Sunless Citadel

The Sunless Citadel module is a nice thematic fit and will provide the party with some additional information about the goings on in the region.

Getting the Job

The party needs to make their way to Kalkum to receive their job from the Sisters in exchange for the verse assuming responsibility for the job against the Master of Secrets.

Leaving Town

The party will need to prepare for the journey to Kalkum. The trip is expected to last one month, but there are villages along the way where the party can buy supplies. Inter-party dynamics may need to be resolved.

Hit the Road

The road encounter will be brief as to expedite the journey to Kalkum and the new party member.

Halfway to Kalkum the party meets a Tinker. The Tinker will have news of the region and will try to sell the party some items they may need.

Kalkum

Kalkum in the most impressive city on the Dry side of the mountains. When the party explains their situation at the gates, they will be escorted to lodgings near the fortifications and asked to wait for a summons.

When summoned, the party will be met by Sister Frida, a member of the council. Sister Frida will explain that the Sisters want the party to visit an abandoned citadel in the mountains. There is a group of humans operating in the old citadel that every midwinter auction off a highly virulent poison. The Sisters want the party to destroy the source of the poison.

To the Ruins

The party will have a chance to get aquatinted with their new party member. By the end of the session, the party will start exploring the ruins.

Supplies

The party will have a chance to collect supplies before they leave town. Sisters will provide basic provisions such as food and blankets but any other supplies are the responsibility of the party.

Suspicious Dwarves

It will take the party approximately two weeks to reach the ruins, provided that the weather holds and they do not encounter any problems. This is an opportunity for the party to get to know one another.

Once the party makes it into the mountains, they will find themselves stalked by Dwarves. A perception check of 20 will detect these Dwaves who are monitoring the party. After 2 days of observations, the Dwarves will confront the party and ask them why they are here. They will warn off the party from visiting any mines or taking any minerals.

At the Ruins

The notes from here will be rather thin. This is a pre-written module.

Part One

The party has a plan involving forgery if they are caught. They left two ropes on the cliff leading down into the canyon. The forged note claims that they are present to take samples of the plants back to the other side of the mountain for propagation over there.

Part Two

The party has explored one third of the upper level of the dungeon. They found the Followers of Drache, a cult that wants to find the children of the Great Red One and return them to her. The Followers of Drache want the party to retrieve their lost wyrmling. Also, the party found the hidden dragon egg in these ruins.

Part Three

The party has located the guard post of the Friends. After a confusing scuffle, the party managed to convince the remaining guard to bring them to the leader of the forces in the citadel.

Part Four

The party managed to convince the friend leader to let their dragon handler have access to his dragon. In the resulting fight, the leader and some portion of his men got away, but the party now has access to the lower level.

Part Five

The party has made their way underground and discovered the gardens of the mad druid. They also discovered the connection between the druid and the knowledge deity remnant.

Part Six

The party defeated the mad druid and discovered the connection between the druid and the knowledge fragment. The party goes on to reveal the location of the dragon egg to Calrix. Calrix took the egg and flew off to find more of his kind.

Voyage Home

At the end of this session, the party will be back in Kalkum. The party will need to return Amelia, the Sisters hopeful, to her father’s body, then her village, and ultimately back to Kalkum.

Dad’s Home

Amelia will be very friendly with the party, especially Ora. She will be insistent on two points - first that she needs to recover the body of her father and second that she wants to go to Kalkum to become a Sister.

Amelia does not know which way she came from and where her father is. The party will need a DC 15 survival check to backtrace the path Amelia took as she was stumbling about, looking for someone.

Her father fell into an icy ravine. The party will need a DC 20 athletics or acrobatics check to recover the body. This can be mitigated with clever use of tools.

Once her father is located, she can lead the party back to her town, which is four days away.

Treasure Map

The town is very thankful that the party recovered the body of Amelia’s father. They will happily give the party three days of rations each.

While the party is in town, a tinker is also visiting. This tinker never stops moving, always pacing back and forth, never touching the same place twice. If the party engages with the tinker, he is willing to sell them goods if they pace along with him. The tinker will sell the party a treasure map if he believes that they are interesting or interested.

Following the treasure map will lead to a small cache of Friends equipment and supplies. The bulk of the supplies are weapons, but there are some small artifacts worth 100 gp. A small pack of wolves guard the cache of goods.

Gap Filler

The purpose of this session is twofold. First, the party will make their way back to Kalkum and receive information about their next three jobs. Second, the party will have a chance to engage in downtime activities and have some side adventures.

Slop

As the party makes their way into Kalkum, the weather starts vacillating. The snow starts melting off and freezing, making a quagmire of slush and ice.

As soon as the party reaches the gates of Kalkum, they will be directed to the keep. Sister Frida has an offer of a series of jobs for the party. The change in the weather has rapidly increased the priority of understanding the cause of this volatility. It will take the Sisters six weeks to gather the information, but they have leads on three old, lost ruins that they believe contains important pieces of the old terraforming system formed by the elvish druids. The Sisters would like to hire the party as the most experienced archaeologists they currently have available.

The Sisters will pay 6,000 gp for visiting all three ruins; 1,000 gp for the first, 2,000 gp for the second, and 3,000 gp for the third. The Sisters will allow limited access to library resources once they have collected their basic information at the end of six weeks.

Downtime

Each party member will get the opportunity to participate in two downtime activities. The outcomes will be based on skill checks, and players can collaborate to get advantage on the checks or take other actions to modify the DCs.

  • Nature or medicine training - DC 15 Intelligence check to gain half proficiency, can pay 50 gp to find a trainer and gain advantage on the roll

  • Criminal contacts - DC 15 Charisma check to find contacts, failing the check by more than 5 yields a 50 gp fine, passing the check will give you a ‘I know a guy’

  • Foil Friends - DC 15 Charisma check or Intelligence check, failing the check by more than 5 yields a 50 gp fine, failing by more than 8 yields 3 random items destroyed and a 50 gp fine, passing the check yields 50 gp and sets back the Friends

  • Cooking - DC 15 Wisdom check to gain half proficiency in cooking, which will grant half proficiency with Cook’s Tools

  • Ruins hunting - DC 15 Intelligence or Dexterity check, be the first people to clear some ruins before plundered by Friends, passing the check by more than 5 gains a rare magic item

  • Red book - DC 15 Intelligence check, gain one wildshape with a flying speed for dragon book or gain some swimming wildshapes with swimming book