The Sunless Citadel Session 1

Session 1 of “The Sunless Citadel” begins with the player characters preparing for their adventure in a tavern in Baldur's Gate. They discuss using critical fumble tables and character abilities. The group decides to head to the Sunless Citadel to attempt a rescue.

Their journey takes them through a large forest on the Sword Coast, named after the elven dragon slayer Ted here. The travel is mostly uneventful, aside from the old road being overgrown. They eventually make camp for the night.

During the night, while Navin is on watch, the party is attacked by four humanoid plant-like creatures that emerge from the trees. Combat ensues, with various characters using spells like dust and firebolt and attacking with weapons. They manage to defeat all four creatures, which are described as being made of twigs and plants.

The next day, they continue their journey and reach a narrow ravine with broken pillars covered in dwarven runes. A sturdy knotted rope is tied to one of the pillars, leading down to a ledge about 50 feet below. One of the adventurers climbs down and finds handholds carved into the cliff. The ledge overlooks a dark chasm.

On the ledge, they are attacked by three giant rats. Another combat takes place, and the adventurers successfully defeat the rats. They discover humanoid footprints leading down a set of stairs and the remnants of old campfires, including goblin-made spear tips.

They proceed down the stairs and arrive at the Sunless Citadel, which appears long forgotten and in disrepair. They enter a small courtyard and find a closed door. Checking for traps, they find none and open the door.

Beyond the door is a circular room containing the bodies of four goblins, one impaled by a spear. The bodies are estimated to be about a month old. There are three other wooden doors leading from this room.

The party investigates two of these doors. One opens into a ten-foot-wide corridor with three more doors. Magical light orbs are cast to illuminate the corridor. One of the doors leads to a small chamber with a rusty iron keg and pipes, which seems to be part of a water system. Another door reveals an empty room filled with rocky debris.

Upon opening the door to the keg room, two elemental creatures, one of ice and one of steam, emerge and attack. A surprise combat round occurs. Despite taking some damage, the adventurers manage to defeat both the steam and ice mephits.

After the combat, they heal their wounds and search the keg room, discovering five tiny sapphires within the keg. These sapphires are identified as part of the magic used to bind the mephits.

The session concludes with the game master announcing variant rules for inspiration and the healer feat that will be used in future sessions.