goblins and then a chamber with scorched fungus and a fire snake. Defeating the snake yielded a single sapphire. Finally, they entered a room with three skeletons and a twig blight, where Murky used his Channel Divinity to turn one of the skeletons. At the session's end, having cleared numerous threats, the Dungeon Master announced that the party had reached third level and would take a long rest.

Session 7: The Gulthias Tree and the Outcast's Demise

Refreshed and empowered, the adventurers continued their exploration, starting with a room filled with sickly plants. They then entered a domed chamber featuring a massive marble statue of a rearing red dragon and a runic tile. Deciphering the Draconic inscription, Nettleack (presumably a sorcerer) stepped onto the tile, receiving a magical boon. This triggered an attack by a shadow, which they managed to defeat. Behind the dragon statue, they found a hidden alcove containing gold and alchemist's fire. Their exploration led them to a library filled with decaying books and scrolls. They also found a tome titled “Treasures of the Fire Lord”, which triggered a glyph of warding, exploding with cold energy. Further exploration led them to the Twilight Grove, where they encountered more goblins and twig lights. Eventually, they reached a blog clearing where they confronted Belak the Outcast, the likely culprit behind the troubles in the citadel, along with two corrupted individuals, Charlaine and Sir Bradford, and Belak's pet frog. A fierce battle ensued. Despite Belak's silenced commands, the party fought valiantly, ultimately defeating Belak and his allies, including the unfortunate frog. They discovered Belak's plans involving the evil-looking Gulthias Tree and its enchanted fruit. Navin and Damon focused their attacks on the tree, setting it ablaze and destroying it. Looting the bodies, they found valuable items, including Sir Bradford's +1 magical sword, Shatterspike. With their primary goal accomplished, the party decided to return to Oakhurst. They briefly considered the kobolds and the chained dragon within the citadel, opting to leave them be. Upon returning to town, they informed Carolyn Hakuro of her children's fate, burying their bodies with respect. Carolyn, though saddened, found closure and granted the adventurers salvage rights to the citadel, keeping only a spellbook and holy symbol. The mayor, learning about the spread of twig blights due to the goblins selling enchanted fruit, organized their eradication and declared a “National Navin Day”, marking the end of the “Sunless Citadel” adventure. The session concluded with discussions about future adventures.