Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Castle Caldwell and Beyond - your experiences?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="MerricB" data-source="post: 6149341" data-attributes="member: 3586"><p>I actually ran the first part of this recently; my year-and-a-half old AD&D campaign had an influx of new players (with a few older ones unavailable), and I needed a short adventure. So, I downloaded Castle Caldwell and ran them through the first level of the adventure. </p><p></p><p>Interestingly, the adventure states that it's for a group of 4-8 characters of levels 1-3. I had a group of eight players, most of 1st or 2nd level but a couple of henchmen from the older players at levels 3-4. The first level is *not* designed for a group that large. The largest group of monsters are four goblins! </p><p></p><p>Of course, most of the rooms are empty of anything interesting. I'm greatly amused by the boxed text, which often states, "The room <em>appears</em> empty", emphasis mine. Some have something hidden, most don't.</p><p></p><p>We had a couple of thieves in the group (both new players), and they had a lot of fun climbing up to windows (from which they spotted a pair of wolves, which the druid then befriended) and listening at doors. I let them make most of the rolls; it was more than the poor magic-users in the party got to do.</p><p></p><p>Unusually, it wasn't devoid of role-playing: there are three traders, who I used mostly as comic relief, and a talking statue, which completely confused the party, as it would only talk to Lawful characters. I don't know if anyone actually has an alignment in the group, but as most of the people talking to the statue were thieves, it wouldn't talk to them, although it did answer questions of the wizard!</p><p></p><p>A couple of weeks later (which was this Saturday), once again I found myself with eight players for AD&D... four new and four old. As a result, we played through the dungeon level of the castle. We finished it in 3 hours (like the previous part), which gives you an idea of how light it is, but quite perfect for this session. Once again, monster numbers were small, but this time I added to them somewhat. The doppleganger was hilarious, as a particularly naive wizard decided to go with him, whilst the rest of the group looked on, hoping to see something entertaining. Alas, one of the new thieves sneaked along behind - rolling the low move silently chance(!) - and was able to save him. Sigh. The doppleganger, at least, put up more of a fight. Particularly once the magic-user of the group (another new player), put half the group to sleep. Yes, four of them. And dopplegangers are immune to sleep spells. Too much fun!</p><p></p><p>When the dungeon is fairly dull, I can generally rely on my players to liven things up!</p><p></p><p>The biggest problem with Castle Caldwell and its dungeon is that it just doesn't make much sense. Why is the there a teleporter to a crypt in the dungeon? Why is there a stupid password phrase to get out? I'm a big fan of fun-house dungeons, but they generally have the advantage of being fun!</p></blockquote><p></p>
[QUOTE="MerricB, post: 6149341, member: 3586"] I actually ran the first part of this recently; my year-and-a-half old AD&D campaign had an influx of new players (with a few older ones unavailable), and I needed a short adventure. So, I downloaded Castle Caldwell and ran them through the first level of the adventure. Interestingly, the adventure states that it's for a group of 4-8 characters of levels 1-3. I had a group of eight players, most of 1st or 2nd level but a couple of henchmen from the older players at levels 3-4. The first level is *not* designed for a group that large. The largest group of monsters are four goblins! Of course, most of the rooms are empty of anything interesting. I'm greatly amused by the boxed text, which often states, "The room [i]appears[/i] empty", emphasis mine. Some have something hidden, most don't. We had a couple of thieves in the group (both new players), and they had a lot of fun climbing up to windows (from which they spotted a pair of wolves, which the druid then befriended) and listening at doors. I let them make most of the rolls; it was more than the poor magic-users in the party got to do. Unusually, it wasn't devoid of role-playing: there are three traders, who I used mostly as comic relief, and a talking statue, which completely confused the party, as it would only talk to Lawful characters. I don't know if anyone actually has an alignment in the group, but as most of the people talking to the statue were thieves, it wouldn't talk to them, although it did answer questions of the wizard! A couple of weeks later (which was this Saturday), once again I found myself with eight players for AD&D... four new and four old. As a result, we played through the dungeon level of the castle. We finished it in 3 hours (like the previous part), which gives you an idea of how light it is, but quite perfect for this session. Once again, monster numbers were small, but this time I added to them somewhat. The doppleganger was hilarious, as a particularly naive wizard decided to go with him, whilst the rest of the group looked on, hoping to see something entertaining. Alas, one of the new thieves sneaked along behind - rolling the low move silently chance(!) - and was able to save him. Sigh. The doppleganger, at least, put up more of a fight. Particularly once the magic-user of the group (another new player), put half the group to sleep. Yes, four of them. And dopplegangers are immune to sleep spells. Too much fun! When the dungeon is fairly dull, I can generally rely on my players to liven things up! The biggest problem with Castle Caldwell and its dungeon is that it just doesn't make much sense. Why is the there a teleporter to a crypt in the dungeon? Why is there a stupid password phrase to get out? I'm a big fan of fun-house dungeons, but they generally have the advantage of being fun! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Castle Caldwell and Beyond - your experiences?
Top