[go: up one dir, main page]

0% found this document useful (0 votes)
51 views6 pages

Sample

Uploaded by

wbland.mt
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
51 views6 pages

Sample

Uploaded by

wbland.mt
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 6

MASTER ENCOUNTER TABLE

ADVENTURE #1—The Clearing of Castle Caldwell


Room Monster No. Hit AC HD hp MV #AT D Save ML AL SA/SD XP P
Roll
WM Goblin 4 19 6 1-1 4,5,3,6 90'(30') 1 1-6 or 1-4 NM 7 C No 5 31
2 Goblin 4 19 6 1-1 6,6,6.4 9O'(3O') 1 1-6 NM 7 cN No 5 31
3 Trader(Fl) 1 19 6 1 6 120'(40') 1 1-6 Fl 7 No 10 31

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

ADVENTURE #2—Dungeons of Terror


Room Monster

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

ADVENTURE #3—The Abduction of Princess Sylvia


Room Monster No. Hit AC HD hp MV #AT D Save ML AL SA/SD XP P
Roll
1 Goblin 1 19 6 1-1 4 9O'(3O') 1 1-6 NM 7 C No 5 31
1 Lizard Man 1 17 5 2+ 1 11 60'(20') 1 1-6 + 1 F2 12 N No 25 33
Yellow Mold N/A 2 7 0 1 1-6 + special F2 N/A N Yes 25 3$
Sa

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

Castle Caldwell and Beyond

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

Editor: Michael S. Dobson


Graphic Designer: Ruth Hoyer
Cover Artist: Clyde Caldwell
e LIST OF MAPS, CHARTS AND PLAYING AIDS
MAP 1: Castle Caldwell, Ground Level
MAP 2: Castle Caldwell, Dungeon Level
MAP 3: Treasure Map
MAP 4: Riddle
10
12
12
5
pl
Interior Artist: Doug Watson MAP 5: Fortress of Oliver of Horn 15
Cartographer: Diesel MAP 6: Enemy Outpost 21
Typographer: Betty Elmore MAP 7: Sanctuary of Elwyn the Ardent 27
MAP 8: Treasure Map #1 29
MAP 9: Treasure Map #2 31
1985 TSR. Inc. All Riijhts Re: rd. Printed in U S A
DUNGEONS & DRAGONS. D&D. PRODUCTS OF YOUR Master Encounter Table Inside Cover
IMAGINATION, and the TSR logo an- (rack-marks owned rn
TSR. Inc.
Adventure for character levels 1-3
Distributed to the book trade in the United Si , bv Rando
m

House. Inc.. and in Canada by Random House


Distributed to the toy and hobbv trade by regional di
tributed in the Unitc-d Kingdom by TSR L'K Ltd
This module is protected under the copyright law
of America An reproduction unauthc ise of the
prohibi hout the
on ot TSR. Inc

TSR, Inc. TSR UK Ltd.


POB 756 The Mill, Rathmore Road
Sa

Lake Geneva Cambridge CB1 4AD


WI 53147 United Kingdom

TSR, Inc.
PRODUCTS OF YOUR IMAGINATION"

ISBN 0-88038-200-7 9143


INTRODUCTION

e
fil
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

e
fil
e
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

The east wall of this room has a ledge


about seven feet from the floor. There are
two small windows above the ledge.
Except for some trash on the floor, the
pl
defend their treasure.
In addition to the treasure on the floor, the he will respond to a signal from room 4 by room appears to be empty.
goblins carry 4 ep, 7 ep, 8 ep, and 7 ep, first alerting the trader in room 3 and then
respectively, in their pockets. going to his friend's aid. He has no treasure. Except for the trash on the floor (which is
This room is lit by a skylight identical to worthless), the room is empty.
3. BEDROOM the one in room 3.
10. STOREROOM
NOTE: The traders in rooms 3, 4, and 5 6. TOWER ROOM
want to save their treasure and their lives.
The east wall of this room has a ledge about
They prefer to deal with the party rather than
m

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

lying on a bed. attack. The party has a normal chance to be


7. UTILITY ROOM surprised by the stirges, but the stirges can-
The room is lit by a skylight in the northeast not be surprised.
corner of the room that lets in the light, but A flying stirge gains a bonus of + 2 on its
The east wall of this room has a ledge
not the rain. The man lying on the bed is a first hit roll against any opponent because of
about seven feet from the floor, with two
human trader armed with a shortsword. He its speed in the air. Any successful hit by a
small windows above the ledge. The room
is allied with the traders in rooms 4 and 5. If stirge means that the stirge has attached itself
appears to be empty except for a statue of
he is in trouble, he pounds on the east wall to the victim. Each round after the first hit,
a shepherd in the northeast corner.
with the butt of his sword to call the others. the stirge automatically inflicts 1-3 points of
Similarly, he will respond to a signal from damage (blood drain) until either it or its vic-
room 4 by first alerting the trader in room 5 The statue is made of stone. If there is a lawful
character in the party when it enters the room, tim is dead. If the victim dies, the stirge will
and then going to his friend's aid. He has a attack another opponent.
large pouch with 8 gp and 20 sp in it. the statue says, "Greetings. May I help you?"
The statue is able to answer questions about Stirges like shiny things. On their ledge are
the castle and its inhabitants. It will answer three gems worth 500 gp, 100 gp, and 50 gp,
^ CASTLE CALDWELL, ^

f "1 Jr
Qk GROUND LEVEL . ^

1 1tr
1 SQUARE = 10 FEET
20 12

e
r
•-•••• • • ^

r
1
19 17 15 13

fil
It*.

Z>i Zl—• Z N - •CZ

Lr
21
J
J
ii
^d •<: Z^«

1
18 16 14
•••••

J Lr
22 10

1
28
e
•IBB ^m •••• • • • •
.29

Lr
23

J
pl
9

30

1
27 31
••••i

J J
24 8
•••• —<z IN- •••• ••••
4

Fl
3 5
m

JL L
\ STATUE-

25 1 7

i J
DOOR

1 s
Sa

••••• •••••

f J
2

A
1

J J
26 6
•—•—••

/
SLOPE

f
UP

1
TO
DOOR

k
N 5 19 85 TSR, Iiic. AllRigt ts Reserved

You might also like