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Official Basic Solo Adventure

TSR, Inc.
PRODUCTS OF YOUR IYAOINATION~"
IONS E DRAGONS, DGD. and PRODUCTS OF YOUR IMAC.INATI0N
.
bv Merle M. Rasmussen
Official Basic Solo Adventure

CONTENTS

,AY THIS ADVENTURE


I .............................. 2
< notes on how to keep records, fight
, use magic, and begin the adventure.

D ENTRIES (“C” entries). ....... 7


; entries for exploring the castle out-
skirts, the outer curtain, the outer ward, and the
inner curtain.

Editor: T i m Kilpin
L I O N CASTLE ENTRIES (“L” entries). ......20
Including entries for exploring Castle Levels
Artist: Bob Maurus I-V, and the castle dunseon.
Graphic Designer: Elizabeth Riedel

PREROLLED CHARACTERS .............. .31


Dimibuted to the b m k trade in the United States by Rmdom
House, Inc., and in Csnndiby Random Hmric ofCaaada, Ltd.
Featuring first through third level magic-users
Distribvfed LO the toy and hobby trade by resiond distributors. and elves.
Distributed in the United Kingdom by TSR (UK) Ltd.
Courtyard entries, p. 7
DUNGEONS & DRAGONS a d D&D a m mgiistcd trademarks
owned by TSR, Inc. LIST OF TABLES AND MAPS
01984 TSR, Inc. All Rights Reserved. Printed in U.S.A Table 1: Monster Die Rolls and Modifiers. .......... 6
This r d v c n m c is protmtcd under thr copyright laws of the Table 2: Wandering Monsters.. ................... 6
United Sfate of America. Any rrprdvrfion or other unauthor Table 3: Teleport Locations ..................... .30
ired YIC of the material or artwork contained herein is prohib-
ited without the express written permission of TSR, In<. Table 4: Saving Throws. ............... inside panel
Table 5 : Character Hit Rolls ............ .‘insidepanel
TSR,Ins. TSR (UK) Lid. Table 6: Variable Weapon Damage .......
inside panel
Table 7: Monster Hit Rolls ............. ..inside panel
POB 756 The Mill, Rathmorc Romd
Lake Gcncvr, Cambridge CBllAD
WI 53147 Unitrd Kingdom Combat Checklist ..................... .inside panel
Lion Cast‘e entries,P. Abbreviations ........................ .inside panel

Qm TSR, Inc.
West Dungeon LevellEast Dungeon level .. .inside panel
Castle Level I ........................
Castle Level XI. .......................
Castle Level 111. ......................
Castle Level IV .......................
Castle Level V ........................
.inside panel
.inside panel
.inside panel
.inside panel
.inside panel
Lion Castle .Top View. ............... .outside panel
Lion Castle South Flank .Side View. .... .outside panel
Prerolled characters, p. 31

TO BEGIN YOUR SOLO ADVENTURE, TURN


TO PAGE 2.

ISBN 0-88038-107-8 9097


HOW TO PLAY THIS ADVENTURE
START HERE. When you take an item from a room, that language, the monster does not attack and
room’s entry will direct you to cross out the allows you to pass unharmed. If you try to
sentence that describes the item. Doing this talk to a monster in a language it doesn’t
You will need the D&D’ Basic rules, a set of allows you to change the adventure the next know, you lose initiative and the monster
polyhedral dice, paper, a pencil, and an time you or someone else plays it. attacks.
eraser. Don’t use a pen, because your traits For details on the magic journal, read For details on movement, read entry R8.
and possessions may change during the entry R4.
adventure.
Read all of the “R” rules entries before R8. Movement: Movement rates are
starting the adventure. R4. The magic journal: The solo used only in combat. During this part of step
adventure pages in this booklet are bounded B on the Combat Checklist, you may use a
on each side by spaces marked “Magic Jour- defensive maneuver (retreating, or throwing
R1. Welcome to the world of Sargon the nal.” Reminders on recordkeeping and how food or treasure to a monster).
Wizard. You’re about to set out on a thrilling, to play certain entries are here. You may also If you choose to retreat, compare your
magic-filled adventure in a dangerous, use the journal to make notes to yourself movement rate per round with the monster’s
haunted castle, and you’ll be on your own. about a specific entry or direction. movement rate per round. If your rate is
Only your wits and your weapons can help You may write anything you wish in the greater than the monster’s rate, you escape
you. magic journal. Some examples are: “Avoid the monster, and you may go on to the next
If you choose one of the prerolled charac- L21,”and “Enter through the postern gate.” entry of your choice. Before you leave, how-
ters provided with the adventure, your char- These notes will come in especially handy ever, the attacking monster gets one more
acter will be a magic-user or an elf. If you when you decide to play the adventure again chance to hit you, gaining a +2bonus to its hit
decide to use your own character for this as a different character. roll. For this attack, you must calculate your
adventure, the character cannot be higher For details on mapping, read entry R5. Armor Class as if you had no shield. Also,
than third level. Your character cannot use you cannot defend yourself. If your move-
any spell, magic item, or equipment that is ment rate per round is less than or equal to
not listed on p. 31-32. the monster’s rate, you must stay and fight
R5. Mapping: Several maps of Lion the monster. You may decide to throw food or
This is a solo adventure. You read entries Castle are shown on the booklet cover. These
just like this one. Each entry asks you to make treasure to the monster at this point.
maps are not complete. You will have to fill in
a decision about where you want to go or If you choose to throw food or treasure io a
some of the blank areas as you explore the
what you want to do. Some entries, like this castle. A light grid is printed over the maps to monster, subtract the item you threw from
one, simply direct you to the next entry. Read make mapping easier. Most “E’ entries list ycur character sheet. Intelligent monsters are
entry R2. room dimensions for you. stopped only if you throw treasure (a coin,
gem, or magic item). You may encounter the
All walls, ceilings, and floors in Lion Cas-
tle are made of stone, and all inside walls are following intelligent monsters in this adven-
R2. Choosing an entry: Most 10 feet high.
ture: bugbear, gnoll, goblin, hobgoblin, om,
entries in this adventure list several options You may erase the additions you have wereboar, and wererat. All other monsters in
for you. There are many different areas to this adventure stop only if you throw food (1
made to the maps when you play the adven-
explore in and around Lion Castle. Because ration).
ture as another character, or when other play-
of this, all of the adventure entries are let- ers take characters into the castle. After you have thrown the food or trea-
tered and numbered. If you are exploring the sure, roll ld6. On a 1, 2, or 3, the monster
For details on fighting monsters, read
areas outside the castle, all entries begin with stops and marvels at its “gift.” Consider the
entry R6.
the letter “C” (courtyard entries). If you are stopped creature as a “defeated” monster.
exploring inside the castle, all entries begin You cannot take its treasure, however. O n a
with the letter “L”(Lion Castle entries). roll of 4,5, or 6,the monster ignores your gift
The “C” entries are divided into five R6. Fighting monsters: When an and attacks.
areas: the castle outskirts, the outer curtain, entry states that you encounter a monster, go For details on morale, read entry R9.
the outer ward, the inner curtain, and the to the Combat Checklist on the booklet cover
inner ward. The ‘‘E’ entries encompass sev- and follow its steps. You never encounter
eral levels of the castle, but are not divided more than one monster at a time during this R9. Morale: During this part of step B
into specific categories. adventure. The following entries explain the on the Combat Checklist, roll 2d6 (only ifyou
For details on keeping records during your steps of the Combat Checklist. For details on have hit the monster once). If the dice roll is
adventure, read entry R3. initiative, read entry R7. greater than the monster’s morale, the mon-
ster is demoralized and tries to retreat. You
gain a +2bonus to your hit rolls when a mon-
R3. Keeping records: YOUwill keep R7. Initiative: Roll ld6 for yourself ster retreats. If the monster’s movement rate
a record of your adventure as you explore first, and then for the monster you have per round is greater than your movement
Lion Castle. Each time you find an item on encountered. If your die roll is higher, you rate per round, or if you do not attack the
your journey, add it to your character sheet. may attack, or you may try to talk to the monster as it retreats, the monster escapes.
If you lose an item, cross the item off your monster. (If the die rolls are the same, roll You cannot take treasure from a monster that
character sheet. both dice again.) If you speak the monster’s escapes.

2
HOW TO PLAY THIS ADVENTURE

Example: During your combat round on monsters may have more than one attack. alty. The penalty lasts until you find a cure for
the Combat Checklist, you hit a bugbear, For each of the monster’s attacks that hits the sickness.
causing 2 points of damage. In the bugbear’s you, roll to find the damage the attack does to For details on fighting monsters in the
combat round, you roll 2d6 to determine if you, using the dice indicated in the monster’s dark, read entry R13.
the bugbear’s morale will fail. Its morale is 9. statistics. Subtract the damage from your hit
You roll an 11. The bugbear has failed its points. If your hit points reach 0, you are
morale check. It retreats at the rate of 30 feet defeated. Entry R18 (Defeated Characters) R13. Fighting monsters in the
per round. You move at the rate of 40 feet per explains what to do when this happens. dark: Elves have infravision and can fight
round, so you can attack the creature as it If a monster hits you with a poisonous monsters in the dark. If a magic-user has no
retreats. Add 2 to your hit roll because the attack, you must make a saving throw vs. light source and is fighting a monster in the
bugbear is retreating. poison. If you fail the saving throw, you take dark, the magic-user suffers a -4 penalty on
For details on using magic in combat, read 1 hit point of damage per Hit Die of the mon- all hit rolls. The monster gains a +4bonus to
entry R10. ster that hit you. all hit rolls. These hit roll modifiers apply
Special rules apply for some of the mon- until the area is lighted or combat has ended.
sters you may encounter in this adventure. The magic-user may cast a light or continual
R10. Using magic in combat: If For details on these special monsters, read light spell in this situation, if he has learned
you decide to cast a spell when you attack a entry R12. the spell that morning. He cannot read his
monster, you cannot use hand-to-hand com- spell book in the dark.
bat in the same round. You may cast only one For details on wandering monster encoun-
spell per combat round. ters, read entry R14.
When you cast a spell at a monster, con- R12. Combat for special mon-
sider the monster to be in a 10-foot-square sters: The following monsters in this
area and within 10 feet of you. adventure have special attacks or defenses. R14. Wandering monster en-
Some spells allow for the monster to make Giant bee: If a giant bee stings you, the counters: Entries occasionally ask you to
a saving throw to avoid the spell’s full effect. bee dies, but you must make a saving throw “check for a wandering monster.” To check
Consult the monster’s “Save” rating and vs. poison. The stinger causes 1 point ofdam- for such an encounter, roll ld6. If you roll a 2,
then check Table 4: Saving Throws on the age before you are able to pull it out. 3,4,5, or 6, you do not encounter a monster,
booklet cover. Monster saving throws are Stirge: If a stirge hits you, it attaches itself and you may go on in the adventure. If you
explained hrther on p. 23 of the Dungeon to you and causes 1-3 points of damage per roll a 1, you encounter a wandering monster.
Masters Rule Book. round until it is defeated. Follow these steps when you have such an
Because of the strange magic in Lion Cas- Lycanthropes (wereboar, wererat, wereti- encounter:
tle, some spells do not work the same as they ger): You may use a sprig of wolfsbane as a
normally would. Elf and magic-user spells weapon against any of these creatures. If you 1. Refer to Table 1: Monster Die Rolls and
higher than second level do not work at all in use wolfsbane to hit one of them, the creature Modifiers to determine what die roll and
the castle. For details on spells whose effects must make a saving throw vs. poison. If its modifier should be used on Table 2: Wander-
are altered in this adventure, read entry R16. saving throw fails, the creature runs away, ing Monsters. Your location in the castle
For details on hand-to-hand combat, read leaving behind its treasure. When a lycan- affects what type of monster you encounter.
entry R11. thrope is in animal form, only magic weap- For example, if you are exploring Castle
ons, silvered weapons, or spells can harm it. Level I, you roll ld12 and add 6 to your die
If you defeat a lycanthrope, it returns to roll. If you rolled a 4, your final result would
R l l . Hand-to-hand combat: If human form. The wereboar and weretiger be 10.
you attack a monster and do not use a spell, cannot speak normal languages when in ani-
you are engaging in hand-to-hand combat. mal form, but a wererat can speak Common 2. Refer to Table 2 to determine which mon-
When it is your turn on the Combat in any form. ster you encounter, using the modified die
Checklist to attack, consult Table 5: Charac- If you lose more than ‘12 of your hit points roll from step 1. For example, if your modi-
ter Hit Rolls on the hooklet cover and make a in combat with a lycanthrope, you contract fied die roll from step 1 is 10, you check to see
hit roll. If you hit, check Table 6: Variable the disease lycanthropy. If you are an elf, you which monster corresponds to that number
Weapon Damage to see how much damage die in 2d12 days, unless you find a cure. If on Table 2. The monster you encounter is a
you cause to the monster. If you have no you are a magic-user, you turn into the same giant black widow spider.
weapon, your bare fist does 1 point of dam- type of werecreature as the one you were If you encounter a boar, a giant rat, or a
age. If you have Strength bonus modifiers, fighting. This transformation occurs in 2d12 tiger, roll ld6. Ifyou rolla 1,2, or3, thecrea-
add these to the damage. Subtract the total days, unless you find a cure. ture is a lycanthrope (wereboar, wererat,
damage from the monster’s hit points. When Giant Rat: If a giant rat bites you, you weretiger). These creatures’ statistics are
a monster’s hit points reach 0, the monster is have a chance of becoming diseased. Roll listed on Table 2 next to their “normal”
defeated. If a defeated monster had treasure, ld20. If you roll a 1, the rat infects you. You counterparts.
you may add that treasure to your character may be able to avoid the disease by making a
sheet. saving throw vs. poison. If you fail the saving 3. After you have resolved your wandering
When a monster attacks you, consult Table throw, roll ld4. If you roll a 1, you die in ld6 monster encounter, record any treasure addi-
7: Monster Hit Rolls on the booklet cover days unless you find a cure. Ifyou roll a 2, 3, tipns or hit point losses on your character
and make a hit roll for the monster. Some or 4, you are sick and have a -1 hit roll pen- sheet. Then return to your current entry.

3
HOW TO PLAY THIS ADVENTURE

For details on healing and resting, read entry Protection from evil. This spell’s effect is bro- affectshow some magic items work within its
R15. ken as soon as you enter another room or walls (all ‘‘I? entries). This entry lists these
area. items’ altered effects.
R15. Healing and resting: Ifyou Read magic. This spell’s effect is broken as Potion ofgaseous form. This potion does not
want to regain lost hit points and do not have soon as you enter another room or area. work within Lion Castle (“E’ entries).
any magic means to do so, you may stop at an
entry and rest. When you decide to rest, fol- Sleep. Roll 2d8 when you cast this spell. The Potion of healing. If you have a potion of
low these steps: dice roll indicates how many of a monster’s healing, you may drink it at any time, except
Hit Dice are affected. If the dice roll is greater when you are fighting a monster. Roll ld6
1. Subtract 1 day’s rations from your charac- than the monster’s number of Hit Dice, the and add 1. This modified die roll is the num-
ter sheet. If you have no rations, subtract 2 monster falls asleep. No saving throws are ber of hit points you regain from drinking the
hit points because of hunger. allowed. The spell’seffect is broken as soon as potion.
you enter another room or area. The spell
2. Roll ld6. If you roll a 1, a wandering mon- does not affect giant draco lizards, lions, Potion of invisibility This potion does not
ster surprises you as you sleep. (The monster tigers, or weretigers. work within Lion Castle (“E’ entries).
finds you even if you are invisible.) Refer to
entry R14 (Wandering Monster Encounters) Second level magic-user or elf spells Potion of levitation. This potion does not
for details on how to run the encounter. work within Lion Castle (“E’ entries).
Continuallight. You may cast this spell at any
3. If you do not encounter a wandering mon- monster’s eyes. The monster must make a Ring of invisibility This ring does not work
ster while you are resting, add 1 hit point to saving throw vs. spells. If the saving throw within Lion Castle (“E’ entries).
your hit point score on the character sheet. fails, the monster is blinded and defeated. If
the saving throw succeeds, the globe of light Ring ofprotection +f . This ring works at all
4. You may study your spell book and regain appears, but the monster suffers no ill effects. times. You may wear two rings ofprotection
any spells you lost so far during the adven- The spell’s effect fades away as soon as you +f at the same time, doubling the effects of
ture. Return to your current entry. enter another room or area. one ring. Each ring improves your Armor
Class by 1 and adds a *l bonus to all of your
For details on how Lion Castle alters certain Invisibility This spell’s effect is broken as saving throws.
spell effects, read entry R16. soon as you attack a monster or cast another Wand ofparalyzation. You may use this item
For details on defeated characters, read spell. during the Magic Spells part of step B on the
entry R18. I
Combat Checklist. When you use the wand
L Levitate. You may cast this spell on yourself in combat, the monster you are fighting must
when you retreat during combat. If the mon- make a saving throw vs. paralysis. If the sav-
R16. Altered spell effects: These ster you are fleeing cannot fly, you escape. ing throw fails, the monster is paralyzed until
spells have different effects in this adventure. The monster cannot hit you. This spell has no you leave the room or area.
effect if the monster you are fleeing can fly.
First level magic-user and elf spells The spell’s effect is broken as soon as you Elven boots. This item has no effect in this
enter another room or area. adventure.
Charm person. This spell may affect one liv- You may also use this spell to scout out the
ing bugbear, gnoll, goblin, hobgoblin, ogre, surrounding area when you read an entry Rope ofclimbing. This item works only when
or orc. The monster makes a saving throw vs. that lists any entry from C1 to C13 as an a specific entry lists its use as an option. You
spells. If the saving throw succeeds, the spell option. You may use the spell to read ahead to may always use it as a normal rope. If you cut
has no effect. If the saving throw fails, the any of those “C” entries without actually the rope during the adventure, the rope’s
monster does not attack and hands over its traveling to that entry. In this case, the spell’s length still stays the same.
treasure (if you ask for it). The monster does effect is broken as soon as you have read all of
not answer questions, fight for you, or go the entries listed in your current entry. Magic items whose effects are not altered by
with you. If you attack the monster with a Other “C” entries indicate when you may Lion Castle include gauntlets of ogre power,
weapon or another spell, this spell’s effect is use this spell. These entries also tell you how elven cloaks, and bags ofholding.
automatically broken. The spell’s effect is long the spell’s effect lasts. For details on hand-to-hand combat, read
also broken as soon as you enter another entry R11.
room or area. Web. This spell’s effect is broken as soon as For details on defeated characters, read
you enter another room or area. entry R18.
Hold portal. This spell’s effect is broken as
soon as you enter another room or area. For details on how certain magic items work
in Lion Castle, read entry R17. R18. Defeated characters: If a
Light. This spell defeats a monster if you cast monster defeats you, go to your character
it on the monster’s eyes. The spell’s effect is sheet, cross out the character’s name, and cir-
broken as soon as you enter another room or R17. Magic items in Lion Cas- cle the possessions still held by that character
area. tle: Sargon’s power within Lion Castle when he was defeated.

4
To choose a character, turn
to p. 31 and 32.
Then start the adventure
at entry C1 on p. 7.

5
3 Giant Draco Lizard: AC 5; HD 14 Giant Crab Spider: AC 7; H D 2’;
TABLE 1 4.2; hp 20;MV 120’ (40’); #AT 1 hp 9; MV 120’ (40’); #AT 1 bite; D
MONSTER DIE ROLLS bite; D 1-10; Save F3; ML 7; AL N; 1-8 poison; Save F1; ML 7; AL N;
AND MODIFIERS XP 125 XP 25
Monster Location Die Roll Modifier Treasure: 135 gp; scroll of holdpor- Treasure: 135 gp; elven cloak
tal
Castle Level V id10 15 Gnoll: AC 5; HD 2; hp 9; MV 90’
Castle Level IV id12 4 Ogre: AC 5; HD 4.1; hp 19; MV (30’); #AT 1 club; D id4 ‘1; Save
Castle Level 111 id12 +1 90’ (30’); #AT 1 club; D id4 +2; F2; ML 8; AL C; XP 20
Castle Level I1 id12 +2 Save F4; ML 10; AL C; XP 125 Treasure: 1 gp
Castle Level I id12 *6 Treasure: 50 gp
Castle Dungeon 16 Rock Baboon: AC 6; HD 2; hp 9;
(west) id12 +7 5 Giant Ant: AC 3; HD 4’; hp 18; MV 120’ (40’); #AT 1 club/l bite; D
Castle Dungeon MV 180’(60’); #AT 1; D 2-12; Save 1-6/ 1-3; Save F2; ML 8; AL N; XP
(east) id12 +8 F2; ML 7; AL N; XP 125 20
Tail Tunnel id12 +9 Treasure: 135 gp; scroll of light Treasure: 135 gp; wand ofparalyza-
Outer Ward id12 *io 6 Panther: AC 4; HD 4; hp 18; MV tion (5 charges)
Courtyard Tower id12 +11 210’ (70’); #AT 2 claws/l bite; D 1-
Other Courtyard 4/ 1-4/1-8; Save F2; ML 8; AL N; 17 Giant Fire Beetle: AC 4; H D 1.2;
Areas id12 *12 XP 75 hp 7; MV 120’ (40’); #AT 1 bite; D
Treasure: 135 gp; scroll of shield 2-8; Save F1; ML 7; AL N; XP 15
Check the maps on the booklet cover for the Treasure: Nil
names of areas in and around Lion Castle. 7 Mountain Lion: AC 6; HD 3.2; hp
16; MV 150’ (50’); #AT 2 clawdl 18 Hobgoblin: AC 6; HD 1.1; hp 6;
bite; D 1-3/1-3/1-6; Save F2; ML8; MV 90’ (30’); #AT 1 club; D 1-4;
AL N; XP 50 Save F l ; ML 8; AL C ; XP 15
Treasure: 135 gp; rope ofclimbing Treasure: 1 gp

8 Giant Oil Beetle: AC 3; HD 3.1; hp 19 Giant Ferret: AC 5; HD 1.1; hp 6;


15; MV 150’ (50’); #AT 1 bite; D 2- MV 150’ (50’); #AT 1 bite; D 1-8;
12; Save F2; ML 9; AL N; XP 50 Save F1; ML 8; AL N; XP 15
Treasure: 135 gp; gauntlets of ogre Treasure: Nil
power
20 Stirge: AC 7; HD 1;; hp 5; MV
9 Bugbear: AC 5; HD 3.1; hp 15; 180’ (60’)flying; #AT 1; D 1-3;Save
MV 90’ (30’); #AT 1 club; Did4 ‘1; F2; ML 9; AL N; XP 13
Save F3; ML 9; AL C; XP 75 Treasure: 225 gp gem
Treasure: 2 gp
TABLE 2 21 Orc: AC 6; HD 1; hp 5; MV 90’
WANDERING MONSTERS 10 Giant Black Widow Spider: AC 6;
(30’); #AT 1 club; D 1-4; Save F l ;
HD 3.; hp 14; MV 60’ (20’); #AT 1
No. ML 6; AL C; XP 10
bite; D 2-12 poison; Save F2; ML
+

from Treasure: 1 gp
8; AL N; XP 50
Table 1 Monster Treasure: 135 gp; elven boots 22 Goblin: AC 6; HD 1-1; hp 4; MV
11 Boar (Roll ld6. Wereboar on a roll 90’ (30’); #AT 1 club; D 1-4; Save
1 Tiger (Roll ld6. Weretiger on roll of of 1-3, wereboar statistics in paren- NM; ML 7; AL C ; XP 5
1-3, weretiger stats in parentheses): theses): AC 7 (4); HD 3 (4.1); hp 14 Treasure: 4 gp
AC 6(3);HD6(5);hp 27(23); MV (19); MV90’(30’)(150’(50’)); #AT
150’ (50’); #AT 2 claws/l bite; D 1- 1 tusk; D 2-8 (2-12); Save F2 (F4); 23 Giant Bee: AC 7; HD ‘/z;hp 4; MV
6/1-6/2-12; Save F3 (F5); ML 9; AL ML 9; AL N; XP 35 (200) 150’ (50’); #AT 1 sting; D 1-3 + spe-
N; XP 275 (300) Treasure: Nil (750 gp; ringofinvisi- cial; Save F1; ML 9; AL N; XP 6
Treasure: 135 gp; scroll of three bility; potion of healing) Treasure: Nil
spells - continual light, protection
from evil, web (750 gp; potion of 12 Pit Viper: AC 6; HD 2‘; hp 9; MV 24 Giant Rat (Roll ld6. Wererat on roll
invisibility; potion of levitation) 90’ (30’); #AT 1 bite; D 1-4 poison;
+
of 1-3, wererat statistics in paren-
Save F1; ML 7; AL N; XP 25 theses): AC 7; HD ‘/z (3); hp 4 (14);
2 Lion: AC 6; H D 5; hp 23; MV 150’ Treasure: Nil MV 120’ (40’); #AT 1 bite; D 1-3 +
(50’); #AT 2 claws/l bite; D 2-5/2-5/ disease (1-4 disease); Save NM
+

1-10; Save F3; ML 9; AL N; XP 13 Giant Tiger Beetle: AC 4; HD 2’; (F3); ML 8; AL N (C); XP 5, 6 if


175 hp 9; MV 120’ (40’); #AT 1 bite; D diseased (50)
Treasure: 135 gp; scroll of two spells 1-6; Save F1; ML 8; AL N; XP 25 Treasure: 750 gp (750 gp; bag of
- invisibilitx levitate Treasure: Nil holding; ring ofprotection +I)

6
COURTYARD ENTRIES

-
MagicJournal MagicJournal

Castle outskirts The tavernkeeper’s tale has stirred you and the
others once again, and you decide to draw lots to
see who will be the first to enter Sargon’s Lion Cas-
c1. Roars of laughter and the sound of hearty tle.
voices in song rise from the tables in this warm, The tavernkeeper gladly watches over your
smoky tavern. You make your way through the table, waiting to see who will go forth to face
crowd, listening as people talk of the great wizard Sargon’s ghost.
Sargon and his haunted castle. The lots are drawn. You are chosen! The
Several of the tavern’s patrons are apprentices of tavernkeeper claps his hands and skips back to a
local magic-users, and that is your occupation as cabinet in the back of the room. “You’re a lucky
well. You have joined the others tonight in the vil- one, my friend,” he says as he pulls pieces of parch-
lage of Sarsdell to trade stones and talk of your ment from the cabinet. “Take these maps, and this
favorite topic-Lion Castle. magic journal with you. If you do not survive your
“Sargon was the greatest magic-user of all time, quest, this journal magically reappears here in the
he was,” says an old woman who has stopped at tavern, so your friends and I know what sort of fate
your table. “No magic worked on him, no sir, none you befell.”
but his own. Why, I see warlocks, wizards, and sor- The tavernkeeper hands you the journal and
cerers pass through here every day, and not one of some incomplete maps of the castle. “Others before
them will go near that Lion Castle of his. They’re you were able to map this much before, ah, retir-
afraid they’ll lose all of their powers!” ing. Finish these maps, and find that ghost, and
“Not us, ma’am!” says one of your friends. you will be a hero indeed! ”
“We’ve nothing to lose and everything to gain by “Now listen closely,” says one of your friends.
exploring Sargon’s castle.” “Follow the Streel River east for six days, and then
“What is this Lion Castle?” a newcomer asks. hike north for two. After eight days, you should be
The tavernkeeper, who has told this story many able to see that great stone lion rising from the
times before, eagerly steps forth to inform the new- plain.”
comer. “Be careful as you approach it,” another friend
“Sargon was a strong wizard indeed, son, and cautions. “Wild beasts may attack you.”
his castle is a sight to behold. He built it on the The tavernkeeper breaks in, “You’ll come to the
grassland plains in the land they now call the outer curtain wall, and you’ll see towers and gate-
Ethengar Khanate. Lion Castle is a beauty, son. houses. Once you get beyond the curtain, you have
She rises above the landscape, built so she looks like to cross the outer ward. From there, friend, you
a great cat about to pounce!” can explore the castle’s towers, gatehouses, and
The newcomer is entranced. You smile, because inner levels. Somewhere in that castle roams the
you know how this story goes. The tavernkeeper ghost of Sargon, waiting for you to inherit all his
continues. possessions!”
“Sargon’s ghost resides there now, along with
more than a few creatures, I suspect. The old wiz-
ard’s ghost haunts the hallways, waiting for a wor- In the morning, you pack for your journey, study
thy heir. Well, plenty have tried to enter that great your spell book, and prepare your weapon. You
stone cat, after having heard of all its great magical pack 3 weeks’ worth of iron rations for the long
rewards. Not many return, though, and would you quest.
believe, those who make it back have turned into Your friends accompany you to the edge of Sars-
wild creatures! Whole armies have been defeated dell, shake your hand, and wish you luck.
trying to enter Lion Castle, but they never knew “ I almost forgot to tell you,” one of your friends
the secret.” says. “Legends say that entering the castle at night
“What secret? What secret?” the newcomer is very unwise. Rest before you enter, and
pleads. approach in the light of dawn.” You thank your
“Only one person at a time may pass through the friend and turn to leave.
magical defenses of Lion Castle, son, and magic- You cross the river by ferry and turn east to walk
users and elves are about the only ones who even along the river. The great grassland of the Ethengar
stand a chance.” Khanate stretches out ahead of you.

7
COURTYARD ENTRIES

Magic Journal
-
Magic Journal

Six days pass. You have seen few animals since c2. The north wall of the outer curtain stretches
you left Sarsdell, and you have talked to no one. before you. The lion’s tail bends from the body of
You turn north away from the riverbank, and begin the castle and runs downward toward the postern
crossing the flat grasslands. gatehouse, which stands near the east end of this
As the sun begins to set on the 8th day, a slight wall.
gray mound appears on the north horizon. The
head of a huge stone beast pokes above the waving
If you read en try
grass. Lion Castle stands ahead, only 1 day away!
circle to the east c3
circle to the west c5
Dawn comes quickly, and you set out toward the
castle. The time seems to drag. Finally, in the late
decide to rest here c7
afternoon, you come upon a slight rise in the land.
All of Lion Castle stands majestically before you. A c3. The east wall of the outer curtain stretches
10-foot-high outer curtain wall stretches for 255 before you. The outer gatehouse stands in the cen-
feet at the base of the castle. Twenty-foot-high tow- ter of the wall. A narrow path leads inward from the
ers rise from the wall, which is rimmed by a dry gatehouse, winding to the south as it runs along the
moat. Lion Castle itself rests on a 10-foot-high body of the castle.
mound within the outer curtain wall. The lion’s
head rises 66 feet from the mound. Its great, roar- If you read entry
ing mouth faces west. circle to the north c2
Subtract 9 days’ worth ofrations from your char- circle to the south c4
acter sheet. decide to rest here C6
If you read entry
circle to the east c3 c4. The south wall of the outer curtain stretches
circle to the west c5 before you. There appear to be no openings in the
decide to rest here C6 wall.
If you read entry
circle to the east c3
circle to the west c5
decide to rest here C6

c5. The west wall of the outer curtain stretches


before you. The lion’s head rises above the wall.
The eyes of the great cat flicker, as roars and growls
come from its toothy maw. A narrow path runs
around the south side of the lion’s body and leads
into a dark opening in its chest.
If you read en try
circle to the north c2
circle to the south c4
decide to rest here C6

C6. Follow the steps in entry R15. At dawn the


next day, you wake to continue your quest.
If you want to read entry
enter over the west wall C14
enter over the north wall C14
enter through the outer gatehouse C24
enter through the postern gate-
house c35

c7. Follow the steps in entry R15. Roll ld6. If


you roll a 6, read entry C9. If you roll 1-5, read
entry C8.

8
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Magic Journal
COURTYARD ENTRIES
-
Magic Journal

C8. YOU prepare to continue your quest. You may C 15. Everything you are carrying falls through If you turn gaseous.
:mrs out all the posses-
try to enter the castle. your body as you turn gaseous. You are still holding sions listed on your
the magic journal and the maps, however. Zharactcr sheet. except
I f y o u want to read entry Ihc Lion Castle map$
and the magic journal.
enter over the west wall C 14 I f you read entry
enter over the north wall C14 wait to become solid C8
enter through the outer gatehouse C24 float to the top of the wall C17
enter through the postern gate- float to the top of a tower C18
house c35
flee back to Sarsdell C13 C16. You may go to the top of the wall (entry
C19),or the top of a tower (entry C20).
For details on lighting c 9 . As you sit studying your spell book, you
monsters. read entry
R6. notice something move through the tall grass. It's c 1 7 . As you reach the top of the wall, you sud-
coming in your direction! denly materialize. Your Armor Class is now 9.
Roll ld12 and add 12 to the result. Find that A nearby tower door stands open. A landing that
number on Table 2 to determine what type of mon- leads to a spiral staircase stands inside the door.
ster has creeped up on you.
If you turn gaseous or become invisible, read If you read en try
entry C11.If not, read entry CIO. enter the tower c21
jump 10 feet down to the outer
ward c57
c10. The monster rises from the tall grass. Fol-
jump 15 feet down outside the
low the steps on the Combat Checklist.
wall c47
If you defeat the monster, read entry C8.If the
monster defeats you, read entry C42.
c 1 8 . As you reach the top of the tower, you sud-
c 11. The monster quickly runs past you, heading denly materialize. Your Armor Class is now 9.
A spiral staircase leads down into the tower.
away from the castle. It disappears into the tall
grass. Read entry C8. I f you read en try
go down the stairs c21
c 12. You reach the ground safely. Suddenly, the jump 20 feet down to the outer
ward C58
rope falls from above, as if someone or something
has cut it. You may still use the rope later. Read jump 25 feet down outside the
entry C8. wall C48
jump 10 feet down to top of the
c 13. What a coward! After 9 days of walking, wall c22
you arrive at Sarsdell. Your friends laugh at your
cowardice. Subtract 9 days' rations from your
c 19. You are on top of the wall. If you used magic
to get here, the magic effect stops. Ifyou were invis-
character sheet.
ible, you now become visible. Read entry C49.
If you want to choose a new character, read entry
R19. If you want to try again with your current
character, read entry CI. c 2 0 . You are on top of a tower. If you used magic
to get here, the magic effect stops. If you were invis-
ible, you now become visible. Read entry C50.
Outer curtain
c l 4 . A wall of the outer curtain stands before c 2 1 . You are in the tower. The sound of some- Table 2: Wandering
Manrtcrr is on D. 6.
you. If you have the proper spells or magic items, thing moving on the stairs rises in the cool air of the
you may tower.
levitate (entry C16) Roll ld12 and add 11 to the result. Find that
turn gaseous (entry C15) number on Table 2 to determine what type of mon-
use a rope o f climbing (entry C16) ster is on the stairs. You cannot levitate, turn gas-
If you have the proper spell or item, you may also eous, become invisible, or use a rope o f climbing
become invisible at the same time you use one of here.
the listed options. Follow the steps on the Combat Checklist. If you
If you want to find another way into the castle, defeat the monster, read entry C23.If the monster
read entry C8. defeats you, read entry C42.

9
COURTYARD ENTRIES
Magic Journal
-
MagicJournal

If you want to regain c22. Roll 3d6. If the total is greater than your C27. Everything you are carrying falls through If you ,Urn gascoun,
:mss out d l the posses-
lost hit poinfr, read
entry R13.
Dexterity score, you suffer 1 point of damage from your body as you turn gaseous. You are still holding /ions listed on your
the fall. If the total is less than or equal to your Dex- the magic journal and the maps, however. :haractcr sheet, except
.hc Lion Cantle maps
terity score, you jump safely to the top of the wall. If you read en try and fhc magic journal. '
A nearby tower door stands open. wait to become solid C8
If you read en try float through the gatehouse C30
enter the tower c21
jump 10 feet down into the outer
ward c 57 c 2 8 . You are inside the gatehouse. You cannot lift
jump 15 feet down outside the the portcullis behind you. You cannot levitate, turn
Wall c47 gaseous, become invisible, or use a rope of climb-
climb down a rope into the outer ing here.
ward C60 Murder holes pierce the ceiling between the two
climb down a rope outside the sets of wooden doors that stand ahead.
wall c12 If you read en try
sneak under the holes C32
run under the holes c33
C23. The staircase spirals up toward the tower
roof and down to a door at the outer ward level.
Doors lead from the stairs to the top of the outer
curtain wall.
c29. You are outside the outer gatehouse. You
cannot lift the portcullis before you.
If you read en try If you want to turn gaseous, read entry C34. I1
go up the stairs to the roof c20 you want to find another way into the castle, read
go down the stairs c59 entry C8.
go through a door to top of the
wall c19
C30. You float past the first set ofdoors and then If your Armor Clarr
changes to 9, make sure
suddenly materialize. The doors slam shut behind you note i t 0" your
C24. You are standing before the outer gate- you. Your Armor Class is now 9. All of your equip- character sheer.

house. A raised portcullis rests over the gatehouse ment lies on the ground on the other side of the
opening. Beyond the portcullis, two sets of thick closed doors. Read entry C53.
wooden doors stand open. A path winds inward
from the gatehouse and leads through patches of
undergrowth toward the back of Lion Castle. c 3 1. You take l d 4 points of damage from the fall.
If you have the proper spells or magic items, you ing rocks. Read entry C28.
may go through the gatehouse by
becoming invisible (entry C25)
turning gaseous (entry C27) C32. Sharp rocks rain down through the murder
walking visibly (entry C26) holes as you pass under them. Make a saving throu
If you want to find another way into the castle, read vs. wands. If your saving throw succeeds, you takc
entry C8. no damage. Ifyour saving throw fails, you take ld4
points of damage.
If you read en try
C25. As soon as you enter the gatehouse, you flee forward c33
become visible. Read entry C26. stand still C3 1
retreat C28

C26. The portcullis falls as you pass under it. c 3 3 . The second set of wooden doors slams shut
Make a saving throw vs. wands. If your saving behind you. You cannot open the doors.
throw succeeds, you take no damage. If your sav- You cannot levitate, turn gaseous, become invisi-
ing throw fails, you take ld4 points of damage. ble, or use a rope of climbing here.
You may jump forward as the portcullis falls A winding path leads through patches of under-
(entry C28), or you may jump backward (entry growth into the castle's outer ward. Read entry
C29). C61.

10
-
MagicJournal
COURTYARD ENTRIES
MagicJournal

c34. Everything you are carrying falls through c 4 1 . You float past the first set of doors and then If your Armor Claw
:hangca to 9, make sum
four body as you turn gaseous. You are still holding suddenly materialize. The doors slam shut behind you " 0 , C if On YOU'
he magic journal and the maps, however. you. Your Armor Class is now 9. All of your equip- -hnracter shea.

ment lies on the ground on the other side of the


If you read entry
closed doors. Read entry C45.
wait to become solid C8
loat through the portcullis bars C30

c35. You are standing before the postern gate-


C42. Your character has been defeated. Don't be
A po3tern gate is s smal
gate, usually found a upset, though, because you may start the adven-
the mar or side of a cas
iouse. Two sets of thick wooden doors stand open ture again! Read entry R18 (Defeated Charac-
fk. Inside the gatehouse. Beyond the doors, a long tun-
ters), and then read entry R19 (Beginning the
nel leads into darkness.
Adventure).
If you have the proper spells or magic items, you
may go through the gatehouse by
becoming invisible (entry C36) c 4 3 . Sharp rocks rain down through the murder If your hit puints reach
0 , read entry c42.
turning gaseous (entry C38) holes as you pass under them. Make a saving throw
walking visibly (entry C37) vs. wands. If your saving throw succeeds, you take
Ifyou want to find another way into the castle, read no damage. Ifyour saving throw fails, you take ld4
entry C8. points of damage.
If you read entry
C36. As soon as you enter the gatehouse, you
flee forward C40
stand still c44
become visible. Read entry C37.
retreat c45

c 3 7 . Murder holes pierce the ceiling between the c 4 4 . You take ld4 points ofdamage from the fall-
two sets of wooden doors in this gatehouse. ing rocks. Read entry C45.
If you read entry
sneak under the holes c39
run under the holes C40 c 4 5 . A set of massive wooden doors stands closed
retreat c35 behind you. A second set of doors stands open
ahead. Murder holes pierce the ceiling between the
two sets of doors.
C38. Everything you are carrying falls through You cannot levitate, turn gaseous, become invisi-
your body as you turn gaseous. You are still holding ble, or use a rope of climbing here.
the magic journal and the maps, however.
Ifyou read en try
If you read en try sneak under the holes c43
wait to become solid C8 run under the holes C40
float through the gatehouse C4l

If you want ( 0 regal c 3 9 . Sharp rocks rain down through the murder C46. You take ld4 points ofdamage from the fall-
losf hit points, res
holes as you pass under them. Make a saving throw ing rocks. Read entry C37.
entry R13.
vs. wands. If your saving throw succeeds, you take
no damage. Ifyour saving throw fails, you take ld4
points of damage. c 4 7 . Roll 3d6. If the total is greater than your
Dexterity score, you suffer 1-2 points of damage
If you read entry
from the fall. If the total is less than or equal to your
flee forward C40 Dexterity score, you jump safely to the ground.
stand still C46
Read entry C8.
retreat c35

C40. The second set of wooden doors slams shut C48. Roll 3d6. If the total is greater than your
behind you. You cannot open the doors. Dexterity score, you suffer i d 4 points of damage
You cannot levitate, turn gaseous, become invisi- from the fall. If the total is less than or equal to your
ble, or use a rope of climbing here. Dexterity score, you jump safely to the ground.
You are in a dark tunnel. Read entry L5. Read entry C8.
-
COURTYARD ENTRIES

MagicJournal
-
vlagicJournal

c 4 9 . A nearby tower door stands open. A landing c 5 4 . You are standing inside the outer curtain
:hat leads to a spiral staircase stands inside the door. wall. If you have the proper spells or magic items,
you may
I f you read entry
levitate (entry C55)
mter the tower c2 1 turn gaseous (entry C56)
jump 10 feet down into the outer
use a rope of climbing (entry C55)
ward c57
If you have the proper spell or item, you may also
jump 15 feet down outside the become invisible at the same time you use one of
wall c47
the listed options.
:limb down a rope into the outer
ward C60
:limb down a rope outside the
c55. You may go to the top of the wall (entry
C19), or the top of a tower (entry C20).
wall c12

C50. You are on top of a tower. A spiral staircase C56. Everything you are carrying falls through
your body as you turn gaseous. You are still holding
eads down into the tower.
the magic journal and the maps, however.
If you read entry
Ifyou read en try
50 down the stairs c21 wait to become solid C62
lump 10 feet down to top of the float to the top of the wall C17
wall c22
float to the top of a tower C18
jump 20 feet down into the outer
ward C58
jump 25 feet down outside the
wall C48
Outer ward
climb down a rope into the outer
ward C60
c 5 7 . Roll 3d6. If the total is greater than your An
dC'Q
otlier ward i s a
surrounrllng C""lf
CIS

Dexterity score, you suffer 1 point of damage from ywd. An ouici curtain
climb down a rope outside the the fall. If the total is less than or equal to your Dex- wall usually surrounds
wall c12 a n outer ward.
terity score, you jump safely down to the outer
ward. Read entry C59.
c 5 1. Sharp rocks rain down through the murder
holes as you pass under them. Make a saving throw
vs. wands. If your saving throw succeeds, you take
C58. Roll 3d6. If the total is greater than your
Dexterity score, you suffer 1-3 points of damage
no damage. If your saving throw fails, you take l d 4
from the fall. If the total is less than or equal to your
points of damage.
Dexterity score, you jump safely down to the outer
Ifyou read entry ward. Read entry C59.
flee forward C61
stand still C52
retreat c53 c59. You are in the castle's outer ward. Thick Scc Lion Castle - Top
Virw for deiailr on how
patches of underbrush grow around the courtyard. rhc ourcrwsrd r ~ l a t e stu
Suddenly, something rustles in the brush. othrr a r m 01 thr Lion
Casllc cuurtyan1.
C52. You take l d 4 points ofdamage from the fall- Roll ld12 and add 10 to the result. Find that
ing rocks. Read entry C53. number on Table 2 to determine what type of mon-
ster lurks in the brush. The monster jumps out of
the brush. You have no time to become invisibleor Fur driail. on fishring
monrrcrs, rcad '""y
turn gaseous here. RG.
c 5 3 . A set of massive wooden doors stands closed Follow the steps on the Combat Checklist. If you
behind you. A second set of doors stands open defeat the monster, read entry C62. If the monster
ahead. Murder holes pierce the ceiling between the defeats you, read entry C42.
two sets of doors.
You cannot levitate, turn gaseous, become invisi-
ble, or use a rope of climbing here. C60. You reach the ground safely. Suddenly, the
If you read entry rope falls from above, as if someone or something
sneak under the holes C51 has cut it. You may still use the rope later. Read
run under the holes c33 entry C59.

12
COURTYARD ENTRIE,

Magic Journal

C61. A narrow path winds from the gatehouse C65. You are standing in front of Lion Castle.
ind leads through the outer ward underbrush to an Arrow slits are cut into the spaces between the
ipening in the lion’s chest. claws of the lion’s forepaws. Two small holes pierce
the lion’s muzzle. A patch of lead lies on the path
If you follow the read entry
below the holes.
n t h to the lion’s south flank C64 An opening is cut into the lion’s chest. A raised
3ath to the lion’s front paws C65
portcullis rests over the opening. Beyond the port-
3ath to the outer gatehouse C63
cullis, two sets of wooden doors stand open.
[f you leave the path, read entry C59. If you decide
If you have the proper spells or magic items, you
:o retreat over the outer curtain wall, read entry
s54. may
levitate to the lion’s mouth (entry C69)
turn gaseous (entry C70)
use a rope of climbing to reach the lion’s
mouth (entry C69)
If you want to go through the opening in the lion’s
C62. You are standing in the castle’s outer ward. chest, read entry C75.
If you have the proper spell or item, you may
If you go to the read entry
mter gatehouse C63 also become invisible at the same time you use one
ion’s south flank C64 of the listed options.
If you want to find another way into the castle,
ion’s north flank CG6
ion’s front paws C65 read entry C62.
Ninding path C61
[f you decide to retreat over the outer curtain wall,
-ead entry C54.
C66. You are standing before the lion’s north
flank. Arrow slits are cut into the spaces between
the claws on the lion’s right rear paw.
A 35-foot-tall tower rises from the lion’s right
rear leg. Arrow slits mark the tower at 5 feet, 15
C63. T h e wooden doors of the outer gatehouse feet, 25 feet, and 35 feet above the ground. Arrow
are tightly shut. You cannot open them. Read entry slits run u p the lion’s mane at the same intervals; a
C61. fifth arrow slit is cut into the lion’s mane at 45 feet
above the ground.
If you have the proper spells or magic items, you
may
levitate to the top of the tower (entry C71)
C64. You are standing before the lion’s south turn gaseous (entry C72)
flank. Arrow slits are cut into the spaces between use a rope of climbing to reach the top of the
the claws on the lion’s left rear paw. tower (entry C71)
A 35-foot-tall tower rises from the lion’s left rear If you have the proper spell or item, you may also
leg. Arrow slits mark the tower at 5 feet, 15 feet, 25 become invisible at the same time you use one of
feet, and 35 feet above the ground. Arrow slits run the listed options.
up the lion’s mane at the same intervals; a fifth If you want to find another way into the castle,
arrow slit is cut into the lion’s mane at 45 feet above read entry C62.
the ground.
If you have the proper spells or magic items, you
may
levitate to the top of the tower (entry C67) C67. Ifyou are invisible, read entry C85. If not,
turn gaseous (entry C68) read entry C73.
use a rope of climbing to reach the top of
the tower (entry C67)
If you have the proper spell or item, you may also
become invisible at the same time you use one of C68. Everything you are carrying falls through
the listed options. your body as you turn gaseous. You are still holding
If you want to find another way into the lion, the magic journal and the maps, however. If you
read entry C62. wait to become solid, read entry CG4.

13
MagicJournal
COURTYARD ENTRIES
-
vlagic Journal

If you float into any of the following locations, C72. Everything you are carrying falls through
IOU materialize as soon as you enter the area. You your body as you turn gaseous. You are still holding
lave no equipment, and your Armor Class changes the magic journal and the maps, however. If you
0 9. wait to become solid, read entry C66.
If you float into any of the following locations,
If you float through read entry
L63 you materialize as soon as you enter the area. You
my arrow slit in the left rear paw
have no equipment, and your Armor Class changes
he 5-foot-high arrow slit in
to 9.
tower L39
he 15-foot-high arrow slit in I f you float through read entry
tower L46 any arrow slit in the right rear
the 25-foot-high arrow slit in Paw L61
tower L25 the 5-foot-high arrow slit in
the 35-foot-high arrow slit in tower L38
tower L59 the 15-foot-high arrow slit in
the top of the south flank tower L52
tower L59 the 25-foot-high arrow slit in
the 5-foot-high arrow slit in tower L60
mane L11 the 35-foot-high arrow slit in
the 15-foot-high arrow slit in tower L75
mane L48 the top of the north flank tower L75
the 25-foot-high arrow slit in the 5-foot-high arrow slit in mane L12
mane L4 1 the 15-foot-high arrow slit in
the 35-foot-high arrow slit in mane L49
mane L5 7 the 25-foot-high arrow slit in
the 45-foot-high arrow slit in mane L43
mane L71 the 35-foot-high arrow slit in
the top of the mane L71 mane L58
the 45-foot-high arrow slit in
mane L72
the top of the mane L72
C69. If you are invisible, read entry C84. If not,
read entry C74.

c 7 3 . A glowing arrow flies from one of the slits in


C70. Everything you are carrying falls through the lion's south flank. It hits you, causes ld6.1
your body as you turn gaseous. You are still holding points of damage, and then disappears.
the magic journal and the maps, however. If you
wait to become solid, read entry C65. If you read en try
If you float into any of the following locations, continue upward C85
you materialize as soon as you enter the area. You stop climbing c79
have no equipment, and your Armor Class changes retreat C64
to 9.
If you float through read en try
any arrow slit in the south
forepaw L1 c 7 4 . Two scorching streams of molten lead pour You may want 10
notcs about what you
makc
any arrow slit in the north from the lion's nostrils. Make a saving throw vs. CnCOYmCr a, I spEci6c

forepaw L2 wands. If the saving throw succeeds, you take no e",.".

the opening in the lion's damage from the lead. If the saving throw fails, you
chest c94 take ld6 points of damage from the lead.
the lion's mouth c95 From here, you see that murder holes pierce the
either nostril in the lion's muzzle L3 roof of the lion's mouth.
If you read en try
advance C84
c 7 1 . If you are invisible, read entry C86. If not, stop climbing C80
read entry C76. retreat C65

15
-
COURTYARD ENTRIES
Magic Journa Magic Journal

c 7 5 . If you are invisible, read entry C87. If not, C8 1. A glowing arrow flies from one of the slits in
read entry C77. the lion’s north flank. It hits you, causes ld6+1
points of damage, and then disappears.
If you read entry
If your hit pints reach C76. A glowing arrow flies from one of the slits in continue upward C86
I, read entry C42.
the lion’s north flank. It hits you, causes ld6+1 stop climbing C76
points of damage, and then disappears. retreat C66
Ifyou read entry
continue upward C86
stop climbing C81 C82. A glowing arrow flies from one of the slits in
retreat C66 the lion’s south forepaw. It hits you, causes ld6’1
points of damage, and then disappears.
If you read entry
c 7 7 . A glowing arrow flies from one of the slits in continue inward C78
the lion’s north forepaw. It hits you, causes ld6.1 stand still c77
points of damage, and then disappears. retreat C65
If you read entry
continue inward C 78
stand still C82 C83. You take l d 6 points of damage from molten
retreat C65 lead pouring down on you.
From here, you see that murder holes pierce the
lion’s jaw.
C78. Two scorching streams of molten lead pour If you read entry
from the lion’s nostrils. Make a saving throw vs.
advance C89
wands. If the saving throw succeeds, you take no
stand still C78
damage from the lead. If the saving throw fails, you
retreat c77
take ld6 points of damage from the lead.
From here, you see that murder holes pierce the
lion’s jaw.
If you read entry
advance C89 Inner curtain
stand still C83
retreat c77 C84. You are at the mouth of the lion. Ifyou used \ CaBde’S inner curtain
Q the fortification or
magic to get here, the magic effect stops. Read .mbankmcnt that pm-
entry C88. c c t r t h ~ ~ a s fentrance.
le

c 7 9 . A glowing arrow flies from one of the slits in


the lion’s south flank. It hits you, causes ld6.1
points of damage, and then disappears. C85. You are at the top of the tower. If you used
If you read entry magic to get here, the magic effect stops. If you
continue upward C85 were invisible, you now become visible. Read entry
stop climbing c 73 L59.
retreat C64

C80. You take ld6 points of damage from molten C86. You are at the top of the tower. If you used
magic to get here, the magic effect stops. If you
lead pouring down on you.
were invisible, you now become visible. Read entry
From here, you see that murder holes pierce the
L75.
roof of the lion’s mouth.
If you read entry
advance C88
stop climbing c74 C87. As you enter the lion’s chest, you become
retreat C65 visible. Read entry C90.

16
COURTYARD ENTRIES

Magic Journal Magic Journal

C88. You are inside the lion’s mouth! The entire c 9 2 . You are in the castle’s inner curtain. You
ceiling of this chamber is pierced by murder holes. cannot lift the portcullis before you.
A raised portcullis stands ahead. Beyond the port- If you want to turn gaseous, read entry C101. If
cullis, two sets of wooden doors stand open. A pool you want to find another way into the castle, you
of lead lies on the ground 10 feet below the opening will have to retreat. Read entry C102.
of the lion’s mouth.
You cannot levitate, turn gaseous, become invisi-
ble, or use a rope of climbing here. c 9 3 . You take l d 4 points of damage from the fall-
Suddenly, huge stones rain down from the mur- ing stones.
der holes. Make a saving throw vs. wands. If your If you read en try
saving throw succeeds, you take no damage. If flee forward c90
your saving throw fails, you take ld4 points of stand still C89
damage. retreat C78
If you read en try
flee inward c97
stand still C96 c 9 4 . You float past a set of doors and then sud-
jump 10 feet down from lion’s denly materialize. The doors slam shut behind you.
mouth c112 A second set of doors stands open ahead. Your
climb down a rope from lion’s Armor Class is now 9. All of your equipment lies on
mouth C113 the ground on the other side of the closed doors.
Read entry C11.5.

c 9 5 . You float through the lion’s teeth and then


C89. Huge stones rain down through the murder suddenly materialize. Your Armor Class is now 9.
holes as you pass under them. Make a saving throw All of your equipment lies beyond the lion’s teeth.
vs. wands. If your saving throw succeeds, you take Read entry C88.
no damage. Ifyour saving throw fails, you take ld4
points of damage.
If you read en try C96. You take l d 4 points of damage from the fall-
flee forward c90 ing stones.
stand still c93 If you read entry
retreat C78 flee forward c97
stand still C88
retreat c74

c90. The portcullis falls as you pass under it.


Make a saving throw vs. wands. If your saving c97. The portcullis falls as you pass under it.
throw succeeds, you take no damage. If your sav- Make a saving throw vs. wands. If your saving
throw succeeds, You take no If your sav-
i n s throw fails, you take Id4 points of damage,
you may jump forward as the portcullis falls ing throw fails, You take ld4 points Of damage.
you jump forward as the portcullis
(entry C91), or you may jump backward (entry
(entry L6), or you may jump backward (entry
C92).
C109).

C98. Sharp rocks rain down through the murder


c 9 1. You are in the castle’s front entrance. You holes as you pass under them. Make a saving throw
cannot lift the portcullis behind you. You cannot vs. wands. If your saving throw succeeds, you take
levitate, turn gaseous, or become invisible here. no damage. Ifyour saving throw fails, you take l d 4
Murder holes pierce the ceiling between the two points of damage.
sets of wooden doors that stand ahead. If you read en try
If you read en try flee forward c99
sneak under the holes C98 stand still ClOO
run under the holes c99 retreat c91

17
COURTYARD ENTRIES
Magic Journal Magic Journal

c 9 9 . The second set of wooden doors slams shut C106. You take ld6 points of damage from mol-
behind you. You cannot open the doors. ten lead pouring down on you.
You cannot levitate, turn gaseous, or become From here, you see that arrow slits pierce the
invisible here. lion's north and south forepaws.
You are in a dark passage. Read entry L4. I f you read en try
flee outward C107
stand still C104
retreat inward C103
c 1 0 0 . You take id4 points of damage from the
falling rocks. Read entry C91.

C107. A glowing arrow flies from one of the slits


in the lion's north forepaw. It hits you, causes
If you turn $'SCOYS,
cmss out all fhc pos~cs-
c 101. Everything you are carrying falls through ld6.1 points of damage, and then disappears.
~ i o mlisrcd on your
your body as you turn gaseous. You are still holding
charactcr sheet, except the magic journal and the maps, however. If you read en try
the Lion Canlc maps flee outward C65
and the magic journal.
If you read en try stand still C108
wait to become solid c102 retreat inward C 104
float through the portcullis bars c94

c108. A glowing arrow flies from one of the slit:


c102. If you are invisible, read entry C65. If in the lion's south forepaw. It hits you, cause:
not, read entry C103. ld6+1points of damage, and then disappears.
If you read en try
flee outward C65
c 103. Huge stones rain down through the mur- stand still
retreat inward
C107
C104
der holes as you pass under them. Make a saving
throw vs. wands. If your saving throw succeeds,
you take no damage. If your saving throw fails, you
take ld4 points of damage. c l o g . You are in the castle'sinner curtain. You
A pool of dried lead lies on the ground here. cannot lift the portcullis before you. You cannot
If you read en try levitate, turn gaseous, become invisible, or use a
flee outward C104 rope of climbing here.
stand still C105 The entire ceiling of this chamber is pierced by
retreat inward C92 murder holes.
If you want to find another way into the castle,
read entry C110.

C104. Two scorching streams of molten lead


pour from the lion's nostrils. Make a saving throw
vs. wands. If the saving throw succeeds, you take
c 1 1 0 . Huge stones rain down through the mur-
der holes as you pass under them. Make a saving
no damage from the lead. If the saving throw fails,
throw vs. wands. If your saving throw succeeds,
you take ld6 points of damage from the lead.
you take no damage. Ifyour saving throw fails, you
From here, you see that arrow slits pierce the
take l d 4 points of damage.
lion's north and south forepaws.
A pool oflead lies on the ground 10 feet below the
If you read en try opening of the lion's mouth.
flee outward C107
stand still C106
If you read en try
jump 10 feet down from lion's
retreat inward C103
mouth c112
climb down a rope from lion's
mouth C113
C105. You take i d 4 points of damage from the stand still Clll
falling stones. Read entry C103. retreat inward c109

18
Magic Journal
COURTYARD ENTRIES
-
Magic Journal

” 11 1. You take
LII l d 4 points of damage from the c 115. You are in the castle’s inner curtain. You
alling stones. cannot open the massive doors behind you. You
cannot levitate, turn gaseous, become invisible, or
I f you read en try
use a rope of climbing here.
ump 10 feet down from lion’s
Murder holes pierce the ceiling between the two
mouth c112
sets of wooden doors in this area.
:limb down a rope from lion’s
mouth C113 I f you read en try
itand still CllO sneak under the holes C116
.etreat inward c109 run under the holes c99

c 112. Roll 3d6. If the total is greater than your C116. Sharp rocks rain down through the mur-
Dexterity score, you suffer 1 point of damage from der holes as you pass under them. Make a saving
he fall. If the total is less than or equal to your Dex- throw vs. wands. If your saving throw succeeds,
erity score, you jump safely to the ground. Read you take no damage. If your saving throw fails, you
mtry C114. take ld4 points of damage.
I f you read en try
c 113. You reach the ground safely. Suddenly, the flee forward
stand still
c99
C117
rope falls from above, as if someone or something C115
retreat
ias cut it. You may still use the rope later. Read
mtry (3114.
c 1 1 7 . You take l d 4 points of damage from the
falling rocks. Read entry C115.
c114. You are standing between the lion’s front
legs. You may either run toward the opening in the
lion’s chest (entry C89),or you may run away from
it (entry C104).

19
h‘dLION CASTLE ENTRIES

-
Magic Journal MagicJournal

lnlclligcnl mOnslcrr L1. You are on Castle Level I. Five arrow slits Stables line the north and south walls of the
who may stop i f you
throw treasure as a
light the west end of this 10-foot-wide, 45-foot-long room. Straw fills all of the stables.
defensivc maneuver: chamber. A door stands along the room’s curved Two sets of spiral staircases lead from this room.
bugbear. p o l l . goblin. east wall. The floor slopes from this door down The door to the southwest staircase stands 5 feet
hobgoblin. arc. were-
h a r . and wererat. toward the arrow slits. Eight bunkbeds stand from the double doors. The door to the northwest
against the north wall. staircase stands behind the stables along the north
Check for a wandering monster in this room. wall.
Follow the steps in entry R14. Beyond the stables to the east, two doors line the
If you encounter and defeat a monster, you may north wall, and three doors line the south wall. A
leave the room. Read entry L11. If a monster carved sign has been hung on each door. The signs
defeats you, read entry C42. on the north doors are in Common and read, from
west to east, “Stairs,” and “Food Storage.” The
signs on the south doors are also in Common and
read, from west to east, “Blacksmith,” “Kitchen
L2.You are on Castle Level I. Five arrow slits Entrance,” and “Kitchen Exit.”
light the west end of this 10-foot-wide, 45-foot-long If you go through the
chamber. A door stands along the room’s curved read entry
east wall. The floor slopes from this door down southwest spiral staircase door L14
toward the arrow slits. Eight bunkbeds stand northwest spiral staircase door L15
against the north wall. “Stairs” door L16
Check for a wandering monster in this room. “Food Storage” door L17
Follow the steps in entry R14. “Blacksmith” door L19
If you encounter and defeat a monster, you may “Kitchen Entrance” door L18
leave the room. Read entry L12. If a monster “Kitchen Exit” door L87
defeats you, read entry C42.

L5. You are in the lion’s tail tunnel. This dark, 5- Far details on defensive

L3. You are on Castle Level 111. Twenty murder foot-wide stone tunnel rises 10 feet into the dark- maneuver% (retreating,
ihmwing food or m a -
holes in the floor help light this large, oddly-shaped ness. The tunnel runs for 55 feet and then opens to a monster), read
PU~C

room. The dull, red glow of molten lead lights the into a semicircular chamber. The chamber is 15 em? R8.

room’s west end. feet in diameter. A raised portcullis rests above the
A deep spdl docs no#
The room measures 35 feet at its widest point. It west wall of the chamber. A dark hallway leads west work i f you encounter

is roughly 37 feet long. beyond the portcullis. O ~ C of the following


monsters- giant dram
Two troughs run from the west wall down the You encounter a wandering monster in the tun- lizard, lion, tiger, or
face of the lion. A lever is set into this wall. The nel. If you have no light source, follow the guide- weretiger.

words “hot lead” are scrawled in Common above lines in entry R13. To determine what type of
the lever. monster is in the tunnel, follow the steps in entry
You may look through the 1-foot-wide murder R14.
holes. More holes pierce the floor of the room below If you defeat the monster, or if you escape during
this one. Double doors stand in the east wall of the combat, you may go through the portcullis. Read
room. entry L20. If the monster defeats you, read entry
Check for a wandering monster in this room. C42.
Follow the steps in entry R14.
If you encounter and defeat a monster, you may
go through the double doors. Read entry L13. If a
monster defeats you, read entry C42. L6. You are on Castle Level 11. You cannot lift the
portcullis to the west of you. You cannot levitate,
turn gaseous, become invisible, or use a rope of
climbing here.
Arrow slits pierce the walls between the two sets
For dciails on mapping L4. You are on Castle Level I. This dark hallway of wooden doors that stand ahead.
thc area$ afLion Castle, is 5 feet wide and 78 feet long. A closed portcullis
mad entry R5.
blocks the east end. Double doors stand at the hall- If you read entry
way’s west end. You cannot open the portcullis or sneak past the arrow slits L9
the doors. run past the arrow slits L8

20
21
-
LION CASTLE ENTRIES
Magic Journal Magic Journal

L7. A glowing arrow flies from each arrow slit. A war hammer leans against the wall in this Magic-users may YIC
only daggc.5 in combat.
Each arrow hits you and causes ld6.1 points of room. (If you take the hammer, add it to your char-
damage. All of the arrows then disappear. acter sheet, and cross out the first sentence of this
paragraph.)
If you read entry
continue inward L8 If you read entry
stand still L9 go through the west door L2
retreat L6 go through the east door L15

L8. The second set of wooden doors slams shut L13. Double doors stand on both ends of this For dctaik on mapping
behind you. You cannot open the doors. dark hallway, which is 5 feet wide and 55 feet long. rhearcasofLionCastle.
You are in a dark area. Read entry L10. The hallway runs east and west.
rcad cntry R5.

Two sets of spiral staircases lead from this room.


A side passage in the northwest corner of the room
leads to the northwest staircase. A side passage in
L9. A glowing arrow flies from each arrow slit. the southeast corner of the room leads to the south-
Each arrow hits you and causes ld6.1 points of east staircase.
damage. All of the arrows then disappear. A total of six doors (three on each side) line the
If you read entry hallway. A carved sign has been hung on each door.
continue inward L8 The signs on the north doors are in Common and
stand still L7 read, from west to east, “Butcher,” “Mason,” and
retreat L6 “Chef.” The signs on the south doors are also in
Common and read, from west to east, “Baker,”
“Barber,” and “Brewer.”
If you go through the read entry
Table 2 . Wandcring L10. You are in an oddly-shaped anteroom on eastern double doors L22
Monsfcrr i s on P . 6. Castle Level 11. Double doors stand in the west western double doors L3
wall. They do not open. The north and south walls northwest spiral staircase door L24
curve outward. A door in the southwest corner of southeast spiral staircase door L25
the room leads to a spiral staircase. A set of double “Butcher” door L26
doors stands in the east wall. “Mason” door L27
Check for a wandering monster in this room. “Chef’ door L28
Follow the steps in entry R14. “Baker” door L3 1
If you encounter and defeat a monster, or if there “Barber” “door L30
is no monster, you may go through “Brewer” door L29
the eastern double doors (entry L32)
the spiral staircase door (entry L33)
If a monster defeats you, read entry C42.
L14. This dark spiral staircase leads up and
down. Two doors, leading to the northwest and
L11. You are on Castle Level I. A single arrow slit southwest, stand at this landing.
lights this circular tower room. The room is 12 feet If you read en try
in diameter. Doors stand in the west and northeast go through the northwest door L4
walls of this room. go through the southwest door L11
A normal sword leans against the wall in this go up the stairs L33
room. (If you take the sword, add it to your charac- go down the stairs L36
ter sheet, and cross out the first sentence of this par-
agraph.)
If you read entry
go through the west door L1 L15. This dark spiral staircase leads u p and
go through the northeast door L14 down. Two doors, leading to the northeast and
northwest, stand at this landing.
If you read en try
L12. You are on Castle Level I. A single arrow slit go through the northeast door L4
lights this circular tower room. The room is 12 feet go through the northwest door L12
in diameter. Doors stand in the west and east walls go up the stairs L34
of this room. go down the stairs L37

22
-
Magic Journal
LION CASTLE ENTRIES
-
Magic Journal

L 16. This dark room is roughly 12 feet wide and L21. This semicircular room narrows to a 5-foot-
10 feet long. Part of the north wall curves outward. wide tunnel that turns to the north and leads
1 door in this wall leads to a spiral staircase. toward daylight. A portcullis stands closed to the
inother door stands in the south wall. west of you.
Check for a wandering monster in this room. You cannot lift the portcullis. You cannot levi-
’ollow the steps in entry R14. tate, turn gaseous, become invisible, or use a rope
If you encounter and defeat a monster, or if there of climbing here.
s no monster, you may The dimly lit tunnel leads north and runs for 55
go through the spiral staircase door (entry L38) feet before sloping 10 feet downward to a set of
go through the south door (entry L4) open double doors.
f a monster defeats you, read entry C42. Check for a wandering monster in this area. Fol-
low the steps in entry R14.
If you encounter and defeat a monster, or if there
is no monster, you may go through the double
Rcmembcr. if you re
in a dark area, y o doors. Another set of double doors stands open
might m~ounterI war L17. This dark, empty food pantry is roughly 12 beyond. Read entry C35. There is no other way
dcring monsrcr. If yo eet wide and 15 feet long. One door stands in the out of this area. If the monster defeats you, read
have no source of lid
when fishting a mol .outh wall. entry C42.
sir~rcad~nt~R13. Check for a wandering monster in this room.
If you encounter
Tollow the steps in entry R14.
sirgc. a giant bcc, If you encounter and defeat a monster, you may
gam rat. or a lyca! ;o through the south door (entry L4). If the mon- L22.You are in Sargon’s bedchamber. The room
throw. read entry R1
hrfarefighlingfhcmoi iter defeats you, read entry C42. is roughly semicircular. Double doors stand in the
lfer
west wall. A huge, canopied bed stands against the
west wall. A single pillow lies on the bed.
Nothing happens if you place anything on or
L18. This kitchen is 12 feet wide and 20 feet long. under the bed.
Utensils and pans lie scattered about on the floor. If you read entry
Two doors stand in the north wall. lie on the bed L40
A silver kitchen knife lies on the floor. You may go through the double doors L13
use it as a dagger. (If you take the knife, add it to
your character sheet, and cross out the first two
sentences of this paragraph.) L23. This dark spiral staircase leads u p and
If you go through either door, read entry L4. down. A door that leads to the southwest stands at
this landing.
If you read entry
go through the southwest door L41
Magic-urcrr may u L19. This blacksmith’s shop is roughly 12 feet go up the stairs L42
only daggers in comb: wide and 15 feet long. Part of the south wall curves go down the stairs L33
outward. A door in this wall leads to a spiral stair-
case. Another door stands in the north wall.
A blacksmith’s hammer lies in the ashes of the
forge in this room. You may use the hammer as a L24. This dark spiral staircase leads up and
mace. (If you take the hammer, add it to your char- down. Two doors, leading to the northeast and
acter sheet, and cross out the first two sentences of northwest, stand at this landing.
this paragraph.) If you read entry
If vou read en try go through the northeast door L13
go through the northwest door L43
go through the spiral staircase
door L39 go u p the stairs L44
go through the north door L4 go down the stairs L34

L25.A single arrow slit lights this spiral staircase,


which leads u p and down. A trapdoor rests in the
L20. The portcullis falls as you pass under it. ceiling at the top of the stairs. A door that leads to
Make a saving throw vs. wands. If your saving the north stands at this landing.
hrow succeeds, you take no damage. If your sav-
ng throw fails, you take ld4 points of damage. If you go read en try
You may jump forward as the portcullis falls through the north door L13
‘entry L4), or you may jump backward (entry u p the stairs through the trapdoor L59
L21). down the stairs L46

23
-
LION CASTLE ENTRIES
Magic Journal
-
Magic Journal

L26. This dark room is 10 feet wide and 12 feet L32. This dark room is 30 feet wide and roughly Rcmcmber, if you TCI
in a dark area. you
long. Doors stand in the south and east walls. A 37 feet long. Double doors stand in both the east might cncounicr a W M -
large butcher knife suddenly swings forward! and west walls. Two long trestle tables run east and dcnng monsc~r.If you
haw no mume of light
Make a saving throw vs. wands. If your saving west. Wooden benches stand along the tables. whcn fighting a mon-
throw succeeds, you take no damage. If your sav- Check for a wandering monster in this room. SICI, mad entry R13.
ing throw fails, you take ld6.1 points of damage. Follow the steps in entry R14.
If you encounter and defeat a monster, or if there
If you read entry is no monster, you may go through
go through the south door L13 the eastern double doors (entry L47)
go through the east door L27 the western double doors (entry LIO)
If a monster defeats you, read entry C42.

L27. This dark room is 10 feet wide and 12 feet


long. Doors lead out of the south and west walls. A
block of stone suddenly falls from the ceiling. L33. This dark spiral staircase leads u p and
Roll 3d6. If the total is greater than your down. Two doors, leading to the northwest and
Strength score, you take ld6 points of damage. If southwest, stand at this landing.
the total is less than or equal to your Strength score,
you catch the stone and take no damage. If you read entry
go through the northwest door L10
If you read entry
go through the southwest door L48
go through the south door L13
go u p the stairs L23
go through the west door L26 go down the stairs L14

L28. This dark room is 15 feet wide and 12 feet


long. Part of the northeast wall curves outward.
One door stands in the center of the south wall. L34. This dark spiral staircase leads u p and
A meal (equal to 1 day’s rations) lies on a bedtray down. A door that leads to the northwest stands at
in this room. (If you take the food, add 1 day’s this landing.
rations to your character sheet, and cross out the
first sentence of this paragraph.) If you read en try
The south door is this room’s only exit. Read go through the northwest door L49
entry L13. go u p the stairs L24
go down the stairs L15

L29. This dark room is 10 feet wide and 12 feet


long. Doors stand in the north and west walls. The
smell of strong beer fills the room. Your eyelids get L35. You are on Lion Castle’s West Dungeon
heavy, and you slump to the ground. Read entry Level. Double doors stand in the west wall of this
L80. oddly-shaped room. Doors in the southwest and
northeast corners lead to spiral staircases.
Check for a wandering monster in this room.
L30. This dark room is 10 feet wide and 12 feet Follow the steps in entry R14.
long. Doors stand in the north and east walls. A
If you encounter and defeat a monster, or if there
cold draft suddenly rips through the room. All of is no monster, you may go through
your hair is gone! If you are injured, the blast of air the double doors (entry L55)
restores 1 hit point. the southwest spiral staircase door (entry L36)
If you read entry the northeast spiral staircase door (entry L37)
go through the north door L13 If a monster defeats you, read entry C42.
go through the east door L29

L3 1. This dark room is roughly 12 feet wide and L36. You are at the bottom of a dark spiral stair-
12 feet long. Part of the west wall curves outward. case. Two doors, leading to the northwest and
One door stands in the north wall. The smell of southwest, stand at this landing.
baking bread fills the room. Suddenly, a blast of
heat rips through the room. You take ld4 points of If you read en try
damage from the heat. go through the northwest door L35
The north door is this room’s only exit. Read go through the southwest door L50
entry entry L13. go u p the stairs L14

24
LION CASTLE ENTRIES
MagicJournal Magic Journal

L37. You are at the bottom of a dark spiral stair- If you go read entry
case. Two doors, leading to the northeast and through the northwest door L56
southwest, stand at this landing. through the southwest door L57
up the stairs through the trapdoor L71
If you read entry
down the stairs L23
go through the northeast door L35
go through the southwest door L5 1
go u p the stairs L15
L43. You are on Castle Level 111. A single arrow Magic-users may use
only d a g s - in combat.
L38. A single arrow slit lights this spiral staircase, slit lights this circular tower room. The room is 12
which leads up and down. A door that leads to the feet in diameter. A door stands in the east wall.
south stands at this landing. A hand axe lies under a pile of wood shavings in
this room. (If you take the hand axe, add it to your
If you read en try character sheet, and cross out the first sentence of
go through the south door L16 this paragraph.)
go u p the stairs L52 The east door is this room’s only exit. Read entry
go down the stairs L53 L24.
L39. A single arrow slit lights this spiral staircase,
which leads u p and down. A door that leads to the L44. This dark spiral staircase leads up and
north stands at this landing. down. A trapdoor rests in the ceiling at the top of
If you read entry the stairs. A door that leads to the northwest stands
go through the north door L19 at this landing.
go u p the stairs L46 If you go read entry
go down the stairs L54 through the northwest door L58
up the stairs through the trapdoor L72
L40. As soon as your head touches the pillow, down the stairs L24
you fall fast asleep and begin dreaming.
Sargon’s ghost swirls about in your dream. “You
shall rest well, adventurer, for you are on a bed of L45. Roll 3d6. If the total is less than or equal to Makc sure you record
relaxation. I n a day, you will wake, feeling your Constitution score, you taste a sweet liquid. If any changcs to your hit
mlli on your chararicr
refreshed. All of your wounds will have healed. All the total is greater than your Constitution score, rhcct.
ofyour diseases will be cured. All of your curses will your vision blurs, and your knees wobble. You now
be removed. Of course, this wonderful rest is not have a hit roll penalty of -1 for the rest of the time
free! All your treasures will disappear!” you are in Lion Castle (all “E’ entries).
You wake with a start. Sargon’s ghost was telling The west door is this room’s only exit. Read
the truth. All of your treasure is gone. entry L73.
Cross out all of the treasures on your character
sheet.
You may lie down on the bed again, but nothing L46. A single arrow slit lights this spiral staircase,
happens. Double doors stand in the west wall of the which leads up and down.
room. These doors are the room’s only exits. Read
entry L13. If you read entry
go u p the stairs L25
go down the stairs L39
L41. You are on Castle Level 111. A single arrow
slit lights this circular tower room. The room is 12
feet in diameter. A door stands in the northeast L47. You are on Castle Level 11. This large, semi- lntclligcnt monsters
wall. circular room is roughly 25 feet wide and 30 feet who may stop i f you
throw rea sur^ as a
A blacksmith’s apron and gloves lie on the floor long. Double doors stand in the west wall. The defensive maneuver:
of this room. You may use these items as leather southwest and northwest corners of the room curve bugbear, gnoll. pblin,
hobgoblin. ox. WCR-
armor. (If you take the apron and gloves, add them outward. A door in the northwest corner leads to a boar, and ucrerat.
to your character sheet, and cross out the first two spiral staircase.
sentences of this paragraph.) A windlass stands near the center of the room. It A windlass is a liltins
machine made up of a
The northeast door is this room’s only exit. Read raises and lowers a portcullis on Castle Level I. drum wound wiih mpc
entry L23. Check for a wandering monster in this room. and turned bv acrank.
Follow the steps in entry R14.
If you encounter and defeat a monster, or if there
L42. This dark spiral staircase leads u p and is no monster, you may
down. A trapdoor rests in the ceiling at the top of go through the double doors (entry L32)
the stairs. Two doors, leading to the northwest and go through the north door (entry L52)
southwest, stand at this landing. If a monster defeats you, read entry C42.

25
-LION CASTLE ENTRIES
Magic Journal Magic Journal

Remember, magic L48. You are on Castle Level 11. A single arrow L50. This dark, circular tower room is 12 feet in
YICI, may not wca slit lights this circular tower room. The room is 12 diameter. A door stands in the northeast wall. A
armor.
feet in diameter. A door stands in the northeast well stands in the center of the room. A bucket tied
wall. to a frayed rope hangs over the well.
A suit of chain mail is stashed in a trunk in this You may throw anything you like into the well.
room. (If you take the chain mail, add it to your The object you throw splashes after falling 10 feet.
character sheet, and cross out the first sentence of You may draw fresh water from the well.
this paragraph.) The chain mail improves your If you read entry
Armor Class to 5. lower yourself into the well L87
The northeast door is this room’s only exit. Read jump into the well L87
entry L33. go through the northeast door L36

Remember, magic L49. You are on Castle Level 11. A single arrow
L5 1. This dark, circular tower room is 12 feet in Somc spcU’a clTectr LIC
altered by Lion Cutlc.
users may not use i
diameter. A door stands in the east wall. Read entry R16 for
shield in combat.
slit lights this circular tower room. The room is 12 Check for a wandering monster in this room. derails.
feet in diameter. A door stands in the east wall. Follow the steps in entry R14.
A shield hangs on the wall in this room. (If you If you encounter and defeat a monster, or if there
take the shield, add it to your character sheet, and is no monster, you may go through the east door
cross out the first sentence of this paragraph.) The (entry L37).If a monster defeats you, read entry
shield improves your Armor Class by 1. c42.
The east door is this room’s only exit. Read entry
L34.
L52.A single arrow slit lights this spiral staircase,
which leads up and down. A door that leads to the
south stands at this landing.
If you read entry
go through the south door L47
EO UD the stairs
” &
L60
a go down the stairs L38

L53. A single arrow slit lights this spiral staircase,


which leads up and down. A door that leads to the
west stands at a landing halfway down these stairs,
between Castle Level I and the East Dungeon
Level.
If you read en try
go through the west door L6 1
go up the stairs L38
go down the stairs L62

L54. A single arrow slit lights this spiral staircase,


which leads up and down. A door that leads to the
west stands at a landing halfway down these stairs,
between Castle Level I and the East Dungeon
Level.
If you read entry
go through the west door L63
go up the stairs L39
go down the stairs L64

L55. Double doors stand at both ends of this


dark, 45-foot-long hallway. The hallway slopes
down toward the west. Four doors line the hallway,
which runs east-west. A carved sign has been hung
on each door. The signs on the north doors are in
Common, and read, from west to east, “Tigers,”
and “Panthers.” The signs on the south doors are
also in Common, and read, from west to east,
“Lions,” and “Mountain Lions.”

26
7

MagicJournal
LION CASTLE ENTRIES
-
Magic Journal

Ifyou go through the read entry L6 1. You are on Castle Level I. Three arrow slits
eastern double doors L35 in the west wall light this 5-foot-wide, 20-foot-long
western double doors L65 chamber. A door stands in the curved east wall of
“Tigers” door L66 this room.
“Panthers” door L68 Check for a wandering monster in this room.
“Lions” door L67 Follow the steps in entry R14.
“Mountain Lions” door L69 If you encounter and defeat a monster, or if there
is no monster, you may go through the east door
L56. You are on Castle Level IV. Double doors (entry L53). If a monster defeats you, read entry
stand in the west wall of this oddly-shaped ante- C42.
room. Parts of the north and south walls curve out-
ward. A door in the southwest corner of the room L62. You are at the bottom of a dark spiral stair-
leads to a spiral staircase. case. A door at this landing leads to the south.
Check for a wandering monster in this room.
Follow the steps in entry R14. If you read entry
If you encounter and defeat a monster, or if there go up the stairs L53
is no monster, you may go through go through the south door L73
the double doors (entry L70)
the southwest spiral staircase door (entry L42) L63. You are on Castle Level I. Three arrow slits
If a monster defeats you, read entry C42. in the west wall light this 5-foot-wide, 20-foot-long
chamber. A door stands in the curved east wall of
this room.
L5 7. You are on Castle Level IV. A single arrow Check for a wandering monster in this room.
slit lights this circular tower room. The room is 12 Follow the steps in entry R14.
feet in diameter. A door stands in the northeast If you encounter and defeat a monster, or if there
wall. is no monster, you may go through the east door
A potion of healing sits on a table in this room. (entry L54). If a monster defeats you, read entry
(If you take the potion, add it to your character C42.
sheet, and cross out the first sentence of this para-
graph.) L64. You are at the bottom of a dark spiral stair-
The northeast door is this room’s only exit. Read
entry L42. case. A door at this landing leads to the north.
If you read en try
L58. You are on Castle Level IV. A single arrow go up the stairs L54
slit lights this circular tower room. The room is 12 go through the north door L73
feet in diameter. A door stands in the east wall.
A ruby worth 1,000 gp sits in a dust-covered box L65. Four alcoves have been carved into the west
in this room. (If you take the ruby, add it to your wall of this 5-foot-wide, 35-foot-long hallway. The
character sheet, and cross out the first sentence of alcoves are unused catacombs. Double doors stand
this paragraph. Then read entry L87.) in the east wall.
The east door is this room’s only exit. If you have Check for a wandering monster in this area. Fol-
not taken the ruby, read entry L44. low the steps in entry R l 4 .
If you encounter and defeat a monster, or if there
is no monster, you may go through the double
L59. You are atop a tower on the lion’s back. A doors (entry L55). If a monster defeats you, read
trapdoor in the floor leads down to a spiral stair- entry C42.
case. To the north, another tower stands on the
lion’s north flank. To the west, the lion’s back rises L66. This burial vault has alcoves in the north,
to its mane. east, and west walls. A door stands in the south
If you read entry wall.
go through the trapdoor to the Each alcove holds the mummified remains of one
stairs L25 of Sargon’s pet tigers.
cross to the north flank tower L75 A topaz worth 500 gp decorates one of the mum-
climb the lion’s back to its mane L86 mies. (If you take the topaz, add it to your charac-
ters sheet, and cross out the first sentence of this
paragraph.)
L60. A single arrow slit lights this spiral staircase, Check for a wandering monster in this room.
which leads up and down. A trapdoor rests in the Follow the steps in entry R14.
ceiling at the top of the stairs. If you encounter and defeat a monster, or if there
Ifyou go read en try is no monster, you may go through the south door
up the stairs through the trapdoor L75 (entry L55). If a monster defeats you, read entry
down the stairs L52 C42.

27
-
LION CASTLE ENTRIES
Magic Journal Magic Journal

L67. This burial vault has alcoves in the south, You may pick up one glowing coal at a time. (If
east, and west walls. A door stands in the north you take a coal, add it to your character sheet, and
wall. cross out the first sentence of this paragraph.) You
Each alcove holds the mummified remains of one may use the coal as a source of light.
of Sargon’s pet lions. Check for a wandering monster in this room.
A garnet worth 100 gp decorates one of the Follow the steps in entry R14.
mummies. (If you take the garnet, add it to your If you encounter and defeat a monster, or if there
character sheet, and cross out the first sentence of is no monster, you may go
this paragraph.) through the double doors (entry L56)
Check for a wandering monster in this room. up the spiral staircase (entry L74)
Follow the steps in entry R14. If a monster defeats you, read entry C42.
If you encounter and defeat a monster, or if there
is no monster, you may go through the north door
(entry L55). If a monster defeats you, read entry L71. You are on the lion’s mane, standing atop a
C42. tower. A trapdoor in the tower floor leads to a spiral
staircase.
The lion looks toward the west. Its mane lies
L68. This burial vault has alcoves in the north, between this tower and another tower to the north.
east, and west walls. A door stands in the south The lion’s back stretches down toward the east.
wall. Also to the east, two towers stand on the lion’s
Each alcove holds the mummified remains of one north and south flanks.
of Sargon’s pet panthers. Ifyou read entry
An onyx worth 50 gp decorates one of the mum- go through the trapdoor to the
mies. (If you take the onyx, add it to your character stairs L42
sheet, and cross out the first sentence of this para- cross the mane to the north tower L72
graph.) climb down to the north flank
Check for a wandering monster in this room. tower L75
Follow the steps in entry R14. climb down to the south flank
If you encounter and defeat a monster, or if there tower L59
is no monster, you may go through the south door
(entry L55). If a monster defeats you, read entry
C42. L72. You are on the lion’s mane, standing atop a
tower. A trapdoor in the tower floor leads to a spiral
staircase.
L69. This burial vault has alcoves in the south, The lion looks toward the west. Its mane lies
east, and west walls. A door stands in the north between this tower and another tower to the south.
wall. The lion’s back stretches down toward the east.
Each alcove holds the mummified remains of one Also to the east, two towers stand on the lion’s
of Sargon’s pet mountain lions. north and south flanks.
A turquoise worth 10 gp decorates one of the
mummies. (If you take the turquoise, add it to your If you read en try
character sheet, and cross out the first sentence of go through the trapdoor to the
this paragraph.) stairs L44
Check for a wandering monster in this room. cross the mane to the south tower L71
Follow the steps in entry R14. climb down to the north flank
Ifyou encounter and defeat a monster, or if there tower L75
is no monster, you may go through the north door climb down to the south flank
(entry L55). If a monster defeats you, read entry tower L59
C42.
L73. You are on Lion Castle’s East Dungeon
You may want 80 mab L70. The fiery glow from two braziers along the Level. Cobwebs hang from the ceiling and walls
note%about what yo, west wall lights this oddly-shaped laboratory. A spi- here. This dark hallway runs north-south and east-
encounter at a rpccifil
entry ral staircase runs up to the ceiling in the center of west. Doors at the north and south ends of the hall-
this room. Double doors stand in the center of the way lead to spiral staircases. Two doors stand at the
east wall. The northeast and southeast corners of east and west ends of the hallway. Four more doors
the room curve outward. line the hallway.
Laboratory glassware and cobwebs line the walls Carved signs have been hung on all doors in this
here. Two windows shaped as lion’s eyes are set into hallway except for the doors that lead to staircases.
the west wall beyond the braziers. You cannot All of the signs are in Common.
break the windows. The braziers’ coals give off a The sign on the west door reads “Treasury.” The
flickering light, but no heat or smoke. sign on the east door reads “Wine Cellar.” The

28
-
Magic Journal
LION CASTLE ENTRIES
-
Magic Journal

signs on the north doors read, from west to east, about and watching you as you move. You turn
“Pet Food,” and “Winemaker.” The signs on the around slowly to see a swirling mass of dust and
south doors read, from west to east, “Storage,” and light take shape 2 feet off the floor. Sargon’s ghost
“Brewery.” has come to you. The ghost slowly raises its hand as
it turns to face you.
If you go through the read en try
north staircase door L62 If you read en try
south staircase door L64 flee through the trap door L74
“Treasury” door L76 stand and watch the ghost L84
“Wine Cellar” door L77 attack the ghost (weapon or spell) L85
“Pet Food” door L83
“Winemaker” door L79 L79. This dark room is 12 feet wide and 15 feet
“Storage” door L81 long. A door stands in the south wall. O n e wine
“Brewery” door L80 press stands in the center of the room.
Check for a wandering monster in this room.
L74. A fiery glow from below lights this spiral Follow the steps in entry R14.
staircase, which leads up and down. A trapdoor If you encounter and defeat a monster, or if there
rests in the ceiling at the top of the stairs. is no monster, you may go through the south door
(entry L73). If a monster defeats you, read entry
If you go read en try C42.
u p the stairs through the trapdoor L82
down the stairs L70
L80. This dark room is 12 feet wide and 20 feet Make QUK you record
any chanqes $0 your hit
long. A door stands in the north wall. The smell of r o l l s on your character
L75. You are atop a tower on the lion’s back. A strong beer fills the room. Your vision blurs, and sheer.
trapdoor in the floor leads down to a spiral stair- your knees wobble. You now have a hit roll penalty
case. To the south, another tower stands on the of -1 for the rest of the time you are in Lion Castle
lion’s south flank. To the west, the lion’s back rises (all “E’ entries).
to its mane. The north door is this room’s only exit. Read
entry L73.
If you read en try
go through the trapdoor to the
stairs L60 L81. This dark room is 12 feet wide and 15 feet
cross to the south flank tower L59 long. A door stands in the north wall.
climb the lion’s back to its mane L86 A leather tube containing a scroll lies on the
dusty floor in this room. The scroll holds three
spells: continuallight, sleep, and web. (If you take
L76. This dark, empty room is 15 feet wide and the scroll, add it to your character sheet, and cross
30 feet long. A door stands in the east wall. out the first two sentences of this paragraph.)
Suddenly, a huge blade swings past the door- The north door is this room’s only exit. Read
frame. Make a saving throw vs. wands. If your sav- entry L73.
ing throw succeeds, you take no damage. If your
saving throw fails, you take ld8 points of damage. L82. You are in Sargon’s private study. The room A deep spll does not
The east door is this room’s only exit. Read entry is 30 feet in diameter. A trapdoor lies near the cen- work i f you encounrcr
o m or the followinq
L73. ter of the floor. There are no other doors. monsters: giant dram
lizard, lion. tiger. or
Loaded bookshelves line the walls of the room. weretiger.
Four cushioned chairs circle a marble table.
L77. This dark, semicircular room has a diame-
You encounter a wandering monster in this
ter of 17 feet. A door stands in the west wall.
Liquid-filled bottles line the walls of the room. room. Follow the steps in entry R14.
You cannot carry a bottle out of the room. If you If you defeat the monster, you may go through
try, the bottle simply stops in midair as you reach the trapdoor (entry L74), or you may search the
the door. If you want to take a sip from a bottle, room (entry L78). If the monster defeats you, read
read entry L45. entry C42.
The west door is this room’s only exit. Read
entry L73 L83. This dark room is 12 feet wide and 20 feet
long. A door stands in the south wall.
Out of the darkness, a monster attacks you! You
L78. The books that line the walls of this room are the pet food! You automatically lose initiative.
are about general subjects, and are in various lan- Follow the steps in entry R14 to determine what
guages. You may try to push pieces of furniture type of monster has attacked you.
through the trapdoor, but nothing fits. If you defeat the monster, you may go through
A ripple of cool air flows through the room. You the south door (entry L73). If the monster defeats
become aware of a presence in the room, drifting you, read entry C42.

29
-LION CASTLE ENTRIES

MagicJournal
-
Magic Journal

L84. The ghost hovers above the floor. Cool TABLE 3


breezes blow around you. TELEPORT LOCATIONS
“You have done well, adventurer,” the ghost Die Entry
says. “You have passed many tests, seen and Roll Location
unseen, to get this far. I hope you have learned that
determination often succeeds where strength fails. L17
You are proof that a clear mind and good health are L5 1
better tools than weapons and magic.” L6 1
Sargon’s ghost swirls around behind you. As you L63
turn, it speaks again. “If you came here hoping to L65
become my heir, congratulations. You already are. L79
My castle’s treasures are transient ones of worldly
value and fading magic. The true treasure is within
you-the benefits of the experience you have L88. You may either flee through the trapdoor in If you have a m p of
the floor (entry L74), or you may stop and listen to climbing, you may YY
gained. i t as 1 norms1 rope.
“If you are ailing, go to the east room on the the ghost (entry L84). cvcn if an mrly say, you
third level of my castle. If you carry no light source, cannot use a mpc of
climbing.
I have coals in the room below that you may have.
Go now, brave heir. Leave this place of death and L89. You materialize in a corner of the tavern. If you want, you may
YSC this character in
decay forever. If you enter again, it will only cause The tavernkeeper notices you instantly. other D&D@ Basic
you grief. I give you my ring as a sign that you are “Look, mates! Look who’s returned! And in Game Advcntum.
my rightful heir.” one piece yet! Congratulations, adventurer. You
h h c r W R solo ndvcn-
The swirling mass slowly dissipates. The breezes survived Lion Castle.” furm include: Blirrad
diminish. As the room grows warmer, a silver sig- Your friends gather around you. T h e Pass(Basic Invisible Ink
Advcntux); Lathan’a
net ring appears on your finger. The ring bears the tavernkeeper notices the ring on your finger and Gold (Expert Solo
head of a lion. grabs your hand. His voice lowers almost to a whis- Adventure); and M a
per. “My friend, you are an heir to Sargon. This of the Riddling Mino-
You have succeeded in your quest! If you wish, taur (Expcn Invisible
you may continue to explore the castle. You may go ring proves it.” Ink Adventure).
through the trapdoor in the floor (entry L74). As “What’s the ring worth?” one of your friends
soon as you decide to leave the castle, you are calls out.
instantly teleported back to the tavern in Sarsdell. “Why, at least a thousand gold pieces. Maybe a
Read entry L89. hundred more,” replies the tavernkeeper.
If you do not wish to continue exploring, you are “Ah, why don’t you cash it in, pal?” your friend
instantly teleported back to the tavern in Sarsdell, says.
where you began your quest. Read entry L89. Before you even have a chance to speak, the
tavernkeeper silences your friend. “Are you mad?
Cashing in such a ring would tarnish Sargon’s
L85. Your attack has no effect. Sargon’s ghost mighty name! This adventurer is an heir to the
laughs at you. greatest wizard that ever walked these lands! I dare
“Your attack cannot harm me now, mortal. I am say that is a fine reward in itself. So don’t just stand
beyond your power in this form.” Sparks of light- there, get this tired soul a hot meal!”
ning fly from the ghost’s fingertips. Make a saving
throw vs. spells. If your saving throw succeeds, In addition to gaining experience points for defeat-
read entry L88. If your saving throw fails, read ing monsters and collecting treasure, your charac-
entry L87. ter automatically gains one level of experience.
If you wish to play this adventure again, read
entry R19.
A sleep spell doer no‘ L86. You are on the lion’s back (Castle Level V).
work if you ~ ~ c o u n t e r
O ~ Cof thc following
A monster suddenly comes down the mane from
monotcn: $ant dram the top of the lion’s head. Follow the steps in entry
lizard. lion, tiger. 01
wcretiger.
R14 to determine what type of monster you have
encountered.
If you defeat the monster, you may climb the
lion’s mane and go to the north tower (entry L72),
or the south tower (entry L71). If the monster
defeats you, read entry C42.

L87. You have been teleported! Roll ld6 and


check Table 3 to determine your new entry loca-
tion.

30
PREROLLED CHARACTERS

When you begin the adventure, choose Eztar Philiam


one of the characters from this page or Conjurer Warrior-Seer
page 32. When you collect items, add Third level magic-user Second levr’
3 C-’‘l l
them to the blank spaces at the bottom of
your character’s description. Strength 9 Dexterity 11 Strength 15 De:xterity 14
Each character’s Armor Class has Intelligence 9
. .
Constitution 9
Intelligence 18 Constitution 9
been adjusted based on his equipment Wisdom 7 c2harisma 11
Wisdom 12 Charisma 11
and abilities. Armor Class 3 I3it Dice 2
Armor Class 9 Hit Dice 3

H i t points: 9
Nathel H i t points: 9
Swordmaster-Conjurer Movement: 120’ (40’)
Third level elf Movement: 120’ (40’:)
Spells:
Spells:
Strength 12 Dexterity 9 First level: read magic, sleep . ..
First level: magic missile. reaa m a g k
Intelligence 17 Constitution 10 Second level: web
Wisdom 11 Charisma 15
Armor Class 4 Hit Dice 3 Languages: Bugbear, Common, Gob- Languages: Common, El f, Gnoll, Hob-
lin, Neutral, Orc goblin, Neutral, Orc
H i t points: 14
Equipment: Equipment:
Movement: 120’ (40’) dagger *I robes sword +1 chain mail armor
rope of climbing lantern shield rope (50 feet)
!hells: tinder box full waterskin magic journal backpack
First level: charm person, read magic two large sacks four oil flasks full waterskin large sack
Second level: continual light magic journal backpack wolfsbane iron rations (21
iron rations (21 Lion Castle maps potion of gaseous days)
Languages: Bugbear, Common, Elf, days form Lion Castle maps
Gnoll, Hobgoblin, Neutral, Ogre,
Orc

Equipment:
sword +I chain mail armor
shield rope of clim bing
magic journal backpack
wolfsbane large sack
iron rations (21 Lion Castle maps
days)

31
PREROLLED CHARACTERS

Zayghel Leesmith Cortayo


Seer Veteran-Medium Medium
Second level magic-user First level elf First level magic-user

Strength 14 Dexterity 15 Strength 14 Dexterity 13 Strength 13 Dexterity 14


Intelligence 17 Constitution 14 Intelligence 15 Constitution 12 Intelligence 16 Constitution 11
Wisdom 11 Charisma 9 Wisdom 10 Charisma 12 Wisdom 12 Charisma 10
Armor Class 8 Hit Dice 2 Armor Class 4 Hit Dice 1 Armor Class 7 Hit Dice 1

Hit points: 5 Hit points: 5 Hit points: 4

Movement: 120’ (40’) Movement: 120’ (40’) Movement: 120’ (40’)

Spells: Spells: Spells:


First level: hold portal, read magic First level: read magic First level: read magic

Languages: Common, Gnoll, Hobgob- Languages: Bugbear, Common, Elf, Languages: C o m m o n , Hobgoblin,
lin, Neutral Gnoll, Hobgoblin, Neutral, Orc Neutral, Ogre

Equipment: Equipment: Equipment:


dagger +1 robes sword +1 leather armor dagger +1 robes
backpack four oil flasks shield rope (50 feet) full waterskin four oil flasks
lantern tinder box wolfsbane large sack lantern tinder box
full wineskin full waterskin backpack magic journal backpack two large sacks
two large sacks magic journal full waterskin potion of healing magic journal iron rations (21
potion of levitation potion of gaseous potion of gaseous ring ofprotection ring of invisibility days)
iron rations (21 form form +1 ring of protection potion of gaseous
days) Lion Castle maps iron rations (21 Lion Castle maps +1 form
days)

9097xxx1501
32
Lion Castle - Top View

GATEHOUSE

L
Official Basic Solo Adventure

by Merle M. Rasmussen

“A great cat s i t s upon the northern grasslands, my


friend, waiting t o pounce on adventurers just like
you.” As you part the tall grass with your sword, the
words of the tavernkeeper echo in your head.
“He was the mightiest wizard we’d ever known,
and that Lion Castle was his home.” Your friends’
voices mingle with the tavernkeeper’s. “He’s but a
ghost now, haunting those halls, and waiting for a n
heir.”
The ground rises slightly. A strong wind rushes
through the field. Suddenly, the grasses part, and
Lion Castle rises majestically before you!
“Magical riches await those who enter!” “Beware
of man-beasts!” Voices flood your head again. Will
you brave the haunted castle? Can you afford not
to? It’s all up t o you in this DGD” Solo Adventure.
Ghost of Lion Castle is for one player only, but that
o n e player makes all of the choices and enjoys all of
t h e rewards. An entire castle and courtyard await
your exploration. The adventure also includes a
complete solo combat system.

This adventure is for use with the DUNGEONS &


DRAGONSg Basic Set, and cannot be played
without the D&D* Basic rules produced by TSR,
Inc.
I984 TSR. Inc. All Rights Reserved. Printed in U.S.A.

TSR, Inc. TSR (UK) Ltd.


POB 756 The Mill, Rathmore Road
Lake Geneva, Cambridge CBl4AD
W I 53147 United Kingdom
ISBN 0-88038-107-8
394-54001-8TSR0600

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