castle caldwell and beyondwatermark.dndclassics.com/pdf_previews/17126-sample.pdfcastle caldwel anl...

6
MASTER ENCOUNTER TABLE ADVENTURE #1—The Clearing of Castle Caldwell Room WM 2 3 4 5 10 11 14 15 15 16 22 23 24 31 Monster Goblin Goblin Trader(Fl) Trader(Fl) Trader(Fl) Stirge Acolyte (Cl)"" Crab Spider Bandit (Tl) Bandit Leader (Tl) Kobold Giant Shrew Fire Beetle Spitting Cobra Wolf J H H I No. 4 4 1 1 1 3 •r i 2 1 3 1 2 1 62 Hit Roll 19 19 19 19 19 19 * 19 18 19 19 19 19 18 19 17 AC 6 6 6 6 6 7 2" 7 6 6 7 4 4 7 7 HD 1-1 1-1 1 1 1 1 2 1 1 '/2 1 1+2 1 2 + 2 hp 4,5,3,6 6,6,6.4 6 8 6 8,6,5 6 10 6,6 7 4,2,2 6 6,8 6 11,12 MV 90'(30') 9O'(3O') 120'(40') 12O'(4O') 120 '(40') 30'(10') or 180'(60') flv 120'(40') 12O'(4O') 12O'(4O') 12O'(4O') 90'(30') 180'(60') 120'(40') 9O'(3O') 180'(60') #AT 1 1 1 1 1 1 1 N 1 1 1 2 1 1 am D 1-6 or 1-4 1-6 1-6 1-6+1 axe 1 1-3 1-6 1-8 + poison 1-6 1-6-1 sword 1-6-1 1-6/1-6 2-8 1-3 + poison immmm. Save NM NM Fl Fl Fl F2 Cl Fl Tl Tl NM Fl Fl Fl % Fl ML 7 7 7 7 7 9 8 7 8 8 6 10 7 7 6 AL C c N N N N C N C C c N N N N SA/SD No No No No No Yes No Yes No No No Yes No Yes No XP 5 5 10 10 10 13 10 25 10 10 5 13 15 13 25 P 31 31 31 31 31 38 31 38 31 31 32 36 26 37 39 ADVENTURE #2—Dungeons of Terror Room Monster No. Hit AC HD hp Roll MV #AT D Save ML AL SA/SD XP 1 2 3 7 10 10 13 14 Doppleganger Medium (Ml) Robber Fly Gelatinous Cube Berserker Leader Berserker Thoul Wight 1 2 4 1 1 3 3 2 16 19 18 16 18 4 18 17 17 5 8 6 8 ,7 •• 7 6 5 4 1 2 4 1 + 1 1 + 1 3 3 18 3,3 7,10,11,8 20 9 9,6,6 9,14,15 18,15 9O'(3O') 1 120'(40') 1 90'(30')or ! 180'(60')fly 60'(20') ! 12O'(4O') : 120'(40') 1 120'(40') 1 90'(30') 1 1 1-4 I 1-8 1 2-8 + + paralysis 1 1-6+1 sword 1-6 1-3/1-3 Energy drain F8 Ml Fl F2 Fl Fl F3 F3 8 12 8 12 12 12 10 12 C c N N N N C c Yes Yes No Yes Yes Yes Yes Yes 125 13 20 125 19 19 65 50 28 31 36 30 27 27 3ft 39 ADVENTURE #3—The Abduction of Princess Sylvia Room 1 1 2a 2a 3 5 5 6 8 8 9 11 12 13 13 13 Monster Goblin Lizard Man Yellow Mold Green Slime Illusory Owl Bear Goblin King Goblin Guard Goblin Lizard Man Leader Lizard Man Guard Lizard Man Goblin Goblin Princess Sylvia Owl Bear Oliver of Horn (M4) No. 1 1 1 1 1 1 2 5 1 2 3 1 1 1 1 1 Hit Roll 19 17 N/A 18 16 17 18 19 16 _ 1 16 17 19 19 N/A 16 19 AC 6 5 N/A N/A 9 4 5 6 —a— •1 4 6 6 8 5 7 HD 1-1 2+ 1 2 2 5 3 2 1-1 mAtm W&M 3+1 -"y+T"" 1 i-i i-i i 5 4 hp 4 11 7 9 N/A 15 8,9 5 each ••• 14,13 IS, 9,12 4 5 3 30 12 MV 9O'(3O') 60'(20') 0 3'(1') 120'(40') 90'(30') 9O'(3O') 9O'(3O') B 6O'(2O') 1 6O'(2O') 6O'(2O') 9O'(3O') 90'(30') 12O'(4O') 120'(40') 120'(40') #AT 1 1 1 1 3 1 1 1 n 1 r I l 0 3 1 D 1-6 1-6 + 1 1-6 + special Special 1-8/1-8/1-8 1-6 +2 sword 1-6 1-6 ...JJL+JJI!^, •••• 1-6 +1 I-O T" i 1-4 1-4 0 1-8/1-8/1-8 1-4 + 1 dagger Save NM F2 F2 Fl F3 NM NM NM •i F2 r 7 NM NM NM F3 M4 ML 7 12 N/A 7 12 9 8 7 a. 12 IF 12 5 5 9 9 9 AL C N N L N C c c N N N C c L C c SA/SD No No Yes Yes No No No No No No No No No No No Yes XP 5 25 25 30 0 35 20 5 75 50 25 5 5 5 175 175 P 31 33 3$ 31 351 31 31 31 33^ 33 3$ 31 3ft 31 35 31 Sample file

Upload: others

Post on 24-Jan-2021

3 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Castle Caldwell and Beyondwatermark.dndclassics.com/pdf_previews/17126-sample.pdfCastle Caldwel anl d Beyond Editor: Michae S. Dobsol n Graphic Designer: Ruth Hoyer Cover Artist: Clyde

MASTER ENCOUNTER TABLE

ADVENTURE #1—The Clearing of Castle Caldwell

Room

WM2345

10

11141515

16222324

31

Monster

GoblinGoblinTrader(Fl)Trader(Fl)Trader(Fl)Stirge

Acolyte (Cl)""Crab SpiderBandit (Tl)Bandit Leader(Tl)KoboldGiant ShrewFire BeetleSpittingCobraWolf J H H I

No.

441113

•ri21

3121

62

HitRoll

191919191919

* 19181919

19191819

17

AC

666667

2 "766

7447

7

HD

1-11-11111

211

'/2

11 + 2

1

2 + 2

hp

4,5,3,66,6,6.4

686

8,6,5

610

6,67

4,2,26

6,86

11,12

MV

90'(30')9O'(3O')120'(40')12O'(4O')120 '(40')

30'(10') or180'(60') flv

120'(40')12O'(4O')12O'(4O')12O'(4O')

90'(30')180'(60')120'(40')9O'(3O')

180'(60')

#AT

111111

1N11

1211

am

D

1-6 or 1-41-61-6

1-6+1 axe1

1-3

1-61-8 + poison

1-61-6-1 sword

1-6-11-6/1-6

2-81-3 + poison

immmm.

Save

NMNMFlFlFlF2

ClFlT lT l

NMFlFlFl

% Fl

ML

777779

8788

61077

6

AL

C

cNNNN

CNCC

cNNN

N

SA/SD

NoNoNoNoNoYes

NoYesNoNo

NoYesNoYes

No

XP

5510101013

10251010

5131513

25

P

313131313138

31383131

32362637

39

ADVENTURE #2—Dungeons of Terror

Room Monster No. Hit AC HD hpRoll

M V #AT D Save ML AL SA/SD XP

123

7

10

101314

DopplegangerMedium (Ml)Robber Fly

GelatinousCubeBerserkerLeaderBerserkerThoulWight

124

1

1

332

161918

16

18

4181717

586

8

, 7• •765

412

4

1 + 1

1 + 133

183,3

7,10,11,8

20

9

9,6,69,14,15

18,15

9O'(3O') 1120'(40') 1

90'(30')or !180'(60')fly

60'(20') !

12O'(4O') :

120'(40') 1120'(40') 190'(30') 1

1 1-4I 1-8

1 2-8 ++ paralysis

1 1-6+1 sword

1-61-3/1-3

Energy drain

F8M lFl

F2

Fl

FlF3F3

8128

12

12

121012

CcN

N

N

NC

c

YesYesNo

Yes

Yes

YesYesYes

1251320

125

19

196550

283136

30

27

27

3ft39

ADVENTURE #3—The Abduction of Princess Sylvia

Room

112a2a3

5568

8

9111213

1313

Monster

GoblinLizard ManYellow MoldGreen SlimeIllusoryOwl BearGoblin KingGoblin GuardGoblinLizard ManLeaderLizard ManGuardLizard ManGoblinGoblinPrincessSylviaOwl BearOliver ofHorn (M4)

No.

11111

1251

2

3111

11

HitRoll

1917

N/A1816

17181916 _

116

171919

N/A

1619

AC

65

N/AN/A

9

456

—a—•14

668

57

HD

1-12+ 1

225

32

1-1

mAtmW&M3 + 1

-"y+T""1

i-ii - i

i

54

hp

41179

N/A

158,9

5 each

• • •14,13

IS, 9,12453

3012

MV

9O'(3O')60'(20')

03'(1')

120'(40')

90'(30')9O'(3O')9O'(3O')

B 6O'(2O')

16O'(2O')

6O'(2O')9O'(3O')90'(30')12O'(4O')

120'(40')120'(40')

#AT

11113

111

n1

rIl0

31

D

1-61-6 + 1

1-6 + specialSpecial

1-8/1-8/1-8

1-6 +2 sword1-61-6

...JJL+JJI!^,• • • •1-6 +1

I-O T" i

1-41-40

1-8/1-8/1-81-4 + 1dagger

Save

NMF2F2FlF3

NMNMNM

•iF2

r 7NMNMNM

F3M4

ML

712

N/A712

987

a.12

IF12

559

99

AL

CNNLN

C

ccN

N

NC

cL

Cc

SA/SD

NoNoYesYesNo

NoNoNoNo

No

NoNoNoNo

NoYes

XP

52525300

3520575

50

25555

175175

P

31333$31351

31313133̂

33

3$31

3ft31

3531

Sam

ple

file

Page 2: Castle Caldwell and Beyondwatermark.dndclassics.com/pdf_previews/17126-sample.pdfCastle Caldwel anl d Beyond Editor: Michae S. Dobsol n Graphic Designer: Ruth Hoyer Cover Artist: Clyde

Basic Game Adventure

Castle Caldwell and Beyond

Editor: Michael S. DobsonGraphic Designer: Ruth HoyerCover Artist: Clyde CaldwellInterior Artist: Doug WatsonCartographer: DieselTypographer: Betty Elmore

1985 TSR. Inc. All Riijhts Re: rd. Printed in U S A

DUNGEONS & DRAGONS. D&D. PRODUCTS OF YOURIMAGINATION, and the TSR logo an- (rack-marks owned rnTSR. Inc.

Distributed to the book trade in the United SiHouse. Inc.. and in Canada by Random HouseDistributed to the toy and hobbv trade by regional ditributed in the Unitc-d Kingdom by TSR L'K Ltd

This module is protected under the copyright law

, bv Rando

of America An

TSR, Inc.POB 756Lake GenevaWI 53147

reproduction

on ot TSR. Inc

unauthcprohibi

ise of thehout the

TSR UK Ltd.The Mill, Rathmore Road

Cambridge CB1 4ADUnited Kingdom

TSR, Inc.PRODUCTS OF YOUR IMAGINATION"

Harry W. Nuckols

ISBN 0-88038-200-7

CONTENTS

INTRODUCTION 2The Clearing of Castle Caldwell 4Dungeons of Terror 8The Abduction of Princess Sylvia 13The Great Escape 18The Sanctuary of Elwyn the Ardent 25

LIST OF MAPS, CHARTS AND PLAYING AIDS

MAP 1: Castle Caldwell, Ground Level 5MAP 2: Castle Caldwell, Dungeon Level 10MAP 3: Treasure Map 12MAP 4: Riddle 12MAP 5: Fortress of Oliver of Horn 15MAP 6: Enemy Outpost 21MAP 7: Sanctuary of Elwyn the Ardent 27MAP 8: Treasure Map #1 29MAP 9: Treasure Map #2 31

Master Encounter Table Inside Cover

Adventure for character levels 1-3

9143

Sam

ple

file

Page 3: Castle Caldwell and Beyondwatermark.dndclassics.com/pdf_previews/17126-sample.pdfCastle Caldwel anl d Beyond Editor: Michae S. Dobsol n Graphic Designer: Ruth Hoyer Cover Artist: Clyde

INTRODUCTION

The five adventures in this module aredesigned for a party of four to eight playercharacters of levels 1-3. The adventures arearranged in order of increasing difficulty.Each adventure is designed to be played inone session of three to four hours, not includ-ing the time needed to roll up new characters.

The first two adventures are connected,the other three are not. They can be used as aseries of adventures for a single party, with allcharacters beginning at first level, or they canbe used independently. It is not necessary touse the same Dungeon Master or the samegroup of player characters for all five adven-tures.

If a party of player characters completes allfive adventures as a series, each charactershould reach at least third level (higher if youplan to move on to the D&D® Expert Set),and the players themselves should becomequite familiar with the game, if they are notalready. Of course, some of the players' firstcharacters may not survive all five adven-tures, but this, too, can be a learning experi-ence...

Your players can either use existing charac-ters or roll up new ones, using the charactergeneration procedures in the D&D® BasicRules. Encourage the players to choose awide variety of character classes. Many situa-tions throughout these adventures assumethat there is at least one cleric or magic-userable to read a scroll or use a magic item ofsome kind.

The adventures in this module assume thatat least the DM (and preferably the players aswell) is familiar with the entire D&D® BasicSet. To make the game run smoothly, the DMneeds to know the rules thoroughly. If youdon't know all the rules by heart yet, at least

know where to look things up quickly. Other-wise, the game can bog down while you arelooking up some rule or spell.

It is quite useful (but not absolutely neces-sary) if you are also familiar with the D&D®Expert Set. Some of the monsters and trea-sures found here are described more fully inthat game.

A good DM not only knows the rules, he orshe knows when to break them. Don't be aslave to the dice if they get too far out of linewith common sense. But don't let your gamebecome a giveaway campaign, either! Thebest kind of D&D® game is challenging forthe players, but not so difficult that the partyis easily wiped out.

When you are confronted with somestrange situation that is not exactly coveredby the rules, you may have to improvise.Sometimes you may have to invent new orspecial rules to cover the unforseen. There'snothing wrong with that, as long as you areconsistent.

The monster encounters in this module aredesigned to be a challenge for four to eightlow-level player characters. If your group issmall and all are first level, you might reducethe number or strength of the monsters togive your party a fighting chance. If yourgroup is large and has members of third orhigher levels, you might make the monsters abit tougher.

If you raise or lower the number orstrength of the monsters, adjust the treasurein the same manner.

As DM, it is your responsibility to prepareyourself. First, read each adventure com-pletely several times, making notes about themore difficult encounters. Think about howyou might act if you were a player in this

adventure, and how you would deal with thechallenges presented here. Second, make anychanges necessary to bring this module in linewith your existing campaign, if you have one,or adapt it to fit the style of your game.Finally, prepare any special aids that youthink might enhance the game for the play-ers, such as encounter maps in proper minia-ture scale.

Once you've done all that, you're ready tochallenge your players and create an excitingD&D® game adventure!

Statistics for all monsters and creaturesencountered in this adventure are providedon the Master Encounter Chart on the insidecover. The information is keyed to adventureand room, so all the information you need isin one single place.

The room descriptions are given in boxedformat. When your party first approaches aroom, read ahead to know what they willencounter. The copy inside the box isdesigned to be read aloud when the charac-ters first enter the room. You may have tomodify the information slightly if, for exam-ple, the party enters by a different door thanthe one assumed in the copy. Below the boxedcopy is special information for the DM,including descriptions of monsters, traps,tricks, treasure, or other information aboutthe room. You may end up revealing some,none, or all of this information, depending onthe actions of the players.

Some, but not all, of these adventures havewandering monsters listed for them. A wan-dering monster table is given at the beginningof each adventure that uses them. Roll thedice as indicated to see when and if a wander-ing monster encounter occurs.

Sam

ple

file

Page 4: Castle Caldwell and Beyondwatermark.dndclassics.com/pdf_previews/17126-sample.pdfCastle Caldwel anl d Beyond Editor: Michae S. Dobsol n Graphic Designer: Ruth Hoyer Cover Artist: Clyde

THE CLEARING OF CASTLE CALDWELL

BackgroundClifton Caldwell, a local merchant, hasrecently purchased a small castle, located afew miles out of town. The castle had notbeen occupied for some time. Clifton hadpurchased the castle for a ridiculously highprice, since he had always wanted to ownone. But when he went to visit his new home,he found that it was overrun by monsters! Hewas lucky to escape with his life.

He has hired a party of adventurers (theplayer characters) to rid the castle of its mon-strous inhabitants so that he can move in.

Notes for the Dungeon MasterIf you wish, you can roleplay Clifton's negoti-ations with the player characters for clearingout the castle. Although Clifton is wealthy, heis a shrewd bargainer, and initially offers thecharacters 100 gold pieces apiece, in addi-tion, of course, to all the treasure they find. Ifpressed, he grudgingly increases his offer, butin no case offers more than 250 gp apiece. Ifyou don't want to roleplay the initial bargain-ing, just tell the players that their characterswill receive 100 gp apiece. Half the money isgiven in advance; the remainder when thecastle is cleared out.

The characters should be given ample

opportunity to purchase supplies and equip-ment with the money they have on hand.

Clifton takes the characters to the castle, and,if asked, furnishes them with a map of the out-side of the castle (trace the outline of the castleon Map 1, and give it to the players.) You canplace wandering monster encounters in the for-est surrounding the castle if you wish.

All the rooms on the first level of the castlehave windows, so the party will not needlight. The windows are too high for monstersto look out, and too high and narrow for theparty to climb through. The hallway is lit byskylights similar to those found in rooms 3,5,14, and 18. The walls, ceilings, and floors(except for room 31) are made of stone. Thedoors are all made of heavy oak, but areunlocked and open easily unless otherwisestated. The ceiling in all rooms are about 10feet high, except for the four tower rooms atthe corners (rooms 6, 12, 20, and 26), wherethey are about 25 feet high.

Except for those monsters that are livingtogether, the monsters don't form a group.They happen to be using this otherwise-abandoned castle by chance. If one of theintelligent monsters should happen to dis-cover the party without being detected, it willprobably attempt to flee with its life and asmuch treasure as it can manage.

Wandering MonstersThere are four goblins wandering the hall-ways. They are armed with short bows anddaggers. Roll Id6 every turn that the party isin the hallway. On a roll of 1, the goblinsappear coming around the nearest corner.

The goblins are cautious, but not necessar-ily hostile. Roleplay their actions based onthe situation and the actions of the party. Usethe Monster Reaction Chart on p. 22 of theDungeon Masters Rulebook to determinehow the goblins act.

The goblins live with the rest of their kindin room 2. They are carrying 6 ep, 7 ep, 10ep, and 3 ep, respectively.

The adventure begins with the party standingoutside the double doors leading into the cas-tle. The doors are unlocked, and swing openeasily...

1. ABANDONED DINING ROOM

This room appears to have once been usedas a dining room. There are tables andbenches scattered throughout the room,many turned on their sides or upside down.Everything is covered with cobwebs.

Sam

ple

file

Page 5: Castle Caldwell and Beyondwatermark.dndclassics.com/pdf_previews/17126-sample.pdfCastle Caldwel anl d Beyond Editor: Michae S. Dobsol n Graphic Designer: Ruth Hoyer Cover Artist: Clyde

THE CLEARING OF CASTLE CALDWELL

The room is empty of monsters, but there is alarge sack under one of the tables. The partywill find it if they take a turn to search theroom. The sack contains 500 sp and threegems, one worth 300 gp and two worth 50 gpeach. The gems cannot be seen unless thecontents of the sack are dumped out.

2. GUARDROOM

If the party listens at the door before openingit, they hear sounds of an argument in astrange language. If any characters under-stand the goblin tongue, they realize thatthere are goblins in the room arguing aboutsplitting up their loot. When the party opensthe door...

4. BEDROOM

You see four small humanoids, eacharmed with a short sword. They are argu-ing with each other, evidently over twolarge piles of coins on the floor.

The room is inhabited by four goblins, eacharmed with a short sword. A treasure of 3,000cp, 4,000 sp, and one gem worth 50 gp is sit-ting on the floor, sorted roughly into twopiles. The goblins will fight ferociously todefend their treasure.

In addition to the treasure on the floor, thegoblins carry 4 ep, 7 ep, 8 ep, and 7 ep,respectively, in their pockets.

3. BEDROOM

NOTE: The traders in rooms 3, 4, and 5want to save their treasure and their lives.They prefer to deal with the party rather thanfight. For example, they might be willing totrade information about the other monstersin the castle in return for being allowed toleave in peace. The traders are using the cas-tle as a temporary residence far from theirhomes.

You see a man armed with a shortswordlying on a bed.

The room is lit by a skylight in the northeastcorner of the room that lets in the light, butnot the rain. The man lying on the bed is ahuman trader armed with a shortsword. Heis allied with the traders in rooms 4 and 5. Ifhe is in trouble, he pounds on the east wallwith the butt of his sword to call the others.Similarly, he will respond to a signal fromroom 4 by first alerting the trader in room 5and then going to his friend's aid. He has alarge pouch with 8 gp and 20 sp in it.

You see a man lying on a bed. He is armedwith an axe. There is a door at the far endof the room. On either side of the door arewindows high up on the wall.

See the note for room 3. The man lying on thebed is a human trader armed with an axe + /.He is allied with the traders in rooms 3 and 5.If he is in trouble, he pounds on either theeast or west wall to alert his fellows. Similarly,he will respond to a signal from either room 3or 5 by first alerting the other trader and thengoing to his friend's aid. He has a smallpouch with three gems (worth 60 gp, 40 gp,and 10 gp) in it.

5. BEDROOM

You see a man lying on a bed. He is armedwith a short sword.

See the note for room 3. The man lying on thebed is a human trader armed with ashortsword. He is allied with the traders inrooms 4 and 5. If he is in trouble, he poundson the east wall to alert his fellows. Similarly,he will respond to a signal from room 4 byfirst alerting the trader in room 3 and thengoing to his friend's aid. He has no treasure.

This room is lit by a skylight identical tothe one in room 3.

6. TOWER ROOM

You see a circular room, about 40 feet indiameter, with eight openings spaced evenlyabout the outside wall. The windows extendfrom about waist height to about headheight for a normal human. These are obvi-ously ports through which arrows can befired. The room appears to be empty.

The room is empty.

7. UTILITY ROOM

The east wall of this room has a ledgeabout seven feet from the floor, with twosmall windows above the ledge. The roomappears to be empty except for a statue ofa shepherd in the northeast corner.

The statue is made of stone. If there is a lawfulcharacter in the party when it enters the room,the statue says, "Greetings. May I help you?"

The statue is able to answer questions aboutthe castle and its inhabitants. It will answer

truthfully any three questions put to it by lawfulcharacters once per day. It will not respond at allto characters of other alignments, and after ithas answered a total of three questions in anyone day, it will not respond at all until 24 hourshave passed. The statue has 100 hit points. If itis hit by an edged weapon, there is a 15%chance that the weapon will break (5 % chancefor magical weapons). A broken edged weaponis forever useless.

8. STOREROOM

The east wall of this room has a ledgeabout seven feet from the floor. There aretwo small windows above the ledge.Except for some trash on the floor, theroom appears to be empty.

Except for the trash on the floor (which isworthless), the room is empty.

9. STOREROOM

The east wall of this room has a ledgeabout seven feet from the floor. There aretwo small windows above the ledge.Except for some trash on the floor, theroom appears to be empty.

Except for the trash on the floor (which isworthless), the room is empty.

10. STOREROOM

The east wall of this room has a ledge aboutseven feet from the floor. There are twosmall windows above the ledge. Except fortwo long tables along the south wall, theroom appears to be empty. As you enter theroom, you hear the sound of small wings.

The ledge in this room is used as a nestingarea by three stirges. The sound that theparty hears is the sound of the stirges flying toattack. The party has a normal chance to besurprised by the stirges, but the stirges can-not be surprised.

A flying stirge gains a bonus of + 2 on itsfirst hit roll against any opponent because ofits speed in the air. Any successful hit by astirge means that the stirge has attached itselfto the victim. Each round after the first hit,the stirge automatically inflicts 1-3 points ofdamage (blood drain) until either it or its vic-tim is dead. If the victim dies, the stirge willattack another opponent.

Stirges like shiny things. On their ledge arethree gems worth 500 gp, 100 gp, and 50 gp,

Sam

ple

file

Page 6: Castle Caldwell and Beyondwatermark.dndclassics.com/pdf_previews/17126-sample.pdfCastle Caldwel anl d Beyond Editor: Michae S. Dobsol n Graphic Designer: Ruth Hoyer Cover Artist: Clyde

f 20

It*.

1r

Jf 26

L• • • • •

^ CASTLE CALDWELL, ^Q k GROUND LEVEL . ^"11

21

22

23

24

25

J

19

J1J1J1J

kN

1 SQUARE = 10 FEET

Z>i

^d18

28

27

3

1

17

•IBB

• • • •

Zl—•

•<:16

30

—<z4

DOOR

i

1

15

Z^«

^m

IN-

Z N -

14

• • • •

.29

31

• • • •

5

1

•—•—••SLOPE

UPTO

DOOR

• - • • •

•CZ

• • • •

• • • •

2

• • • ^

13

J

1s

f

J

LrLrLr

r1tr

i i

• • • • •

10

9

• • • • i

8

\ STATUE-

7

J5 19

12

1rJF lJ• • • • •

6

85 TSR, Ii

L

ic. AllRigt

AJ/ts Reserved

Sam

ple

file