Sample
Sample
                                                                                                                      e
 4    Trader(Fl)      1      19       6         1         8             12O'(4O')       1     1-6+1 axe         Fl        7    N     No    10    31
 5    Trader(Fl)      1      19       6         1         6             120'(40')       1          1            Fl        7    N     No    10    31
10    Stirge          3      19       7         1       8,6,5          30'(10') or      1         1-3            F2       9    N     Yes   13    38
                                                                       180'(60') flv
11    Acolyte (Cl)""• r    * 19       2"                  6             120'(40')      1          1-6           Cl        8    C     No    10    31
      Crab Spider                                                       12O'(4O')      N     1-8 + poison       Fl        7    N     Yes   25    38
                                                                                       fil
14                     i     18           7     2         10
15    Bandit (Tl)     2      19       6         1        6,6            12O'(4O')      1           1-6          Tl        8    C     No    10    31
15    Bandit Leader 1        19           6     1          7            12O'(4O')       1     1-6-1 sword       Tl        8    C     No    10    31
      (Tl)
16    Kobold          3      19           7     '/2     4,2,2           90'(30')       1          1-6-1    NM             6    cN    No    5     32
22    Giant Shrew      1     19           4     1         6             180'(60')      2         1-6/1-6    Fl           10          Yes   13    36
23    Fire Beetle     2      18           4    1+2       6,8            120'(40')      1           2-8     Fl            7     N     No    15    26
24    Spitting         1     19           7     1         6             9O'(3O')       1      1-3 + poison Fl            7     N     Yes   13    37
      Cobra
31    Wolf J H H I62         17           7    2+2      11,12           180'(60')
                                                                                       amimmmm.% Fl                       6    N     No    25    39
 1
 2
      Doppleganger
      Medium (Ml)
                     No.
                      1
                      2
                            Hit
                            Roll
                             16
                             19
                                     AC
                                          5
                                          8
                                               HD
                                                4
                                                1
                                                         hp
                                                          18
                                                          3,3
                                                                e         MV
                                                                        9O'(3O')
                                                                        120'(40')
                                                                                       #AT
                                                                                       1
                                                                                       11
                                                                                                   D
                                                                                                  1-4
                                                                                                                Save
                                                                                                                 F8
                                                                                                                Ml
                                                                                                                        ML
                                                                                                                          8
                                                                                                                         12
                                                                                                                               AL SA/SD XP
                                                                                                                               C
                                                                                                                               c
                                                                                                                                     Yes
                                                                                                                                     Yes
                                                                                                                                           125
                                                                                                                                           13
                                                                                                                                                 28
                                                                                                                                                 31
                                    pl
 3    Robber Fly      4      18           6     2      7,10,11,8       90'(30')or      !I         1-8            Fl      8     N     No    20    36
                                                                       180'(60')fly
 7    Gelatinous      1      16           8     4         20             60'(20')       !1      2-8 +            F2      12    N     Yes   125   30
      Cube                                                                                    + paralysis
                                  4• •
10    Berserker       1      18     , 7        1+1         9            12O'(4O')       :1   1-6+1 sword         Fl      12    N     Yes   19    27
      Leader
10    Berserker       3      18           7    1 + 1    9,6,6           120'(40')      1          1-6            Fl      12    N     Yes   19    27
13    Thoul           3      17           6     3      9,14,15          120'(40')      1        1-3/1-3          F3      10    C     Yes   65    3ft
14    Wight           2      17           5     3       18,15           90'(30')       1      Energy drain       F3      12    c     Yes   50    39
  m
 2a                    1             N/A
 2a   Green Slime      1     18      N/A        2         9              3'(1')         1        Special     Fl           7    L     Yes   30    31
 3    Illusory         1     16           9     5        N/A            120'(40')       3      1-8/1-8/1-8   F3          12    N     No    0     351
      Owl Bear
 5    Goblin King      1     17           4     3         15             90'(30')       1    1-6 +2 sword NM              9    C     No    35    31
 5    Goblin Guard    2      18           5     2        8,9             9O'(3O')       1         1-6     NM              8    c     No    20    31
 6    Goblin          5      19           6     1-1     5 each           9O'(3O')       1         1-6     NM              7    c     No     5    31
 8
 8
      Lizard Man
      Leader
      Lizard Man
                      1
                      2
                             16 _
                             16
                                    —a—mAtm
                                  1 •1
                                     4 W&M
                                       3+1
                                                       •••1
                                                         14,13
                                                                   B     6O'(2O')
                                                                        6O'(2O')
                                                                                       n• • • • •i
                                                                                        1
                                                                                             ...JJL+JJI!^,
                                                                                                1-6 +1           F2
                                                                                                                       a. 12
                                                                                                                       IF12
                                                                                                                               N
                                                                                                                               N
                                                                                                                                     No
                                                                                                                                     No
                                                                                                                                           75
                                                                                                                                           50
                                                                                                                                                 33^
                                                                                                                                                 33
      Guard
 9    Lizard Man      3      17               -"y+T""1 IS, 9,12          6O'(2O')       r       I-O    T"   i    r7            N     No    25    3$
11    Goblin           1     19           6     i-i        4             9O'(3O')       I          1-4          NM        5    C     No     5    31
12    Goblin           1     19           6     i-i        5             90'(30')       l          1-4          NM        5    cL    No     5    3ft
13    Princess         1    N/A           8      i         3            12O'(4O')       0           0           NM        9          No     5    31
      Sylvia
13    Owl Bear         1     16           5     5         30            120'(40')       3      1-8/1-8/1-8      F3        9    C     No    175   35
13    Oliver of        1     19           7      4        12            120'(40')       1        1-4 + 1        M4        9    c     Yes   175   31
      Horn (M4)                                                                                  dagger
                                                                           Basic Game Adventure
                                                                                                                e
                                                                         Harry W. Nuckols
                                                                                                 fil
                                                                                                         CONTENTS
                                                                     INTRODUCTION                                                       2
                                                                     The Clearing of Castle Caldwell                                    4
                                                                     Dungeons of Terror                                                 8
                                                                     The Abduction of Princess Sylvia                                  13
                                                                     The Great Escape                                                  18
                                                                     The Sanctuary of Elwyn the Ardent                                 25
                      TSR, Inc.
       PRODUCTS OF YOUR IMAGINATION"
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The five adventures in this module are              know where to look things up quickly. Other-        adventure, and how you would deal with the
designed for a party of four to eight player        wise, the game can bog down while you are           challenges presented here. Second, make any
characters of levels 1-3. The adventures are        looking up some rule or spell.                      changes necessary to bring this module in line
arranged in order of increasing difficulty.            It is quite useful (but not absolutely neces-    with your existing campaign, if you have one,
Each adventure is designed to be played in
one 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 a
                                                                 e
                                                    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 in
                                                    that game.
                                                       A good DM not only knows the rules, he or
                                                                                                        or adapt it to fit the style of your game.
                                                                                                        Finally, prepare any special aids that you
                                                                                                        think might enhance the game for the play-
                                                                                                        ers, such as encounter maps in proper minia-
                                                                                                        ture scale.
                                         pl
series of adventures for a single party, with all   she knows when to break them. Don't be a               Once you've done all that, you're ready to
characters beginning at first level, or they can    slave to the dice if they get too far out of line   challenge your players and create an exciting
be used independently. It is not necessary to       with common sense. But don't let your game          D&D® game adventure!
use the same Dungeon Master or the same             become a giveaway campaign, either! The
group of player characters for all five adven-      best kind of D&D® game is challenging for           Statistics for all monsters and creatures
tures.                                              the players, but not so difficult that the party    encountered in this adventure are provided
   If a party of player characters completes all    is easily wiped out.                                on the Master Encounter Chart on the inside
five adventures as a series, each character            When you are confronted with some                cover. The information is keyed to adventure
should reach at least third level (higher if you    strange situation that is not exactly covered       and room, so all the information you need is
  m
plan to move on to the D&D® Expert Set),            by the rules, you may have to improvise.            in one single place.
and the players themselves should become            Sometimes you may have to invent new or                The room descriptions are given in boxed
quite familiar with the game, if they are not       special rules to cover the unforseen. There's       format. When your party first approaches a
already. Of course, some of the players' first      nothing wrong with that, as long as you are         room, read ahead to know what they will
characters may not survive all five adven-          consistent.                                         encounter. The copy inside the box is
tures, but this, too, can be a learning experi-        The monster encounters in this module are        designed to be read aloud when the charac-
ence...                                             designed to be a challenge for four to eight        ters first enter the room. You may have to
   Your players can either use existing charac-     low-level player characters. If your group is       modify the information slightly if, for exam-
ters or roll up new ones, using the character       small and all are first level, you might reduce     ple, the party enters by a different door than
Sa
generation procedures in the D&D® Basic             the number or strength of the monsters to           the one assumed in the copy. Below the boxed
Rules. Encourage the players to choose a            give your party a fighting chance. If your          copy is special information for the DM,
wide variety of character classes. Many situa-      group is large and has members of third or          including descriptions of monsters, traps,
tions throughout these adventures assume            higher levels, you might make the monsters a        tricks, treasure, or other information about
that there is at least one cleric or magic-user     bit tougher.                                        the room. You may end up revealing some,
able to read a scroll or use a magic item of           If you raise or lower the number or              none, or all of this information, depending on
some kind.                                          strength of the monsters, adjust the treasure       the actions of the players.
   The adventures in this module assume that        in the same manner.                                    Some, but not all, of these adventures have
at least the DM (and preferably the players as         As DM, it is your responsibility to prepare      wandering monsters listed for them. A wan-
well) is familiar with the entire D&D® Basic        yourself. First, read each adventure com-           dering monster table is given at the beginning
Set. To make the game run smoothly, the DM          pletely several times, making notes about the       of each adventure that uses them. Roll the
needs to know the rules thoroughly. If you          more difficult encounters. Think about how          dice as indicated to see when and if a wander-
don't know all the rules by heart yet, at least     you might act if you were a player in this          ing monster encounter occurs.
                                                     THE CLEARING OF CASTLE CALDWELL
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                                         pl
                Background                           opportunity to purchase supplies and equip-                     Wandering Monsters
                                                     ment with the money they have on hand.
Clifton Caldwell, a local merchant, has                                                                     There are four goblins wandering the hall-
recently purchased a small castle, located a             Clifton takes the characters to the castle, and,
                                                                                                            ways. They are armed with short bows and
few miles out of town. The castle had not            if asked, furnishes them with a map of the out-
                                                                                                            daggers. Roll Id6 every turn that the party is
been occupied for some time. Clifton had             side of the castle (trace the outline of the castle
                                                                                                            in the hallway. On a roll of 1, the goblins
purchased the castle for a ridiculously high         on Map 1, and give it to the players.) You can
                                                                                                            appear coming around the nearest corner.
  m
price, since he had always wanted to own             place wandering monster encounters in the for-
                                                     est surrounding the castle if you wish.                   The goblins are cautious, but not necessar-
one. But when he went to visit his new home,                                                                ily hostile. Roleplay their actions based on
he found that it was overrun by monsters! He            All the rooms on the first level of the castle
                                                                                                            the situation and the actions of the party. Use
was lucky to escape with his life.                   have windows, so the party will not need
                                                                                                            the Monster Reaction Chart on p. 22 of the
                                                     light. The windows are too high for monsters
   He has hired a party of adventurers (the                                                                 Dungeon Masters Rulebook to determine
                                                     to look out, and too high and narrow for the
player characters) to rid the castle of its mon-                                                            how the goblins act.
                                                     party to climb through. The hallway is lit by
strous inhabitants so that he can move in.                                                                     The goblins live with the rest of their kind
                                                     skylights similar to those found in rooms 3,5,
                                                     14, and 18. The walls, ceilings, and floors            in room 2. They are carrying 6 ep, 7 ep, 10
   Notes for the Dungeon Master
Sa
                                                     (except for room 31) are made of stone. The            ep, and 3 ep, respectively.
If you wish, you can roleplay Clifton's negoti-      doors are all made of heavy oak, but are               The adventure begins with the party standing
ations with the player characters for clearing       unlocked and open easily unless otherwise              outside the double doors leading into the cas-
out the castle. Although Clifton is wealthy, he      stated. The ceiling in all rooms are about 10          tle. The doors are unlocked, and swing open
is a shrewd bargainer, and initially offers the      feet high, except for the four tower rooms at          easily...
characters 100 gold pieces apiece, in addi-          the corners (rooms 6, 12, 20, and 26), where
tion, of course, to all the treasure they find. If   they are about 25 feet high.                           1. ABANDONED DINING ROOM
pressed, he grudgingly increases his offer, but         Except for those monsters that are living
in no case offers more than 250 gp apiece. If        together, the monsters don't form a group.
you don't want to roleplay the initial bargain-      They happen to be using this otherwise-                 This room appears to have once been used
ing, just tell the players that their characters     abandoned castle by chance. If one of the               as a dining room. There are tables and
will receive 100 gp apiece. Half the money is        intelligent monsters should happen to dis-              benches scattered throughout the room,
given in advance; the remainder when the             cover the party without being detected, it will         many turned on their sides or upside down.
castle is cleared out.                               probably attempt to flee with its life and as           Everything is covered with cobwebs.
   The characters should be given ample              much treasure as it can manage.
THE CLEARING OF CASTLE CALDWELL
The room is empty of monsters, but there is a      4. BEDROOM                                           truthfully any three questions put to it by lawful
large sack under one of the tables. The party                                                           characters once per day. It will not respond at all
will find it if they take a turn to search the      You see a man lying on a bed. He is armed           to characters of other alignments, and after it
room. The sack contains 500 sp and three            with an axe. There is a door at the far end         has answered a total of three questions in any
gems, one worth 300 gp and two worth 50 gp          of the room. On either side of the door are         one day, it will not respond at all until 24 hours
                                                                                                                e
each. The gems cannot be seen unless the            windows high up on the wall.                        have passed. The statue has 100 hit points. If it
contents of the sack are dumped out.                                                                    is hit by an edged weapon, there is a 15%
                                                   See the note for room 3. The man lying on the        chance that the weapon will break (5 % chance
2. GUARDROOM                                       bed is a human trader armed with an axe + /.         for magical weapons). A broken edged weapon
                                                   He is allied with the traders in rooms 3 and 5.      is forever useless.
If the party listens at the door before opening
                                                   If he is in trouble, he pounds on either the
                                                                                        fil
it, they hear sounds of an argument in a
                                                   east or west wall to alert his fellows. Similarly,   8. STOREROOM
strange language. If any characters under-
stand the goblin tongue, they realize that         he will respond to a signal from either room 3
there are goblins in the room arguing about        or 5 by first alerting the other trader and then      The east wall of this room has a ledge
splitting up their loot. When the party opens      going to his friend's aid. He has a small             about seven feet from the floor. There are
the door...                                        pouch with three gems (worth 60 gp, 40 gp,            two small windows above the ledge.
                                                   and 10 gp) in it.                                     Except for some trash on the floor, the
                                                                                                         room appears to be empty.
 You see four small humanoids, each
 armed with a short sword. They are argu-          5. BEDROOM
 ing with each other, evidently over two                                                                Except for the trash on the floor (which is
 large piles of coins on the floor.                 You see a man lying on a bed. He is armed           worthless), the room is empty.
                                                    with a short sword.
The room is inhabited by four goblins, each
armed with a short sword. A treasure of 3,000
cp, 4,000 sp, and one gem worth 50 gp is sit-
ting on the floor, sorted roughly into two
piles. The goblins will fight ferociously to
                                                               e
                                                   See the note for room 3. The man lying on the
                                                   bed is a human trader armed with a
                                                   shortsword. He is allied with the traders in
                                                   rooms 4 and 5. If he is in trouble, he pounds
                                                   on the east wall to alert his fellows. Similarly,
                                                                                                        9. STOREROOM
                                                    You see a circular room, about 40 feet in            seven feet from the floor. There are two
fight. For example, they might be willing to
                                                    diameter, with eight openings spaced evenly          small windows above the ledge. Except for
trade information about the other monsters
                                                    about the outside wall. The windows extend           two long tables along the south wall, the
in the castle in return for being allowed to
                                                    from about waist height to about head                room appears to be empty. As you enter the
leave in peace. The traders are using the cas-
                                                    height for a normal human. These are obvi-           room, you hear the sound of small wings.
tle as a temporary residence far from their
                                                    ously ports through which arrows can be
homes.
                                                    fired. The room appears to be empty.                The ledge in this room is used as a nesting
                                                                                                        area by three stirges. The sound that the
 You see a man armed with a shortsword             The room is empty.                                   party hears is the sound of the stirges flying to
Sa
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                                          1 SQUARE = 10 FEET
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25 1 7
                                              i                                                  J
                                         DOOR
                                                             1                s
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••••• •••••
f                                                                                   J
                                                                      2
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     26                                                                                             6
                                              •—•—••
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                                                   SLOPE
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                                                     UP
                                          1
                                                     TO
                                                   DOOR
                        k
                        N                                                                   5 19 85 TSR, Iiic. AllRigt ts Reserved