Hey All, I'm running the Sunless Citadel module and I got tired of slowing things down so that I could write out the descriptions from the book for my players. I put together this macro to speed play up. This is only finished for the fortress level so far, but I'll update to add the others as I put them together. Anyways, hope you can use it :) Enjoy!
?{Which Area are the Players
Entering?| 1. Ledge,/desc 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.| 2. Switchback Stairs,/desc 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 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. | 4. Tower Shell,/desc 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 still 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. |
5. Secret Pocket,/desc 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. | 6. Old Approach,/desc The masonry walls of this twenty-foot-wide
hall are in poorrepair. The far end has 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
on it. The door has a single keyhole, situated in the rearing dragon’s
open mouth. | 7. Gallery of Forlorn Notes,/desc 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 resting on it.
The globes in the northern alcoves are cracked and dark, but the globe
in the southern alcove glows with a soft blue light. Faint tinkling notes issue
from it. | 8. Pressure Plate,/desc The air is stale in this twenty-foot-long
corridor, which leads to another closed stone door. | 9. Dragon Riddle,/desc
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. | 10. Honor Guard,/desc 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. | 11. Secret Room,/desc Dust coats the contents of this tiny chamber,
obscuring runes inscribed on the southern wall. | 12. Tomb of a Failed
Dragonpriest,/desc Violet marble tiles cover the floor and walls,
though all are cracked or broken, revealing rough-hewn stone beneath.
Sconces are attached 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. Rusting iron clasps
firmly lock down the lid. | 13. Empty Room,/desc This ruined chamber stands
empty of all but a litter of rocky debris. | 14. Enchanted Water Cache,/desc
The stone relief-carved door sealing this chamber portrays a dragon-like fish
swimming. | 14. Enchanted Water Cache (Open Door),/desc 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. | 15. Dragon Cell,/desc
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. | 16. Kobold Guardroom,/desc A small pit of embers,
built of broken masonry and portions of shattered stone sculptures,
smolders in the center of this chamber. Arrayed around the pit are several
small rugs woven of matted hair and dead fungi. | 17. Dragon Chow,/desc Rats
fill the room, trapped among their own waste. A small half-barrier
prevents the rats from easily escaping when the door is open. | 18.
Prison,/desc Four small humanoids are shackled by thick, rusted chains
attached to a large iron spike set in the floor. Several broken weapons and
sundered shields lie in one corner. | 20. Kobold Colony,/desc Several small but
smoky fires light this wide and high chamber. Spits, tanning racks,
and other implements of a primitive culture are visible through the haze. Several
small figures busily work and play within the chamber. | 21. Dragon Throne,/desc
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 portion 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. | 22. Larder,/desc The odor of rotting 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, battered bench along the
south wall are pieces of nearly useless cutlery and rusting skinning knives. |
23. Underdark Access,/desc The floor is partially collapsed on the east side of
this room, revealing a tunnel. The passage is unworked, and it
fluctuates widely in width, height, and direction as natural
tunnels do. Within the room, hunting gear is racked on the wall,
and several pallets lie nearby. | 24. Trapped Access,/desc At the other end of
a twenty-foot-long corridor is another closed door. | 25. Empty Chamber,/desc
This empty chamber is home only to rat droppings, crumbled flagstone,
and stains. | 26. Dry Fountain,/desc Dust and odd bits of stony debris and
rubble lie scattered on the floor. An ornate fountain is built into the eastern
wall. Though crackedand stained, the fountain’s overarching carving of
a diving dragonretains its beauty. A relief-carved stone door stands on the
western wall. | 27. Sanctuary,/desc 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. | 28.Infested Cells,/desc This section of hallway contains six
doors, allslightly ajar. The area smells musky. | 29. Disabled
Traps,/desc 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 rotten stench pervades the room. | 30. Mama Rat,/desc 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 particularly large and vile nest. | 31. Caltrop
Hall,/desc The ten-foot-wide hall is liberally strewn with sharp caltrops. On
the northern wall, passage to the room beyond is partially blocked by a
roughly mortared, three-foot-high wall, complete with
crenellations. | 32. Goblin Gate,/desc The filth on the floor, stains
on the walls, shabby hides, and firepit attest 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 crenellations. | 33. Practice Range,/desc 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. | 34. Goblin Stockade,/desc 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 still bind a few crumbling skeletons.
| 36. Goblin Bandits,/desc The stench, garbage, and carrion here
are evidence of years of use by unsanitary tenants. Tattered hides stretched on
frames form six unstable hammocks around a much-used firepit. Battered cooking
equipment is mixed indiscriminately with broken or worn arms and armor. | 37.
Trophy Room,/desc Mounted and stuffed animal heads adorn the walls. The
mounting job is sloppy, and the assortment of heads includes cattle,
rats, and other not particularly 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 litter the periphery of the
room, mute victims 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 sections of the walls, floor, and debris. | 38. Goblin Pantry,/desc 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. | 39. Dragon Haze,/desc Several torches mounted in crude sconces burn
fitfully 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. | 40. Goblinville,/desc 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 illumination. 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, antique furniture, and artwork. | 41. Hall of the
Goblin Chief,/desc A circular shaft pierces the floor of this forty-foot-diameter
domed chamber. Dim violet light shines out of the shaft, revealing
sickly white and gray vines that coat the walls of the shaft. 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. | 42. Central
Garden,/desc 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 rotting vegetation and the remains of cave animals, covers the
floor. Several varieties of mushrooms and fungi grow on the detritus,
as well as a few saplings. |43. The Great Hunter’s Abode,/desc 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
matted 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. |44. Rift,/desc A rift opens here, its debris-strewn
floor two feet below that of the corridor. No phosphorescent fungus grows in
the rift. The corridor continues past the rift, though the opening of
the rift has caused it to shift 10 feet to the west. A number of
two-foot-diameter holes riddle the floor of the rift. The smell of burnt earth
hangs in the air. | 45. Rift Node,/desc The rift widens,
creating a cavern-like chamber. Small, two-foot-diameter holes riddle
the node. A dim fiery glow shines out of one such hole. | 46. Old Shrine,/desc Faded
mosaic tiles still decorate parts of the wall, but most have fallen to
the dust-covered floor and shattered. 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.| 47. Belak’s Laboratory,/desc 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. | 48.
Garden Galleries,/desc Nodules of luminescent fungus hang from
the ceiling and walls and grow in clumps on the flagstone floor. The light
illuminates portions 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. |
49. Arboretums,/desc 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,
puffballs, and lichen. The humid air reeks with rot. | 50. Ashardalon’s
Shrine,/desc 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 tile of dark stone is set in the floor in front of the dragon statue.
Runes are carved around the circular tile’s inner edge. | 51. Dragon
Library,/desc 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. | 52. Underpass,/desc Damp and crumbled steps descend sharply. | 53.
Belak’s Study,/desc A layer of soil covers the floor. Rough wooden shelves,
filled with a scattering 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 quantity
to nourish several small bushes and pale saplings that grow in the soil. | 54.
Grove Gate,/desc 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. | 55. Twilight
Grove,/desc Pale, spindly briars press close, casting twisted
shadows on the earth floor in the violet light. | 56. The Gulthias Tree,/desc 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 varieties
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.}