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PRODUCTS OF YOUR IYAOINATION~"
IONS E DRAGONS, DGD. and PRODUCTS OF YOUR IMAC.INATI0N
.
bv Merle M. Rasmussen
Official Basic Solo Adventure
CONTENTS
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
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
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
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
+
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
8
-
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
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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.
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
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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.
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
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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
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
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.
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.
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
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
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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.
22
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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
23
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LION CASTLE ENTRIES
Magic Journal
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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.
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.
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-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
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
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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
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Magic Journal
LION CASTLE ENTRIES
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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
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Magic Journal
30
PREROLLED CHARACTERS
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
Languages: Common, Gnoll, Hobgob- Languages: Bugbear, Common, Elf, Languages: C o m m o n , Hobgoblin,
lin, Neutral Gnoll, Hobgoblin, Neutral, Orc Neutral, Ogre
9097xxx1501
32
Lion Castle - Top View
GATEHOUSE
L
Official Basic Solo Adventure
by Merle M. Rasmussen