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MASTER ENCOUNTER TABLE
ADVENTURE #1—The Clearing of Castle Caldwell
Room
WM2345
10
11141515
16222324
31
Monster
GoblinGoblinTrader(Fl)Trader(Fl)Trader(Fl)Stirge
Acolyte (Cl)""Crab SpiderBandit (Tl)Bandit Leader(Tl)KoboldGiant ShrewFire BeetleSpittingCobraWolf J H H I
No.
441113
•ri21
3121
62
HitRoll
191919191919
* 19181919
19191819
17
AC
666667
2 "766
7447
7
HD
1-11-11111
211
'/2
11 + 2
1
2 + 2
hp
4,5,3,66,6,6.4
686
8,6,5
610
6,67
4,2,26
6,86
11,12
MV
90'(30')9O'(3O')120'(40')12O'(4O')120 '(40')
30'(10') or180'(60') flv
120'(40')12O'(4O')12O'(4O')12O'(4O')
90'(30')180'(60')120'(40')9O'(3O')
180'(60')
#AT
111111
1N11
1211
am
D
1-6 or 1-41-61-6
1-6+1 axe1
1-3
1-61-8 + poison
1-61-6-1 sword
1-6-11-6/1-6
2-81-3 + poison
immmm.
Save
NMNMFlFlFlF2
ClFlT lT l
NMFlFlFl
% Fl
ML
777779
8788
61077
6
AL
C
cNNNN
CNCC
cNNN
N
SA/SD
NoNoNoNoNoYes
NoYesNoNo
NoYesNoYes
No
XP
5510101013
10251010
5131513
25
P
313131313138
31383131
32362637
39
ADVENTURE #2—Dungeons of Terror
Room Monster No. Hit AC HD hpRoll
M V #AT D Save ML AL SA/SD XP
123
7
10
101314
DopplegangerMedium (Ml)Robber Fly
GelatinousCubeBerserkerLeaderBerserkerThoulWight
124
1
1
332
161918
16
18
4181717
586
8
, 7• •765
412
4
1 + 1
1 + 133
183,3
7,10,11,8
20
9
9,6,69,14,15
18,15
9O'(3O') 1120'(40') 1
90'(30')or !180'(60')fly
60'(20') !
12O'(4O') :
120'(40') 1120'(40') 190'(30') 1
1 1-4I 1-8
1 2-8 ++ paralysis
1 1-6+1 sword
1-61-3/1-3
Energy drain
F8M lFl
F2
Fl
FlF3F3
8128
12
12
121012
CcN
N
N
NC
c
YesYesNo
Yes
Yes
YesYesYes
1251320
125
19
196550
283136
30
27
27
3ft39
ADVENTURE #3—The Abduction of Princess Sylvia
Room
112a2a3
5568
8
9111213
1313
Monster
GoblinLizard ManYellow MoldGreen SlimeIllusoryOwl BearGoblin KingGoblin GuardGoblinLizard ManLeaderLizard ManGuardLizard ManGoblinGoblinPrincessSylviaOwl BearOliver ofHorn (M4)
No.
11111
1251
2
3111
11
HitRoll
1917
N/A1816
17181916 _
116
171919
N/A
1619
AC
65
N/AN/A
9
456
—a—•14
668
57
HD
1-12+ 1
225
32
1-1
mAtmW&M3 + 1
-"y+T""1
i-ii - i
i
54
hp
41179
N/A
158,9
5 each
• • •14,13
IS, 9,12453
3012
MV
9O'(3O')60'(20')
03'(1')
120'(40')
90'(30')9O'(3O')9O'(3O')
B 6O'(2O')
16O'(2O')
6O'(2O')9O'(3O')90'(30')12O'(4O')
120'(40')120'(40')
#AT
11113
111
n1
rIl0
31
D
1-61-6 + 1
1-6 + specialSpecial
1-8/1-8/1-8
1-6 +2 sword1-61-6
...JJL+JJI!^,• • • •1-6 +1
I-O T" i
1-41-40
1-8/1-8/1-81-4 + 1dagger
Save
NMF2F2FlF3
NMNMNM
•iF2
r 7NMNMNM
F3M4
ML
712
N/A712
987
a.12
IF12
559
99
AL
CNNLN
C
ccN
N
NC
cL
Cc
SA/SD
NoNoYesYesNo
NoNoNoNo
No
NoNoNoNo
NoYes
XP
52525300
3520575
50
25555
175175
P
31333$31351
31313133̂
33
3$31
3ft31
3531
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Basic Game Adventure
Castle Caldwell and Beyond
Editor: Michael S. DobsonGraphic Designer: Ruth HoyerCover Artist: Clyde CaldwellInterior Artist: Doug WatsonCartographer: DieselTypographer: Betty Elmore
1985 TSR. Inc. All Riijhts Re: rd. Printed in U S A
DUNGEONS & DRAGONS. D&D. PRODUCTS OF YOURIMAGINATION, and the TSR logo an- (rack-marks owned rnTSR. Inc.
Distributed to the book trade in the United SiHouse. Inc.. and in Canada by Random HouseDistributed to the toy and hobbv trade by regional ditributed in the Unitc-d Kingdom by TSR L'K Ltd
This module is protected under the copyright law
, bv Rando
of America An
TSR, Inc.POB 756Lake GenevaWI 53147
reproduction
on ot TSR. Inc
unauthcprohibi
ise of thehout the
TSR UK Ltd.The Mill, Rathmore Road
Cambridge CB1 4ADUnited Kingdom
TSR, Inc.PRODUCTS OF YOUR IMAGINATION"
Harry W. Nuckols
ISBN 0-88038-200-7
CONTENTS
INTRODUCTION 2The Clearing of Castle Caldwell 4Dungeons of Terror 8The Abduction of Princess Sylvia 13The Great Escape 18The Sanctuary of Elwyn the Ardent 25
LIST OF MAPS, CHARTS AND PLAYING AIDS
MAP 1: Castle Caldwell, Ground Level 5MAP 2: Castle Caldwell, Dungeon Level 10MAP 3: Treasure Map 12MAP 4: Riddle 12MAP 5: Fortress of Oliver of Horn 15MAP 6: Enemy Outpost 21MAP 7: Sanctuary of Elwyn the Ardent 27MAP 8: Treasure Map #1 29MAP 9: Treasure Map #2 31
Master Encounter Table Inside Cover
Adventure for character levels 1-3
9143
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INTRODUCTION
The five adventures in this module aredesigned for a party of four to eight playercharacters of levels 1-3. The adventures arearranged in order of increasing difficulty.Each adventure is designed to be played inone session of three to four hours, not includ-ing the time needed to roll up new characters.
The first two adventures are connected,the other three are not. They can be used as aseries of adventures for a single party, with allcharacters beginning at first level, or they canbe used independently. It is not necessary touse the same Dungeon Master or the samegroup of player characters for all five adven-tures.
If a party of player characters completes allfive adventures as a series, each charactershould reach at least third level (higher if youplan to move on to the D&D® Expert Set),and the players themselves should becomequite familiar with the game, if they are notalready. Of course, some of the players' firstcharacters may not survive all five adven-tures, but this, too, can be a learning experi-ence...
Your players can either use existing charac-ters or roll up new ones, using the charactergeneration procedures in the D&D® BasicRules. Encourage the players to choose awide variety of character classes. Many situa-tions throughout these adventures assumethat there is at least one cleric or magic-userable to read a scroll or use a magic item ofsome kind.
The adventures in this module assume thatat least the DM (and preferably the players aswell) is familiar with the entire D&D® BasicSet. To make the game run smoothly, the DMneeds to know the rules thoroughly. If youdon't know all the rules by heart yet, at least
know where to look things up quickly. Other-wise, the game can bog down while you arelooking up some rule or spell.
It is quite useful (but not absolutely neces-sary) if you are also familiar with the D&D®Expert Set. Some of the monsters and trea-sures found here are described more fully inthat game.
A good DM not only knows the rules, he orshe knows when to break them. Don't be aslave to the dice if they get too far out of linewith common sense. But don't let your gamebecome a giveaway campaign, either! Thebest kind of D&D® game is challenging forthe players, but not so difficult that the partyis easily wiped out.
When you are confronted with somestrange situation that is not exactly coveredby the rules, you may have to improvise.Sometimes you may have to invent new orspecial rules to cover the unforseen. There'snothing wrong with that, as long as you areconsistent.
The monster encounters in this module aredesigned to be a challenge for four to eightlow-level player characters. If your group issmall and all are first level, you might reducethe number or strength of the monsters togive your party a fighting chance. If yourgroup is large and has members of third orhigher levels, you might make the monsters abit tougher.
If you raise or lower the number orstrength of the monsters, adjust the treasurein the same manner.
As DM, it is your responsibility to prepareyourself. First, read each adventure com-pletely several times, making notes about themore difficult encounters. Think about howyou might act if you were a player in this
adventure, and how you would deal with thechallenges presented here. Second, make anychanges necessary to bring this module in linewith your existing campaign, if you have one,or adapt it to fit the style of your game.Finally, prepare any special aids that youthink might enhance the game for the play-ers, such as encounter maps in proper minia-ture scale.
Once you've done all that, you're ready tochallenge your players and create an excitingD&D® game adventure!
Statistics for all monsters and creaturesencountered in this adventure are providedon the Master Encounter Chart on the insidecover. The information is keyed to adventureand room, so all the information you need isin one single place.
The room descriptions are given in boxedformat. When your party first approaches aroom, read ahead to know what they willencounter. The copy inside the box isdesigned to be read aloud when the charac-ters first enter the room. You may have tomodify the information slightly if, for exam-ple, the party enters by a different door thanthe one assumed in the copy. Below the boxedcopy is special information for the DM,including descriptions of monsters, traps,tricks, treasure, or other information aboutthe room. You may end up revealing some,none, or all of this information, depending onthe actions of the players.
Some, but not all, of these adventures havewandering monsters listed for them. A wan-dering monster table is given at the beginningof each adventure that uses them. Roll thedice as indicated to see when and if a wander-ing monster encounter occurs.
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THE CLEARING OF CASTLE CALDWELL
BackgroundClifton Caldwell, a local merchant, hasrecently purchased a small castle, located afew miles out of town. The castle had notbeen occupied for some time. Clifton hadpurchased the castle for a ridiculously highprice, since he had always wanted to ownone. But when he went to visit his new home,he found that it was overrun by monsters! Hewas lucky to escape with his life.
He has hired a party of adventurers (theplayer characters) to rid the castle of its mon-strous inhabitants so that he can move in.
Notes for the Dungeon MasterIf you wish, you can roleplay Clifton's negoti-ations with the player characters for clearingout the castle. Although Clifton is wealthy, heis a shrewd bargainer, and initially offers thecharacters 100 gold pieces apiece, in addi-tion, of course, to all the treasure they find. Ifpressed, he grudgingly increases his offer, butin no case offers more than 250 gp apiece. Ifyou don't want to roleplay the initial bargain-ing, just tell the players that their characterswill receive 100 gp apiece. Half the money isgiven in advance; the remainder when thecastle is cleared out.
The characters should be given ample
opportunity to purchase supplies and equip-ment with the money they have on hand.
Clifton takes the characters to the castle, and,if asked, furnishes them with a map of the out-side of the castle (trace the outline of the castleon Map 1, and give it to the players.) You canplace wandering monster encounters in the for-est surrounding the castle if you wish.
All the rooms on the first level of the castlehave windows, so the party will not needlight. The windows are too high for monstersto look out, and too high and narrow for theparty to climb through. The hallway is lit byskylights similar to those found in rooms 3,5,14, and 18. The walls, ceilings, and floors(except for room 31) are made of stone. Thedoors are all made of heavy oak, but areunlocked and open easily unless otherwisestated. The ceiling in all rooms are about 10feet high, except for the four tower rooms atthe corners (rooms 6, 12, 20, and 26), wherethey are about 25 feet high.
Except for those monsters that are livingtogether, the monsters don't form a group.They happen to be using this otherwise-abandoned castle by chance. If one of theintelligent monsters should happen to dis-cover the party without being detected, it willprobably attempt to flee with its life and asmuch treasure as it can manage.
Wandering MonstersThere are four goblins wandering the hall-ways. They are armed with short bows anddaggers. Roll Id6 every turn that the party isin the hallway. On a roll of 1, the goblinsappear coming around the nearest corner.
The goblins are cautious, but not necessar-ily hostile. Roleplay their actions based onthe situation and the actions of the party. Usethe Monster Reaction Chart on p. 22 of theDungeon Masters Rulebook to determinehow the goblins act.
The goblins live with the rest of their kindin room 2. They are carrying 6 ep, 7 ep, 10ep, and 3 ep, respectively.
The adventure begins with the party standingoutside the double doors leading into the cas-tle. The doors are unlocked, and swing openeasily...
1. ABANDONED DINING ROOM
This room appears to have once been usedas a dining room. There are tables andbenches scattered throughout the room,many turned on their sides or upside down.Everything is covered with cobwebs.
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THE CLEARING OF CASTLE CALDWELL
The room is empty of monsters, but there is alarge sack under one of the tables. The partywill find it if they take a turn to search theroom. The sack contains 500 sp and threegems, one worth 300 gp and two worth 50 gpeach. The gems cannot be seen unless thecontents of the sack are dumped out.
2. GUARDROOM
If the party listens at the door before openingit, they hear sounds of an argument in astrange language. If any characters under-stand the goblin tongue, they realize thatthere are goblins in the room arguing aboutsplitting up their loot. When the party opensthe door...
4. BEDROOM
You see four small humanoids, eacharmed with a short sword. They are argu-ing with each other, evidently over twolarge piles of coins on the floor.
The room is inhabited by four goblins, eacharmed with a short sword. A treasure of 3,000cp, 4,000 sp, and one gem worth 50 gp is sit-ting on the floor, sorted roughly into twopiles. The goblins will fight ferociously todefend their treasure.
In addition to the treasure on the floor, thegoblins carry 4 ep, 7 ep, 8 ep, and 7 ep,respectively, in their pockets.
3. BEDROOM
NOTE: The traders in rooms 3, 4, and 5want to save their treasure and their lives.They prefer to deal with the party rather thanfight. For example, they might be willing totrade information about the other monstersin the castle in return for being allowed toleave in peace. The traders are using the cas-tle as a temporary residence far from theirhomes.
You see a man armed with a shortswordlying on a bed.
The room is lit by a skylight in the northeastcorner of the room that lets in the light, butnot the rain. The man lying on the bed is ahuman trader armed with a shortsword. Heis allied with the traders in rooms 4 and 5. Ifhe is in trouble, he pounds on the east wallwith the butt of his sword to call the others.Similarly, he will respond to a signal fromroom 4 by first alerting the trader in room 5and then going to his friend's aid. He has alarge pouch with 8 gp and 20 sp in it.
You see a man lying on a bed. He is armedwith an axe. There is a door at the far endof the room. On either side of the door arewindows high up on the wall.
See the note for room 3. The man lying on thebed is a human trader armed with an axe + /.He is allied with the traders in rooms 3 and 5.If he is in trouble, he pounds on either theeast or west wall to alert his fellows. Similarly,he will respond to a signal from either room 3or 5 by first alerting the other trader and thengoing to his friend's aid. He has a smallpouch with three gems (worth 60 gp, 40 gp,and 10 gp) in it.
5. BEDROOM
You see a man lying on a bed. He is armedwith a short sword.
See the note for room 3. The man lying on thebed is a human trader armed with ashortsword. He is allied with the traders inrooms 4 and 5. If he is in trouble, he poundson the east wall to alert his fellows. Similarly,he will respond to a signal from room 4 byfirst alerting the trader in room 3 and thengoing to his friend's aid. He has no treasure.
This room is lit by a skylight identical tothe one in room 3.
6. TOWER ROOM
You see a circular room, about 40 feet indiameter, with eight openings spaced evenlyabout the outside wall. The windows extendfrom about waist height to about headheight for a normal human. These are obvi-ously ports through which arrows can befired. The room appears to be empty.
The room is empty.
7. UTILITY ROOM
The east wall of this room has a ledgeabout seven feet from the floor, with twosmall windows above the ledge. The roomappears to be empty except for a statue ofa shepherd in the northeast corner.
The statue is made of stone. If there is a lawfulcharacter in the party when it enters the room,the statue says, "Greetings. May I help you?"
The statue is able to answer questions aboutthe castle and its inhabitants. It will answer
truthfully any three questions put to it by lawfulcharacters once per day. It will not respond at allto characters of other alignments, and after ithas answered a total of three questions in anyone day, it will not respond at all until 24 hourshave passed. The statue has 100 hit points. If itis hit by an edged weapon, there is a 15%chance that the weapon will break (5 % chancefor magical weapons). A broken edged weaponis forever useless.
8. STOREROOM
The east wall of this room has a ledgeabout seven feet from the floor. There aretwo small windows above the ledge.Except for some trash on the floor, theroom appears to be empty.
Except for the trash on the floor (which isworthless), the room is empty.
9. STOREROOM
The east wall of this room has a ledgeabout seven feet from the floor. There aretwo small windows above the ledge.Except for some trash on the floor, theroom appears to be empty.
Except for the trash on the floor (which isworthless), the room is empty.
10. STOREROOM
The east wall of this room has a ledge aboutseven feet from the floor. There are twosmall windows above the ledge. Except fortwo long tables along the south wall, theroom appears to be empty. As you enter theroom, you hear the sound of small wings.
The ledge in this room is used as a nestingarea by three stirges. The sound that theparty hears is the sound of the stirges flying toattack. The party has a normal chance to besurprised by the stirges, but the stirges can-not be surprised.
A flying stirge gains a bonus of + 2 on itsfirst hit roll against any opponent because ofits speed in the air. Any successful hit by astirge means that the stirge has attached itselfto the victim. Each round after the first hit,the stirge automatically inflicts 1-3 points ofdamage (blood drain) until either it or its vic-tim is dead. If the victim dies, the stirge willattack another opponent.
Stirges like shiny things. On their ledge arethree gems worth 500 gp, 100 gp, and 50 gp,
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