First of all, thanks to Kobold Press for sending us a digital copy of Scarlet Citadel in order to write this review. It’s a classic 10-levels adventure for D&D5e. It is published by Kobold Press, that we knew from our past review of the beautiful bestiary Tome Of Beasts II. The author is Steve Winter, who has behind him dozens of D&D products, having previously worked for TSR and then for Wizard of the Coast.
Scarlet Citadel was born with a Kickstarter that received more than 150,000$ from more than 2500 backers, thus being able to obtain numerous additions of illustrations and contents through different stretch goals achieved. Currently it’s available for purchase directly from the site of Kobold Press. The digital version costs $ 24.99, the physical one with hardcover 39.99 $ and the two together $ 44.99. There are also other possible purchases such as versions for some digital gaming platforms or a collection of the maps.
An Overall Look to Scarlet Citadel
The Scarlet Citadel review takes into consideration the digital version only. This is a 210 page PDF. It is qualitatively and stylistically comparable to official products. The layout is classic and also the frequency, type and organization of the images are reminiscent of the original manuals. The predominant color is red and the graphic style is pleasant and detailed.
Peering the index you can see 10 pages of generic introduction, followed by 20 dedicated to a general description of the location. The 6 levels of the dungeon take up most of the space, over 140 pages. The book ends with appendices, classically dedicated to creatures, NPCs, magic and magical items. About fifteen maps and three handouts embellish the product. Talking about maps, I would like to underline the presence of multi-layered maps. There are changes to be made to the maps based on possible narrative consequences that are carried out by superimposing a new portion of the map on the old one. A really nice idea.
Review of the Disclosable Content of Scarlet Citadel
The first part, the introduction, details various aspects of the adventure very clearly. It provides information for managing sounds, locks, progress and much more. It is explicitly stated that the adventure proposes opponents that are often stronger than the real possibilities of the adventurers, because it is expected that retreating, regrouping and studying a plan is one of the main tactics that adventurers will have to put in place.
The same level of detail is used for the description of the area of Redtower, the village that stands near the Scarlet Citadel that gives its name to this adventure. Twenty pages of information, including NPCs, gossip, tables, ideas, eventualities and more are quite a number! It is also explained how it is expected to play from the point of view of the mechanics, to perfect the synchrony between who wrote these rooms and who will face them. With a few tricks, there are no problems in inserting the location in almost any setting. The possibilities provided are many and the surroundings of the Scarlet Citadel would be enough to keep the adventurers active and interested for ages, but it is my job to delve into its deeper levels, although I will not be able to tell you almost anything about what I will see.
Review of the Dungeon Levels of Scarlet Citadel
I try to review the dungeon without spoilers, but it sure is tough. You will have to trust my judgment. I assure you, I am not one who is easily satisfied. I found level 0 nothing special indeed. Not truly bad, just a little flat. The map also gave me the idea of cheap, like some others later. Not a bad one, but I found way better maps elsewhere.
The first underground floor already rises to a higher level, although we go down. Adventurers will delve into family crypts and the castle’s cellars. Enough, after this piece of information I will not reveal any more details of the lower levels. Without spoilers, this plan is definitely more interesting for many reasons. Although it is a simple dungeon, there are several possibilities and different results. The information is abundant and well supplied, without exaggerating in unnecessary notions for the game. In short, there is a lot of meat.
I liked level two. Some reinterpretations mixed with newer elements, tables for particular and creative effects, a dungeon that I would gladly master and that certainly enable excellent stories. The next, the third, completely changes environment and situation. Adventurers will come under even more pressure. Superficial or overly confident approaches will likely lead to disastrous results. The master must be well organized to manage the dungeon in its entirety, but in return she can give a realistic and intense challenge to her players.
The Lower Levels
Level four gives us another change in the enviroment, opponents and situations. The level of difficulty is still pretty high compared to the estimated power of the adventurers: even in this case the best approach to take on the challenges should be cautiously managed. There is not just one solution, so different players can choose the tactict which fits best their characters and their preferences.
Level five is very interesting. Physical environment, mystery, powers, peculiar situations are mixed and carefully shown. This causes a very varied and horrorific adventure chapter. The characters’ skills have improved and so have the threats they have to brave. Tension arises, since we are getting by the grand finale.
The last chapter keeps their promises and gives a deathly dangerous environment. Although it is also the worthy conclusion for a 140-pages and who knows how many sessions journey.
Some Further Thought
I’d love to focus on some more aspects. The paragraph describing how to reorganize or freshly fill up a level after it has been abandoned and then explored againg by the adventurers is very interesting.
Another interesting feature is the relevant number of charts of events, peculiarities and consequences which may happen to the characters. A winking to OSR world and a pinch of unpredictability which may add a little spice to the adventure.
What you really need to know is that there are monsters coming from Kobold Press’s Creature Codex and Tome of Beasts. If you don’t have them, the need to purchase them might be an obstacle. These manuals are amazing and for sure worth the investment, although the “forced” purchase is not a point in favor – while the originality of monsters actually is. At the very worst, you can replace or invent the statblocks.
Rewiew of the Appendixes of Scarlet Citadel
Appendix I is all about creatures, magic items and spells. The creative quality and originality already seen in other Kobold Press products are here kept. In my opinion this creative cue is the key to increase the result of this product, compared to any other multilevel dungeon.
Appendix II is a simple yet peculiar page about bezoars, then some handouts end the manual.
Final Remarks of this Scarlet Citadel Review
I think Scarlet Citadel is a good product. I’ve seen many other adventures which are looking for the added value in environments or imaginary premises in order to draw attention. Unfortunately these tricks do not work well in the game. As already said, Scarlet Citadel does not need them. We are talking about a multi-level dungeon written and planned with a creative value which I think will pour out well on the game table.
It is not the only or the best adventure for D&D5e, but I am quite sure that it has what it takes to satisfy most of the players. It recalls the classic taste with quality and good ideas. And classic, we know, never goes out of fashion.