Sunless citadel pdf download 3.5






















DWF files are highly compressed, smaller and fast. An oversized pdf file can be hard to send through email and may not upload onto certain file managers. Luckily, there are lots of free and paid tools that can compress a PDF file in just a few easy steps. Public Pastes. JavaScript 15 min ago 0. Arduino 38 min ago 0. Arduino 39 min ago 0. Arduino 40 min ago 0. Arduino 42 min ago 0. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.

Made in the U. Visit our website at www. Player characters PCs who survive the entire adventure should advance through 2nd level to 3rd level before the finale.

Encounter Levels: The Sunless Citadel also accommodates parties of more than four 1st-level players, and it can handle parties of 2nd and possibly even 3rd level who do not mind an initial bit of easy going. That means a group of PCs of more than four players or those who begin the adventure at 2nd or even 3rd level require less time to recover between encounters. It also means that the Dungeon Master DM must either divide the total available experience point XP awards among more people or award higher-level characters less XP per encounter than what a 1st-level party would gain in the same encounter.

When the PCs achieve sufficient XP to advance to their next level, allow them to advance during the course of the adventure. In fact, PCs should advance to 2nd and possibly to 3rd level while adventuring in order to adequately face the final challenges of the module. A copy of the Monster Manual is also useful.

Text that appears in shaded boxes is player information, which you can read aloud or paraphrase to players when appropriate. Sidebars contain important information for the DM. More often than not, DMs can find abbreviated monster statistics with each encounter.

Full monster statistics appear in alphabetical order in the appendix. One of the responsibilities of the DM is to review these statistics before the game starts so as to refresh his or her memory of the more distinctive characteristics of the creatures. Individual encounters possess an overall rating called the encounter level EL , if appropriate. The encounter level is not necessarily a tool to calculate total experience points for each encounter.

The concept of encounter level is important only as a point of information, allowing you to gauge the strength of a specific encounter at a glance. To calculate experience for a given encounter, refer to the challenge rating provided for each monster in the appendix.

The total experience award is then divided by the number of PCs and possibly NPC party members who were present at the beginning of the encounter. This adventure involves a once-proud fortress that fell into the earth in an age long past. Rechristened the Sunless Citadel, its echoing, broken halls now house nefarious races and 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. Belak was drawn to the buried citadel twelve years ago, following stories of oddly enchanted fruit to their source.

The druid found an ageold fortress pulled below the earth by some past magically invoked devastation. With the ancient inhabitants long dispersed, vile and opportunistic creatures common to lightless dungeons infested the subterranean ruins.

But at the old fortress's core, Belak the Outcast stumbled upon the Twilight Grove. He discovered at the grove's heart the Gulthias Tree, which sprouted from a wooden stake used to slay an ancient vampire. Upon the Gulthias Tree, magical fruit extrudes forth: A single perfect ruby-red apple ripens at the summer solstice, and a single albino apple ripens at the winter solstice. 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 enjoyed wider dispersal in the surrounding lands, promoting good and ill. But the seed of either fruit, if allowed to sprout, brings forth only ill: Vaguely humanoid and evilly animated stick bundles known as twig blights eventually spring forth.

Player characters discover that rumors of a sunken fortress are true. Heroes deal with monstrous threats and ancient traps, dire vermin and mysterious twig blights, as well as warring kobold and goblin tribes. Oakhurst: The PCs may occasionally retreat to a nearby small town to recuperate and replenish supplies. Goblins: The adventurers have less luck dealing peacefully with the goblins, who feel confident of their strength and prove unwilling to negotiate.

There, PCs learn the truth of the enchanted fruit. They also must confront and defeat Belak the Outcast and the Gulthias Tree if they hope to win free and feel the light of day again. Refer to the Overland Map on the inside front cover. The PCs can be drawn to the dungeon via the following methods which are mutually compatible. Relate the information immediately below to the players as necessary to get them interested in journeying to the dungeon site.

Or, you can photocopy the hooks described below, cut them out, and hand one to each of your players give the same hook to two or more characters if necessary. Simple Adventuring: 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 perfect site for heroes intent on discovery, glory, and treasure! Contracted: Another party of adventurers, locally based, delved into the Sunless Citadel a month past. They were never seen again.

Two human members of that illfated adventuring 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 town 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 gp per signet ring, per PC. If the PCs bring back the Hucreles in good shape of good mind and body , she offers to double the reward. Solving a Mystery: The goblin tribe infesting the nearby ruins called the Sunless Citadel, though no one knows why ransoms 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 townspeople 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 sometimes 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 after the saplings reach 2 feet in height, they are stolen—every time. The townsfolk assume that the jealous goblins send out thieves to ensure The Small Town their monopoly of enchanted fruit. You of Oakhurst are interested in piercing the mystery The community closest to the associated with how wretched goblins dungeon is a small town called could ever possess such a wonder, and Oakhurst or a name more how they steal every sprouting sapling appropriate to the DM's camgrown from the enchanted fruit's seed.

The small tree of healing, hoping to heal an ailing town follows the rules noted for friend or relative. Oakhurst small town : wOakhurst Conventional; AL NC; 1, gp limit; Assets 45, gp; Population ; Mixed human 79, halfling 9, elf 5, dwarf 3, gnome 2, half-elf 1, half-orc 1.

Notes: The saplings growing at the edge of town go missing, possibly during the PCs very next visit to Oakhurst. Unbeknownst to the villagers, the saplings animate as twig blights in the dark of night, and they scuttle off on their own, continuing their slow colonization of the surface.

See the description for twig blights in the appendix. No one knows for sure what the Sunless Citadel once was, but old legends hint that it served as the retreat of an ancient dragon cult. Player characters who succeed at a Knowledge check history, geography, or local, DC 12 , or ask someone in Oakhurst know that the desolation is attributed to the ancient rampage of a dragon named Ashardalon.

They're frightened by stories of new monsters that maraud by night. No one has seen these creatures, nor do they leave a discernible trail; however, cattle and people who have been caught out alone have been found dead the next day, pierced by dozens of needlelike claws. Sir Braford was not a local, and he had a magic sword called Shatterspike. This apple is corpse-white and utterly poisonous, even to the mere touch of the skin.

About thirteen years ago, a grim man named Belak stopped by, and he had a very large pet tree frog. Apart from making a piece of fruit available on the Gulthias Tree, choosing a season also provides you with additional details to relate to the PCs, which enhances the adventure. If you choose summer, the hills are lush with growth, though the heat sometimes grows oppressive. If the PCs embark during the winter, temperatures hover just above freezing by day and plunge below it at night.

The PCs will need heavy winter clothes. Snow and wind conspire to create massive drifts across the Old Road. Creatures with darkvision, such as dwarves, can see without a light source to a distance of 60 feet in all directions. But, many PCs do not have darkvision, and must resort to artificial light.

Creatures with low light vision can see twice as far as noted below. Ask for a volunteer to be the party mapper. It's the mapper's job to listen carefully to your description of each area, noting its size and exits, and to record that information on a scratch sheet or graph paper. This information lets you know generally where each character is with respect to each other, which is important if the PCs are suddenly attacked or if you need to determine who walks into a trap first.

The overgrown Old Road winds through rocky downs, near stands of old-growth oak, and past 1d4 abandoned farm shacks. The lonely road is empty of all travelers except for the PCs. This distance requires half a day of walking for creatures with a speed of 20 or a quarter of a day for those with a speed of Mounted PCs can cover the distance in a few hours. Player characters who strike off overland, eschewing the road, discover that the rough downs slow travel sufficiently that the trip takes twice as long.

If defeated, the blights appear to be loose bundles of snapped and broken twigs. Tactics: The twig blights attack under cover of night and from surrounding foliage if any. They sound like wind blowing through dry leaves as they shuffle forward. Player characters without a light source or the ability to see in the darkness have a -3 penalty to all attack rolls the moon and stars shed some light.

See the appendix for more information on this new monster. Dark Ravine Player characters who arrive during daylight hours have a good view of the site, which is depicted on the Sunless Citadel Cutaway Map. If they arrive in the darkness of night, the player characters see only what their light sources and vision capabilities allow. The Old Road passes to the east of a narrow ravine. At the road's closest approach to the cleft, several broken pillars jut from the earth where the ravine widens and opens into something more akin to a deep, but narrow, canyon.

Others are broken, and several have apparently fallen into the darkness-shrouded depths. A few similar pillars are visible on the opposite side of the ravine. The ravine runs for several miles in either direction, 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. It also plunges much deeper into the earth near the pillars described above. See the Sunless Citadel Cutaway Map. If the PCs investigate the area, they discover that the pillars are generally worn and broken, and graffiti in the Dwarven alphabet covers most of them.

Characters who know Goblin after translating the letters from Dwarven recognize the inscriptions as warnings and threats against potential trespassers. A successful Search check DC 13 reveals that the area in and around the pillars has hosted countless small campfires—some of them recent about a month ago. However, someone went to some effort to hide the evidence of the camps from casual scrutiny. Anyone standing next to the ravine immediately notes a sturdy knotted rope tied to one of the leaning pillars.

The rope hangs down into the darkness below. Judging by its good condition, the rope couldn't have been tied there any longer than two or three weeks ago. Player characters can also see older and weathered hand- and footholds carved into the cliff face. These are goblin-carved.

Descending: Player characters can easily climb down the knotted rope Climb check DC 0 , using the wall to brace themselves. They descend 50 feet to the citadel foyer area 2. Attempts to climb down the naked rock using the carved hand- and footholds are more difficult Climb check DC A failed Climb check indicates that a clumsy climber falls from a height of 25 feet.

The fall inflicts 2d6 points of damage. In addition, you should note whether the player characters take extra care to move quietly. Allow those who want to move quietly to make a Move Silently check opposed by the rats. Make a note of which character first hits the ledge area 1 by falling or without being quiet about it. 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 roughly hewn stairwell zigs and zags down the side of the ledge, descending into darkness. Even PCs with darkvision cannot see the far wall of the chasm, which is feet to the west, nor the bottom of the subterranean vault, which is 80 feet below. After PCs deal with the monsters, they can search the ledge at their leisure.

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 sunk the fortress at the same time.

Because of residual enchantments, much of the structure survived its descent into the earth. With the cultists dead, goblins and other creatures moved in, and they have survived here for hundreds of years.

The goblins once patrolled the area around the ravine area 0 to rob those who passed by. However, with the Old Road falling out of use over forty years ago, the goblins rarely pay much attention to this entrance.

Also, a tribe of kobolds has recently challenged the goblins' ownership of the fortress level. Both groups constantly skirmish one another as they vie for control. Thus, the cleft offers the PCs a good opportunity to gain entry to the dungeon without attracting too much attention.

The missing party that came here before them did much the same; the rope left tied to the pillar was theirs. Though both the goblins and the kobolds claim the Sunless Citadel as their property, they've never visited several of its chambers. Likewise, the goblins and kobolds avoid entering the grove level. In the past, they feared that the grove was haunted. With the arrival of the Outcast twelve years ago, their belief is vindicated. Belak the Outcast orders the goblins to distribute the midsummer fruit each year, and the goblins obey him out of fear.

The footprints head down the stairs. Extraordinarily large rat prints are likewise abundant. The search also reveals 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. The ashes hide roughhewn spear tips of goblin manufacture and small animal bones from past meals. Creatures EL 1 : Drawn by the occasional surface animal that accidentally falls into the ravine, three dire rats are sniffing around the rubble.

They hide amid the debris at the first scent of PCs above. A dire rat looks like a more feral, 3-foot-long version of a normal rat. Tactics: Dire rats attack the first PC down the rope who fell or didn't move silently. The dire rats may gain a surprise partial action due to their initially hidden position, and they use these partial actions to close the distance between themselves and their target.

The rats attempt to flank the PC, which means that while one rat moves to attack, a fellow rat moves directly opposite the first rat. Creatures who fall off the ledge take a lethal 8d6 points of damage. However, they are not dangerous to any except those who move at a run, which requires a Balance check DC 13 to avoid falling off at each switchback. Likewise, a melee combat on the stairs could potentially pitch off the stairs any creature who takes a hit for 5 or more points of damage and fails a Balance check DC Three switchbacks are on the stairs, each of which opens onto a small landing.

A fall from the first, second, or third switchback plummets victims to area 3 for 6d6, 4d6, or 2d6 points of damage, respectively. The second and third landing allows those with darkvision a view of the area below. At the edge of sight, a fortress top emerges from the darkness. The subterranean citadel, though impressive, seems long forgotten, if the lightless windows, cracked crenellations, and leaning towers are any indication.

All is quiet, though a cold breeze blows up from below, bringing with it the scent of dust and a faint trace of rot. The stairs on this switchback lead up to area 1, and down to area 3, as shown on the Fortress Level Map. Crumbled Courtyard The narrow stairs empty into a small courtyard, apparently the top of what was once a crenellated battlement. The buried citadel has sunk so far into the earth that the battlement is now level with the surrounding cavern floor.

The floor stretches away to the north and south, and it is apparently 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. Surrounding Masonry Debris: The expanse of crumbled masonry surrounds the entire citadel, as shown on the Fortress Level Map.

Player characters attempting to cross it immediately note its unsteadiness. Small characters may plunge down into its unsteady core. Player characters who press forward despite the dictates of common sense must make a Balance check DC 15 for each 10 feet of rubble traversed. A failed check indicates a slab of masonry below the PC shifts, dumping that PC into a debris-lined cavity.

Climbing back out requires a successful Climb check DC 15 —a failure dumps the PC back into the cavity. Attracted dire rats, who have no problem squirming through the rubble, attack any PCs still standing on the stable courtyard 3 rounds later, possibly gaining surprise.

You can allow PCs to make Listen or Spot checks to see if they notice the rats coming through the rubble. A 1-foot-wide catwalk allows safe access to the door, for those who know of the trap. Dwarves and rogues have a chance to find the trap before setting it off. A spring on the trap resets it 3d6 rounds after it is sprung. It contains two long-dead and skeletal goblins, one goblin dead for about a day, and one live dire rat. The rat slipped into the pit to feed on the fresh goblin, but it was caught when the trap reset.

Or, the dire rat can climb out of the opened pit and attack PCs reluctant to enter. Tower Shell This circular area is cobbled with cracked granite, upon which sprawl four goblins, all apparently slain in combat. One stands with its back against the western wall, the killing spear still skewering it and holding it upright. Three wooden doors lead off from this the area. Above, a hollow tower of loose masonry reaches 30 feet, but the intervening floors and stairs are gone, except for a couple of crumbled ledges.

Investigation reveals that the four goblin bodies are about a month dead, though rats have gnawed at them. The bodies are looted of all valuables, though each goblin possesses a short sword, if someone removes the spear pinning the goblin to the wall, the body slumps to reveal deep-set and impressive runes in the wall.

Those who know the Draconic language can read "Ashardalon. Secret Pocket Player characters can access the secret pocket chamber only through a secret door, which they must find with a successful Search check DC As always, elves gain an automatic Search check if they pass within 5 feet of a secret door.

The secret door is trapped with a needle trap; luckily the poison has evaporated, and the needle inflicts only 1 point of damage on its victims. 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. These archers date back to the time before the citadel plunged below the earth. Unfortunately, the violence of that act killed all three, at the same time instilling in them the seed of unlife.

The arrow slits they once commanded are now buried below the heaped rubble field outside the fortress. No goblin or other monster has discovered this niche since. If a PC enters the chamber, the skeletons animate. Creatures EL 1 : The skeletons are animate pinpoints of red fire kindle in their eye sockets as they rise , though they lie quiescent until disturbed. Though they carry the trappings of archery, they eschew this weaponry in favor of their skeletal claws.

Tactics: When they animate, one or more skeletons slip into area 4 to make room for the investigating PC in this pocket chamber. The skeletons still in the room attack the remaining PC, while the expelled skeleton attacks any PCs still in area 4. Remember that both PCs and monsters can move through squares occupied by their allies thus allowing the skeletons to exit the chamber if necessary, should any space remain clear outside the room.

At the same time, you should be aware of any attacks of opportunity that may become available as both player characters and their foes move around. Old Approach The masonry walls of this foot wide hall are in poor repair. The far end is especially bad, as it has completely collapsed, filling the southern section with rubble.

The western wall is in much better shape than the other walls, and it holds a stone door with a rearing dragon carved in relief upon it. The door contains a single keyhole, which is situated in the rearing dragon's open mouth. Dungeon Features The following features are true unless otherwise noted in a specific area description. Doors: Two types of doors are found in the Sunless Citadel: wooden and stone. Unless noted otherwise, average doors have the following qualities: u W ooden Doors: 1 in.

Stone Doors: 2 in. Player characters can attempt any number of activities before opening a door, including listening at it and checking for traps. If PCs elect to listen at a door, check the keyed encounter of the room beyond to determine if any creatures inhabit the area on the other side.

You may want to set a DC and have the PCs check, just to keep the players guessing. If the room beyond provides no instructions otherwise, set the DC at 14, and if very soft noises might be heard, set the DC at Light: Beyond area 2, many rooms of the underground dungeon are lightless, unless specifically noted otherwise in a room's description. A light source is required for PCs to see without darkvision. Ventilation: All keyed areas contain an adequate air supply, unless noted otherwise.

The air is renewed from countless cracks leading to the upper open cavern and the surface, as well as many miniature tunnels leading to thriving Underdark ecologies.

These cracks are individually too small for any but Fine creatures to navigate. The stone door on the western wall features a relief sculpture of stylistically carved dragons in flight. It is securely closed and locked; see area 7 for more details. The rubble serves as a convenient pathway into and out of many rooms from the exterior rubble field.

The rat attacks anyone who moves to within 5 feet of the edge of the rubble or anyone who is left alone in this area. Gallery of Forlorn Notes As mentioned in area 6, the door connecting the gallery to the old approach is carved of stone. The door had arcane lock cast upon it, and it may be opened only in the following ways: by a knock spell, by the original caster unlikely , by a successful Strength check DC 36 , or by the proper key.

The key, which is an enchanted item with a permanent knock spell specific to the gallery door, lies in area For as long as the key is in the door, the lock opens both physically and magically.

The key cannot be used elsewhere in this manner. Kobolds and Goblins This is the PCs' best shot at gaining entry. Once unlocked, this door opens easily. The kobold and goblin commuAs the door to the gallery opens, a hissing nities are enemies, but each noise and a puff of dust around the door responds similarly if attacked by indicates that the chamber has been sealed PCs. Attacking PCs who fall back for ages. Alerted monsters reinforce cleared rooms with kobolds or goblins previously stationed in other rooms.

For example, three kobolds from one of the rooms keyed to area 16 could be evacuated and stationed in area 15 with orders to set an ambush for returning PCs.

Or, four goblins from one of the rooms keyed to area 36 could be redeployed to area 32 to guard against another PC intrusion. Keep track of these changes on the map, so that PCs do not run into the same kobolds or goblins twice. Three alcoves are on the north wall, and one is located in the south wall. Each alcove contains a dust-covered stone pedestal with a fist-sized crystalline globe upon it. Although the globes in the northern alcoves lie cracked and dark, the globe in the southern alcove glows with a soft blue light.

Faint tinkling notes spring forth from it. No goblin or other intruder has accessed this chamber or those beyond it since the citadel slid into the earth. The PCs who note the inch-thick dust layer, undisturbed, easily realize the situation. The stale air points to similar conclusions. Trap: The lit globe begins to play loudly when any PC moves to a position within 5 feet of it. For 5 minutes, brooding music swells within the area and 20 feet into any adjacent area whose door is open. Everyone present must succeed at a Will saving throw DC 18 every 10 rounds or move at full speed to area 3.

Those affected attack anything that hinders them, whether it's another creature or a barrier of some type. Once reaching area 3 or after 3 rounds of attempting to reach area 3 , affected PCs stand and stop up their ears for 10 rounds, after which the effects fade.

If someone attempts to smash the globe hardness 4, hp 10 , then and only then does the effect end. Bards can attempt to use their countersong ability see the Player's Handbook for specifics on using this ability. If physically handled, the globe blares out its music twice as loud, requiring another Will saving throw DC 23 every round instead of every 10 rounds.

Any attempt to stifle or magically silence the globe reduces its area of effect to a foot radius, but no smaller. Removing the globe from this chamber renders it powerless. Pressure Plate The air is stale in this foot-long corridor, which leads to another closed stone door. An arrow fires from above the western door at a random PC in this room, if any.

Each distinct step triggers another arrow shot. The Dragon's Riddle Dust fills this hall like a layer of gray snow. In the rounded northern end of the chamber, you see a sculpture of a dragon carved from red-veined white marble.

The player characters can find the secret door in the chamber on a Search check DC The secret door opens, even if not previously found, only if the proper conditions are fulfilled. Open Lock checks, knock, and attempts to force open the door fail to overcome this magically protected portal.

The condition for opening the secret door is an audible answer in any language to the riddle posed by the dust-laden sculpture in the northern curve. Once opened, this portal remains so for 10 rounds before closing unless spiked open.

The player characters can open the secret door from the western side with a push. Riddle: The statue stands 10 feet tall, depicting a coiled dragon. Should any animate creature move to within S feet of the sculpture, a permanent magic mouth causes the dragon to speak in Common to viewers, it seems the stone jaws are actually speaking.

The dragon's riddle is as follows: We come at night without being fetched; we disappear by day without being stolen. A nsw er: stars nswer: Honor Guard Dust cloaks the foot-wide hall. Three narrow alcoves line both the north and south wall. Each alcove holds a humanoid figure carved of red-veined white marble, except for the southwest alcove, which is empty.

The figures resemble tall elves in plate mail The far end of the hall opens via a stone arch into a wide room, from which greenish light trickles.

A dark pit is situated before the western archway. Those with the Track feat can make a Wilderness Lore check DC 10 to notice that tracks of bare humanoid feet with clawlike nails begin in the center of the alcove and move to the pit. The track disappears into the pit, and it requires a PC down in the pit with the Track feat to succeed at a Wilderness Lore check DC 20 to pick up the trail again on the other side, leading into area Open Pit: The pit is 10 feet deep and its bottom is filled with spikes.

The walls of the pit are rough, and they offer handholds to experienced climbers. The pit stretches 20 feet north to south, encompassing the entire width of the hall. It is 10 feet wide east to west, and area 12 begins on its far side.

A fall inflicts 1d6 points of damage, plus 1d4 points of damage from the spikes; however, PCs can safely navigate down one side and up the other with two successful Climb checks DC Player characters could also make a running jump across Jump DC 16 for Medium-size Spd 30 PCs , or bridge the pit in some other fashion.

Unfortunately, PCs crossing the pit could find themselves under attack as they reach the other side. Creature EL 3 : The figure missing from the southwest empty alcove waits on the other side of the arch just out of sight in area 12, alerted by any obvious noises the PCs make. It is a quasit named Jot, posted here an age ago to guard the contents of the sarcophagus in area The specifics of the spell that binds the abyssal creature here allowed the fiend to survive centuries without sustenance or fresh air.

A quasit in its natural form looks like a tiny humanoid with spiky horns and bat like wings. The hands and feet are long and slender, with very long digits tipped with claws.

Its skin is pustulent and green. This particular quasit's last instructions were to ambush anything crossing the pit. Tactics: Jot waits out of sight just south of the archway, preparing an ambush for a potential target who crosses the pit toward area Player characters who do not succeed at a Move Silently check against the quasit's Listen check are vulnerable just as they reach the threshold of area This vulnerability extends even to those who succeed at Jump or Climb checks to get into area 12 from area The quasit has a partial action against PCs who are surprised: It takes a 5-foot adjustment to move to the edge of the pit and attacks any target just as it breaks the plane of the archway.

A victim caught flat-footed does not receive an attack of opportunity against the quasit. It tries to push the target into the pit with its attack.

Targets who stand within 5 feet of the pit who take 1 or more points of damage from the quasit during its partial action, or those who suffer Dexterity damage from the quasit's poison, must make a Reflex save DC 16 or fall back into the pit! Development: The quasit does not fight to the death. After attempting to push one PC into the pit with its partial action, it goes one on one with another PC.

Once it takes more than 4 points of damage, or if more than one PC attacks it at the same time, it prepares to leave. Jot laughs, saying, "You broke the binding; my watch over the dragonpriest is over! It flies along the 10sters move through the halls of foot-high ceiling across the pit and back the Sunless Citadel. At the DM's discretion, the in an accessible hallway or quasit lingers just above the ravine room. Player characters who entrance to the Sunless Citadel area 0.

On any result of 7 one PC has ascended 10 feet on the or above, no encounter occurs. The rope and the PC fall causing On a roll of , read the result 1d6 points of damage to the highest on the table below and apply climber. The PCs can hear distinctly the suggested encounter. Secret Room A secret door Search DC 20 leads off from the the center of the southern alcove of area 10, giving access to this small room.

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