TEXT: B9 Castle Caldwell and Beyond
  Dungeons & Dragons 5th Edition Conversion by Kentti
  
  The Clearing of Castle
  Caldwell
  You can find this chapter on page 3 of the B9 Castle Caldwell
  and Beyond Module from TSR, Inc.
  Wandering Monsters
  See page 3 for the following information. The four wandering
  monsters are goblins.
  1. Abandoned Dining Room
  See page 4 for the following information. To find the sack
  under the table requires a successful DC 10 Intelligence
  (Investigation) check.
  2. Guardroom
  See page 4 for the following information. To hear the
  argument requires a successful DC 10 Wisdom (Perception)
  check.
  There are four goblins in the room.
  3. Bedroom
  See page 4 for the following information. The trader is a
  bandit.
  4. Bedroom
  See page 4 for the following information. The trader is a
  bandit without a magical weapon.
  5. Bedroom
  See page 4 for the following information. The trader is a
  bandit.
  7. Utility Room
  See page 4 for the following information. The statue talks
  only to creatures with good alignment. It has AC 17 and 100
  hp. No chance to break an edged weapon.
  10. Storeroom
  See page 4 for the following information. There are three
  stirges in the room.
  11. Chapel
  See page 5 for the following information. There is an acolyte
  with plate mail and mace in the chapel. She worships
  Korotiku, the god of cleverness and trickery. The acolyte
  carries a holy symbol that has a spider silhouette.
  The two vials are potions of healing.
  14. Bedroom
  See page 5 for the following information. There is a giant
  wolf spider in the room.
  15. Storeroom
  15. Storeroom
  See page 5 for the following information. There are three
  bandits in the room. One of the scimitars is cursed. The
  scimitar gives -1 to attack rolls and damage rolls. Identify
  spell doesn’t reveal this curse. No attunement needed and the
  wielder doesn’t know anything is wrong.
  16. Bedroom
  See page 5 for the following information. There are three
  kobolds in the room.
  19. Guardroom
  See page 5 for the following information. To find the sack
  requires a successful DC 10 Intelligence (Investigation)
  check.
  21. Utility Room
  See page 5 for the following information. The door is arcane
  locked.
  22. Storeroom
  See page 6 for the following information. There is a giant
  badger in the room.
  23. Library
  See page 6 for the following information. There are two giant
  fire beetles in the library.
  24. Pantry
  See page 6 for the following information. There is a
  poisonous snake in the room.
  25. Pantry
  See page 6 for the following information. The chest is
  trapped. A successful DC 10 Intelligence (Investigation) check
  required no notice the trap. If the trap is triggered, everyone
  within 5 feet of the chest must make a DC 10 Constitution
  saving throw, taking 7 (2d6) poison damage on a failed save,
  or half as much damage on a successful one.
  27. Bedroom
  See page 6 for the following information. To find the sack
  requires a successful DC 10 Intelligence (Investigation)
  check.
  31. Courtyard
  See page 6 for the following information. There are two
  wolves in the courtyard.
  2
  THE CLEARING OF CASTLE CALDWELL
  
  Appendix: Monster/NPC
  Statistics
  3
  Acolyte
  Medium humanoid (human), chaotic neutral
  Armor Class 18 (plate mail)
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 12 (+1) 10 (+0) 10 (+0) 14 (+2) 11 (+0)
  Skills Medicine +4, Religion +2
  Senses passive Perception 10
  Languages Common
  Challenge 1/2 (100 XP)
  Spellcasting. The acolyte is a 1st-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC 12, +4
  to hit with spell attacks). The acolyte has following
  cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (3 slots): bless, cure wounds, sanctuary
  Actions
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 3 (1d6) bludgeoning damage.
  Bandit
  Medium humanoid (human), chaotic neutral
  Armor Class 12 (leather armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
  Senses passive Perception 10
  Languages Common
  Challenge 1/8 (25 XP)
  Actions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5
  ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit,
  range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1)
  piercing damage.
  Giant Badger
  Medium beast, unaligned
  Armor Class 10
  Hit Points 13 (2d8 + 4)
  Speed 30 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 10 (+0) 15 (+2) 2 (-4) 12 (+1) 5 (-3)
  Senses darkvision 30 ft., passive Perception 11
  Languages —
  Challenge 1/4 (50 XP)
  Keen Smell. The badger has advantage on Wisdom
  (Perception) checks that rely on smell.
  Actions
  Multiattack. The badger makes two attacks: one with
  its bite and one with its claws.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) piercing damage.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 6 (2d4 + 1) slashing damage.
  Giant Fire Beetle
  Small beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 4 (1d6 + 1)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  10 (+0)
  12 (+1)
  1 (-5)
  7 (-2)
  3 (-4)
  Senses blindsight 30 ft., passive Perception 8
  Languages —
  Challenge 0 (10 XP)
  Illumination. The beetle sheds bright light in a 10-
  foot radius and dim light for an additional 10 feet.
  Actions
  Bite. Melee Weapon Attack: +1 to hit, reach 5 ft.,
  one target. Hit: 2 (1d6 - 1) slashing damage.
  APPENDIX | THE CLEARING OF CASTLE
  CALDWELL
  
  41
  Giant Wolf Spider
  Medium beast, unaligned
  Armor Class 13
  Hit Points 1 (2d8 + 2)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)
  Skills Perception +3, Stealth +7
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Spider Climb. The spider can climb difficult
  surfaces, including upside down on ceilings,
  without needing to make an ability check.
  Web Sense. While in contact with a web, the spider
  knows the exact location of any other creature in
  contact with the same web.
  Web Walker. The spider ignores movement
  restrictions caused by webbing.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) piercing damage, and
  the target must make a DC 11 Constitution saving
  throw, taking 7 (2d6) poison damage on a failed
  save, or half as much damage on a successful one.
  If the poison damage reduces the target to 0 hit
  points, the target is stable but poisoned for 1 hour,
  even after regaining his points, and is paralyzed
  while poisoned in this way.
  Goblin
  Small humanoid (goblinoid), neutral evil
  Armor Class 15 (leather armor, shield)
  Hit Points 7 (2d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 14 (+2)
  10 (+0)
  10 (+0) 8 (-1) 8 (-1)
  Skills Stealth +6
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1/4 (50 XP)
  Nimble Escape. The goblin can take the Disengage
  or Hide action as a bonus action on each of its
  turns.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
  damage.
  APPENDIX | THE CLEARING OF CASTLE
  CALDWELL
  
  5
  Kobold
  Small humanoid (kobold), lawful evil
  Armor Class 12
  Hit Points 5 (2d6 - 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  15 (+2)
  9 (-1)
  8 (-1)
  7 (-2)
  8 (-1)
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Draconic
  Challenge 1/8 (25 XP)
  Sunlight Sensitivity. While in sunlight, the kobold
  has disadvantage on attack rolls, as well as on
  Wisdom (Perception) checks that rely on sight.
  Pack Tactics. The kobold has advantage on an attack
  roll against a creature if at least one of the kobold's
  allies is within 5 feet of the creature and the ally
  isn't incapacitated.
  Actions
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) piercing damage.
  Sling. Ranged Weapon Attack: +4 to hit, range
  30/120 ft., one target. Hit: 4 (1d4 + 2)
  bludgeoning damage.
  Poisonous Snake
  Tiny beast, unaligned
  Armor Class 13
  Hit Points 2 (1d4)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4) 16 (+3)
  11 (+0) 1 (-5) 10 (+0)
  3 (-4)
  Senses blindsight 10 ft., passive Perception 10
  Languages —
  Challenge 1/8 (25 XP)
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 1 piercing damage, and the target
  must make a DC 10 Constitution saving throw,
  taking 5 (2d4) poison damage on a failed save, or
  half as much damage on a successful one.
  Stirge
  Tiny beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 2 (1d4)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  16 (+3)
  11 (+0)
  2 (-4)
  8 (-1)
  6 (-2)
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 1/8 (25 XP)
  Actions
  Blood Drain. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 5 (1d4 + 3) piercing damage,
  and the stirge attaches to the target. While
  attached, the stirge doesn't attack. Instead, at the
  start of each of the stirge's turns, the target loses 5
  (1d4 + 3) hit points due to blood loss.
  The stirge can detach itself by spending 5 feet of
  its movement. It does so after it drains 10 hit
  points of blood from the target or the target dies. A
  creature, including the target, can use its action to
  detach the stirge.
  APPENDIX | THE CLEARING OF CASTLE
  CALDWELL
  
  6
  Wolf
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 11 (2d8 + 2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Keen Hearing and Smell. The wolf has advantage on
  Wisdom (Perception) checks that rely on hearing or
  smell.
  Pack Tactics. The wolf has advantage on attack rolls
  against a creature if at least one of the wolf's allies
  is within 5 feet of the creature and the ally isn't
  incapacitated.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 7 (2d4 + 2) piercing damage. If the
  target is a creature, it must succeed on a DC 11
  Strength saving throw or be knocked prone.
  APPENDIX | THE CLEARING OF CASTLE
  CALDWELL
  
  Dungeons of Terror
  You can find this chapter on page 8 of the B9 Castle Caldwell
  and Beyond Module from TSR, Inc.
  1. Dungeon Entrance
  See page 9 for the following information. There is a
  doppelganger at the entrance.
  2. Magic-User Lair
  See page 9 for the following information. There are two
  apprentice wizards in the room.
  3. Unfinished Room
  See page 9 for the following information. There is a swarm
  of wasps in the room.
  7. Storeroom
  See page 11 for the following information. There is a
  gelatinous cube in the room. The dagger inside the
  gelatinous cube is nonmagical.
  10. Cavern
  See page 11 for the following information. There are four
  bandits in the cavern. All the scimitars are nonmagical.
  11. Cavern
  See page 11 for the following information. To find the trap
  requires a successful DC 10 Intelligence (Investigation)
  check. To disarm the trap requires a successful DC 10
  Dexterity check with thieves’ tools. Each of the three dart
  makes a ranged melee attack with a +4 bonus dealing 2 (1d4)
  piercing damage on a hit.
  13. Cavern
  See page 11 for the following information. There are three
  thouls in the room.
  14. Tomb
  See pages 11-12 for the following information. To slide the
  stone lids requires a successful DC 15 Strength check.
  Coffin 3. There is a wight in the coffin.
  Coffin 5. To find the trap requires a successful DC 15
  Intelligence (Investigation) check. To disarm the trap requires
  a successful DC 15 Dexterity check with thieves’ tools. If the
  trap is triggered, everyone within 5 feet of the coffin must
  make a DC 10 Constitution saving throw, taking 10 (3d6) acid
  damage on a failed save, or half as much damage on a
  successful one.
  Coffin 7. The coffin contains a spell scroll of Tenser’s
  floating disc.
  Coffin 8. There is a wight in the coffin.
  7
  DUNGEONS OF TERROR
  
  Appendix: Monster/NPC
  Statistics
  8
  Apprentice Wizard
  Medium humanoid (human), chaotic evil
  Armor Class 11
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 12 (+1) 10 (+0) 14 (+2) 10 (+0) 11 (+0)
  Skills Arcana +4, History +4
  Senses passive Perception 10
  Languages Common
  Challenge 1/4 (50 XP)
  Spellcasting. The apprentice is a 1st-level
  spellcaster. Its spellcasting ability is Intelligence
  (spell save DC 12, +4 to hit with spell attacks). The
  acolyte has following wizard spells prepared:
  Cantrips (at will): fire bolt, mending, prestidigitation
  1st level (3 slots): burning hands, magic missile,
  shield, sleep
  Actions
  Dagger. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 3
  (1d4 + 1) piercing damage.
  Fire Bolt. Ranged Spell Attack: +4 to hit, range 120
  ft., one target. Hit: 5 (1d10) fire damage.
  Bandit
  Medium humanoid (human), chaotic neutral
  Armor Class 12 (leather armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
  Senses passive Perception 10
  Languages Common
  Challenge 1/8 (25 XP)
  Actions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5
  ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit,
  range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1)
  piercing damage.
  APPENDIX | DUNGEONS OF TERROR
  
  9
  Doppelganger
  Medium monstrosity (shapechanger), neutral
  Armor Class 14
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2)
  Skills Deception +6, Insight +3
  Condition Immunities* charmed
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 3 (700 XP)
  Shapechanger. The doppelganger can use its action
  to polymorph into a Small or Medium humanoid it
  has seen, or back into its true form. Its statistics,
  other than its size, are the same in each form. Any
  equipment it is wearing or carrying isn't
  transformed. It reverts to its true form if it dies.
  Ambusher. The doppelganger has advantage on
  attack rolls against any creature it has surprised.
  Surprise Attack. If the doppelganger surprises a
  creature and hits it with an attack during the first
  round of combat, the target takes an extra 10 (3d6)
  damage from the attack.
  Actions
  Multiattack. The doppelganger makes to melee
  attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 7 (1d6 + 4) bludgeoning damage.
  Read Thoughts. The doppelganger magically reads
  the surface thoughts of one creature within 60 feet
  of it. The effect can penetrate barriers, but 3 feet of
  wood or dirt, 2 feet of stone, 2 inches of metal, or a
  thin sheet of lead blocks it. While the target is in
  range, the doppelganger can continue reading its
  thoughts, as long as the doppelganger's
  concentration isn't broken (as if concentrating on a
  spell). While reading the target's mind, the
  doppelganger has advantage on Wisdom (Insight)
  and Charisma (Deception, Intimidation, and
  Persuasion) checks against the target.
  Gelatinous Cube
  Large ooze, unaligned
  Armor Class 6
  Hit Points 84 (8d10 + 40)
  Speed 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  3 (-4)
  20 (+5)
  1 (-5)
  6 (-2)
  1 (-5)
  Condition Immunities* blinded, charmed, deafened,
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (bling beyond this radius),
  passive Perception 8
  Languages —
  Challenge 2 (450 XP)
  Ooze Cube. The cube takes up its entire space.
  Other creatures can enter the space, but a creature
  that does so is subjected to the cube's Engulf and
  has disadvantage on the saving throw.
  Creatures inside the cube can be seen but have
  total cover.
  A creature within 5 feet of the cube can take an
  action to pull a creature or object out of the cube.
  Doing so requires a successful DC 12 Strength
  check, and the creature making the attempt takes
  10 (3d6) acid damage.
  The cube can hold only one Large creature or up to
  four Medium or smaller creatures inside it at a time.
  Transparent. Even when the cube is in plain sight, it
  takes a successful DC 15 Wisdom (Perception)
  check to spot a cube that has neither moved nor
  attacked. A creature that tries to enter the cube's
  space while unaware of the cube is surprised by the
  cube.
  Actions
  Pseudopod. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 10 (3d6) acid damage.
  Engulf. The cube moves up to its speed. While
  doing so, it can enter Large or smaller creatures'
  spaces. Whenever the cube enters a creature's
  space, the creature must make a DC 12 Dexterity
  saving throw.
  On a successful save, the creature can choose to be
  pushed 5 feet back or to the side of the cube. A
  creature that chooses not to be pushed suffers the
  consequences of a failed saving throw.
  On a failed save, the cube enters the creature's
  space, and the creature takes 10 (3d6) acid damage
  and is engulfed. The engulfed creature can't
  breathe, is restrained, and takes 21 (6d6) acid
  damage at the start of each of the cube's turns.
  When the cube moves, the engulfed creature
  moves with it.
  APPENDIX | DUNGEONS OF TERROR
  
  10
  An engulfed creature can try to escape by taking an
  action to make a DC 12 Strength check. On a
  success, the creature escapes and enters a space of
  its choice within 5 feet of the cube.
  Swarm of Wasps
  Medium swarm of Tiny beasts, unaligned
  Armor Class 12 (natural armor)
  Hit Points 22 (5d8)
  Speed 5 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  13 (+1)
  10 (+0)
  1 (-5)
  7 (-2)
  1 (-5)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened,
  paralyzed, petrified, prone, restrained, stunned
  Senses blindsight 10 ft., passive Perception 8
  Languages —
  Challenge 1/2 (100 XP)
  Swarm. The swarm can occupy another creature's
  space and vice versa, and the swarm can move
  through any opening large enough for a Tiny insect.
  The swarm can't regain hit points or gain temporary
  hit points.
  Actions
  Bites. Melee Weapon Attack: +6 to hit, reach 0 ft.,
  one creature in the swarm's space. Hit: 7 (2d6)
  piercing damage, or 3 (1d6) piercing damage if the
  swarm has half of its hit points or fewer. The target
  must make a DC 10 Constitution saving throw,
  taking 14 (4d6) poison damage on a failed save, or
  half as much damage on a successful one.
  Thoul
  Medium humanoid (thoul), neutral evil
  Armor Class 12
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 9 (-1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 1/4 (50 XP)
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft..,
  one target. Hit: 6 (1d8 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) slashing damage. If the
  target is a creature other than an elf or undead, it
  must succeed on a DC 10 Constitution saving
  throw or be paralyzed for 1 minute. The target can
  repeat the saving throw at the end of each of its
  turns, ending the effect on itself on a success.
  APPENDIX | DUNGEONS OF TERROR
  
  11
  Wight
  Medium undead, neutral evil
  Armor Class 14 (studded leather)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
  Skills Perception +3, Stealth +4
  Damage Resistances necrotic; bludgeoning,
  piercing, and slashing from nonmagical attacks
  that aren't silvered
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Common
  Challenge 3 (700 XP)
  Sunlight Sensitivity. While in sunlight, the wight has
  disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The wight makes two longsword attacks
  or two longbow attacks. It can use its Life Drain in
  place of one longsword attack.
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5
  ft., one creature. Hit: 5 (1d6 + 2) necrotic damage.
  The target must succeed on a DC 13 Constitution
  saving throw or its hit point maximum is reduced
  by an amount equal to the damage taken. This
  reduction lasts until the target finishes a long rest.
  The target dies if this effect reduces its hit point
  maximum to 0.
  A humanoid slain by this attack rises 24 hours later
  as a zombie under the wight's control, unless the
  humanoid is restored to life or its body is
  destroyed. The wight can have no more than twelve
  zombies under its control at one time.
  Longsword. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 6 (1d8 + 2) slashing damage,
  or 7 (1d10 + 2) slashing damage if used with two
  hands.
  Longbow. Ranged Weapon Attack: +4 to hit, range
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
  damage.
  APPENDIX | DUNGEONS OF TERROR
  
  The Abduction of Princess
  Sylvia
  You can find this chapter on page 13 of the B9 Castle
  Caldwell and Beyond Module from TSR, Inc.
  1. Entranceway
  See pages 13-14 for the following information. There is a
  goblin and a lizardfolk in the entranceway.
  2. Guard Post
  See page 14 for the following information. The top drawer
  contains a spell scroll of lesser restoration.
  To find the secret door requires a successful DC 15
  Wisdom (Perception) check.
  2a. Secret Tunnel
  See page 14 for the following information. There is a yellow
  mold and a green slime in the tunnel.
  4. Observation Room
  See page 14 for the following information. To find the secret
  door requires a successful DC 10 Wisdom (Perception)
  check.
  5. Goblin Leader's Quarters
  See page 14 for the following information. There are two
  goblins and a goblin boss in the quarters. The goblin boss
  doesn’t have a magical weapon.
  To find the secret door requires a successful DC 15
  Wisdom (Perception) check.
  6. Goblin Quarters
  See page 14 for the following information. There are five
  goblins in the room.
  7. Oliver's Bedroom
  See page 16 for the following information. To find the trap
  requires a successful DC 20 Intelligence (Investigation)
  check. To disarm the trap requires a successful DC 15
  Dexterity check with thieves’ tools. If the trap is not disarmed,
  a creature within 3 inches of the lock takes 1 piercing
  damage and 11 (2d10) poison damage, and must succeed on
  a DC 15 Constitution saving throw or be poisoned for 1 hour.
  8. Lizard Man Leader's Quarters
  See page 16 for the following information. Depending where
  the characters are entering the quarters, there are either a
  lizardfolk (lizardfolk leader) or four lizardfolk in the
  quarters. The lizardfolk are carrying a total of four potions of
  healing.
  9. Lizard Men Quarters
  See page 16 for the following information. Depending where
  the characters are entering the quarters, there is no one or
  there are three lizardfolk in the room.
  10. Treasure Room
  10. Treasure Room
  See page 16 for the following information. To find the secret
  door requires a successful DC 15 Wisdom (Perception)
  check.
  To notice the sliding door mechanism requires a successful
  DC 15 Intelligence (Investigation) check.
  There are three zombies in the room.
  11. Dining Room
  See page 16 for the following information. There is a goblin
  in the room.
  12. Kitchen
  See page 17 for the following information. There is a goblin
  in the room.
  To find the secret door requires a successful DC 15
  Wisdom (Perception) check.
  13. Laboratory
  See page 17 for the following information. There is an
  owlbear, Oliver of Horn, and Princess Sylvia in the room.
  Treasure. Two potions of healing, two potions of
  invisibility, potion of diminution, potion of gaseous form,
  potion of growth, and potion of poison.
  Oliver’s spellbook contains the following spells:
  comprehend languages, detect magic, magic missile, mage
  armor, invisibility, phantasmal force, shield, sleep, and web.
  12
  THE ABDUCTION OF PRINCESS SYLVIA
  
  Appendix: Monster/NPC
  Statistics
  Green Slime
  This acidic slime devours flesh, organic material, and metal
  on contact. Bright green, wet, and sticky, it clings to walls,
  floors, and ceilings in patches.
  A patch of green slime covers a 5-foot square, has
  blindsight out to a range of 30 feet, and drops from walls and
  ceilings when it detects movement below it. Beyond that, it
  has no ability to move. A creature aware of the slime's
  presence can avoid being struck by it with a successful DC 10
  Dexterity saving throw. Otherwise, the slime can't be avoided
  as it drops.
  A creature that comes into contact with green slime takes 5
  (1d10) acid damage. The creature takes the damage again at
  the start of each of its turns until the slime is scraped off or
  destroyed. Against wood or metal, green slime deals 11
  (2d10) acid damage each round, and any nonmagical wood or
  metal weapon or tool used to scrape off the slime is
  effectively destroyed.
  Sunlight, any effect that cures disease, and any effect that
  deals cold, fire, or radiant damage destroys a patch of green
  slime.
  13
  Goblin
  Small humanoid (goblinoid), neutral evil
  Armor Class 15 (leather armor, shield)
  Hit Points 7 (2d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 14 (+2)
  10 (+0)
  10 (+0) 8 (-1) 8 (-1)
  Skills Stealth +6
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1/4 (50 XP)
  Nimble Escape. The goblin can take the Disengage
  or Hide action as a bonus action on each of its
  turns.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
  damage.
  Goblin Boss
  Small humanoid (goblinoid), neutral evil
  Armor Class 17 (chain shirt, shield)
  Hit Points 21 (6d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 10 (+0)
  Skills Stealth +6
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Nimble Escape. The goblin can take the Disengage
  or Hide action as a bonus action on each of its
  turns.
  Actions
  Multiattack. The goblin makes two attacks with its
  scimitar. The second attack has disadvantage.
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 30/120 ft., one target. Hit: 5
  (1d6 + 2) piercing damage.
  Reactions
  Redirect Attack. When a creature the goblin can see
  targets it with an attack, the goblin chooses
  another goblin within 5 feet of it. The two goblins
  swap places, and the chosen goblin becomes the
  target instead.
  APPENDIX | THE ABDUCTION OF
  PRINCESS SYLVIA
  
  14
  Lizardfolk
  Medium humanoid (lizardfolk), neutral
  Armor Class 15 (natural armor, shield)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)
  Skills Perception +3, Stealth +4, Survival +5
  Senses passive Perception 13
  Languages Draconic
  Challenge 1/2 (100 XP)
  Hold Breath. The lizardfolk can hold its breath for
  15 minutes.
  Actions
  Multiattack. The goblin makes two attacks with its
  scimitar. The second attack has disadvantage.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Heavy Club. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
  damage.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 30/120 ft., one target. Hit: 5
  (1d6 + 2) piercing damage.
  Spiked Shield. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
  damage.
  Oliver of Horn
  Medium humanoid (human), chaotic evil
  Armor Class 12 (15 with mage armor)
  Hit Points 18 (4d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
  Skills Arcana +5, History +4
  Senses passive Perception 11
  Languages Common
  Challenge 1 (200 XP)
  Special Equipment. Oliver has potion of healing and
  potion of invisibility.
  Spellcasting. Oliver is a 4th-level spellcaster. His
  spellcasting ability is Intelligence (spell save DC 13,
  +5 to hit with spell attacks). Oliver has the
  following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand,
  prestidigitation
  1st level (4 slots): detect magic, magic missile,
  mage armor, shield, sleep
  2nd level (3 slots): phantasmal force, web
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d4 + 2) piercing damage.
  Fire Bolt. Ranged Weapon Attack: +5 to hit, range
  120 ft., one target. Hit: 5 (1d10) fire damage.
  APPENDIX | THE ABDUCTION OF
  PRINCESS SYLVIA
  
  Yellow Mold
  Yellow mold grows in dark places, and one patch covers a 5-
  foot square. If touched, the mold ejects a cloud of spores that
  fills a 10-foot cube originating from the mold. Any creature in
  the area must succeed on a DC 15 Constitution saving throw
  or take 11 (2d10) poison damage and become poisoned for 1
  minute. While poisoned in this way, the creature takes 5
  (1d10) poison damage at the start of each of its turns. The
  creature can repeat the saving throw at the end of each of its
  turns, ending the effect on itself on a successful save.
  Sunlight or any amount of fire damage instantly destroys
  one patch of yellow mold.
  15
  Owlbear
  Large monstrosity, unaligned
  Armor Class 13 (natural armor)
  Hit Points 59 (7d10 + 21)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 3 (700 XP)
  Keen Sight and Smell. The owlbear has advantage on
  Wisdom (Perception) checks that rely on sight or
  smell.
  Actions
  Multiattack. The owlbear makes two attacks: one
  with its beak and one with its claws.
  Beak. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 10 (1d10 + 5) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 14 (2d8 + 5) slashing damage.
  Princess Sylvia
  Medium humanoid (human), lawful good
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2)
  Skills History +2, Persuasion +4
  Senses passive Perception 10
  Languages Common
  Challenge 0 (10 XP)
  Actions
  Unarmed. Melee Weapon Attack: +2 to hit, reach 5
  ft., one target. Hit: 1 bludgeoning damage.
  Zombie
  Medium undead, neutral evil
  Armor Class 8
  Hit Points 22 (3d8 + 9)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  6 (-2)
  16 (+3)
  3 (-4)
  6 (-2)
  5 (-3)
  Saving Throws Wis +0
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Senses passive Perception 10
  Languages Common but can't speak
  Challenge 1/4 (50 XP)
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) bludgeoning damage.
  APPENDIX | THE ABDUCTION OF
  PRINCESS SYLVIA
  
  The Great Escape
  You can find this chapter on page 18 of the B9 Castle
  Caldwell and Beyond Module from TSR, Inc.
  Notes for the Dungeon Master
  See page 18 for the following information. Wandering
  monsters are veterans #2.
  1. Prison Cell
  See page 19 for the following information. The jailer is a
  gnoll.
  2. Kitchen and Common Dining
  Room
  See page 19 for the following information. There are 12
  commoners (servants), eight veterans #2, and two warriors
  #2 in the room.
  4. Men's Bath
  See pages 19-20 for the following information. Any character
  searching the room must make a successful DC 10 Dexterity
  (Acrobatics) check or fall prone.
  6. Men's Exercise Room
  See page 20 for the following information. There is a veteran
  #6 in the room.
  8. Women's Bath
  See page 20 for the following information. Any character
  searching the room must make a successful DC 10 Dexterity
  (Acrobatics) check or fall prone.
  10. Women's Exercise Room
  See page 20 for the following information. The weighs can be
  used as improvised weapons.
  11. Pantry
  See page 20 for the following information. Three of the five
  vials are potions of healing, one is a potion of invisibility, and
  one is a potion of poison.
  15. Jailer's Quarters
  See page 22 for the following information. To find the large
  chest requires a successful DC 15 Intelligence (Investigation)
  check. The chest is trapped with a poison needle trap. A
  creature within 3 inches of the lock takes 1 piercing damage
  and 11 (2d10) poison damage, and must succeed on a DC 15
  Constitution saving throw or be poisoned for 1 hour. A
  successful DC 20 Intelligence (Investigation) check allows a
  character no notice the trap. A successful DC 15 Dexterity
  check using thieves’ tools disarms the trap.
  17. Common Living Room
  17. Common Living Room
  See page 22 for the following information. There are two
  veterans #2 in the room.
  19. Commander's Dining Room
  See page 22 for the following information. There is a
  commander, a visiting officer, and a commoner (wife) in
  the room.
  20. Commander's Bedroom
  See page 22 for the following information. The sword and the
  shield are nonmagical.
  To detect the false bottom requires a successful DC 15
  Intelligence (Investigation) check. The dagger is cursed. It
  gives -1 to attack rolls and damage rolls. Identify spell doesn’t
  reveal this curse. No attunement needed and the wielder
  doesn’t know anything is wrong.
  24. Female Veteran's Quarters
  See page 23 for the following information. There is a veteran
  #24 in the room.
  To find the hidden coins requires a successful DC 10
  Intelligence (Investigation) check.
  27. Female Warrior's Quarters
  See page 23 for the following information. There is a warrior
  #27 in the room. The sword is nonmagical.
  31. Male Veteran's Quarters
  See page 23 for the following information. To find the coins
  requires a successful DC 10 Intelligence (Investigation)
  check.
  32. Male Veteran's Quarters
  See page 23 for the following information. There is a warrior
  #32 in the room.
  36 Male Veteran's Quarters
  See page 23 for the following information. There is a veteran
  #24 in the room.
  39. Male Warrior's Quarters
  See page 24 for the following information. The chain mail is
  nonmagical.
  To find the secret compartment requires a successful DC
  15 Intelligence (Investigation) check.
  41. Male Warrior's Quarters
  See page 24 for the following information. There is a
  Warrior #41 in the room.
  To open the box requires a successful DC 15 Dexterity
  check with thieves’ tools.
  16
  THE GREAT ESCAPE
  
  42. Treasury
  See page 24 for the following information. To open the iron
  box requires a successful DC 15 Dexterity check with thieves’
  tools. The box contains three potions of growth, a ring of fire
  resistance, but no rod of cancellation.
  17
  THE GREAT ESCAPE
  
  Appendix: Monster/NPC
  Statistics
  18
  Commander
  Medium humanoid (human), lawful neutral
  Armor Class 20 (plate mail, shield)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 14 (+2) 12 (+1) 10 (+0) 11 (+0) 13 (+1)
  Skills Perception +2
  Senses passive Perception 12
  Languages Common
  Challenge 1 (200 XP)
  Actions
  Multiattack. The commander makes two melee
  attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach
  5ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d4 + 2) piercing damage.
  Commoner
  Medium humanoid (human), lawful neutral
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  Senses passive Perception 10
  Languages Common
  Challenge 0 (10 XP)
  Actions
  Unarmed. Melee Weapon Attack: +2 to hit, reach 5
  ft., one target. Hit: 1 bludgeoning damage.
  Gnoll
  Medium humanoid (gnoll), chaotic evil
  Armor Class 13 (hide armor)
  Hit Points 22 (5d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 12 (+1) 11 (+0) 6 (-2) 10 (+0) 7 (-2)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Gnoll
  Challenge 1/2 (100 XP)
  Rampage. When the gnoll reduces a creature to 0
  hit points with a melee attack on its turn, the gnoll
  can take a bonus action to move up to half its
  speed and make a bite attack.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) piercing damage.
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 1) bludgeoning damage.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 5
  (1d6 + 1) bludgeoning damage.
  Veteran #2
  Medium humanoid (human), lawful neutral
  Armor Class 12 (leather armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages Common
  Challenge 1/8 (25 XP)
  Actions
  Dagger. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 3
  (1d4 + 1) piercing damage.
  APPENDIX | THE GREAT ESCAPE
  
  19
  Veteran #6
  Medium humanoid (human), lawful neutral
  Armor Class 13 (leather armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 14 (+2) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages Common
  Challenge 1/8 (25 XP)
  Actions
  Weight. Melee Weapon Attack: +1 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) bludgeoning damage.
  Veteran #24
  Medium humanoid (human), lawful neutral
  Armor Class 12 (leather armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages Common
  Challenge 1/8 (25 XP)
  Actions
  Shortsword. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  Visiting Officer
  Medium humanoid (human), lawful neutral
  Armor Class 18 (chain mail, shield)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 14 (+2) 12 (+1) 10 (+0) 11 (+0) 11 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages Common
  Challenge 1 (200 XP)
  Actions
  Multiattack. The officer makes two melee attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach
  5 ft.., one target. Hit: 5 (1d6 + 2) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d4 + 2) piercing damage.
  Warrior #2
  Medium humanoid (human), lawful neutral
  Armor Class 12 (leather armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages Common
  Challenge 1/8 (25 XP)
  Actions
  Dagger. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 3
  (1d4 + 1) piercing damage.
  APPENDIX | THE GREAT ESCAPE
  
  20
  Warrior #27
  Medium humanoid (human), lawful neutral
  Armor Class 12 (leather armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages Common
  Challenge 1/8 (25 XP)
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
  damage.
  Warrior #32
  Medium humanoid (human), lawful neutral
  Armor Class 12 (leather armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages Common
  Challenge 1/8 (25 XP)
  Actions
  Shortsword. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning
  damage.
  Warrior #41
  Medium humanoid (human), lawful neutral
  Armor Class 14 (leather armor, shield)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages Common
  Challenge 1/4 (50 XP)
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d4 + 2) piercing damage.
  APPENDIX | THE GREAT ESCAPE
  
  The Sanctuary of Elwyn
  the Ardent
  You can find this chapter on page 25 of the B9 Castle
  Caldwell and Beyond Module from TSR, Inc.
  Outside the Fortress
  See page 26 for the following information. There are four
  troglodytes outside the fortress. To find the troglodytes’ lair
  requires a successful DC 10 Wisdom (Survival) check.
  3. Altar
  See pages 26-28 for the following information. There are six
  acolytes in the room.
  5b. Orc Lair
  See page 28 for the following information. There are six orcs
  in the lair. The orc leader’s weapons are nonmagical.
  To find the loose stone requires a successful DC 20
  Intelligence (Investigation) check. The cavity holds three spell
  scrolls of cure wounds and a potion of growth, but no potion
  of polymorph. The warhammer is nonmagical.
  8. Golem Chamber
  See pages 28-29 for the following information. There is an
  animated armor in the chamber.
  9. Treasure Room
  See page 29 for the following information. To find the loose
  stone requires a successful DC 20 Intelligence (Investigation)
  check.
  Treasure. Wand of paralysis, nonmagical longsword, spell
  scroll of cure wounds, spell scroll of silence, and ring of spell
  storing with the following spells stored: two magic missile
  spells and lightning bolt spell.
  11. Statue
  See page 29 for the following information. The statue is a
  gargoyle without wings and no flying speed.
  12. Empty Room
  See pages 29-30 for the following information. There is a pit
  trap in the room. The notice the pit requires a successful DC
  10 Wisdom (Perception) check. Anyone falling into the pit,
  takes 3 (1d6) bludgeoning damage as the pit is 10 feet deep.
  13. Statue
  See page 30 for the following information. A creature striking
  the statue with a metal weapon takes 5 (2d4) lightning
  damage.
  15. Cell
  See page 30 for the following information. To bend bars
  requires a successful DC 20 Strength check.
  16. Black Dragon
  16. Black Dragon
  See page 30 for the following information. There is a black
  dragon wyrmling in the room.
  21. Altar
  See page 31 for the following information. There are two
  gargoyles and two shadows and in the room. Elwyn has cast
  darkness spell into the room.
  16a. Elwyn the Ardent
  See page 31 for the following information. Elwyn the Ardent
  is in the room. Her weapons and shield are nonmagical.
  21
  THE SANCTUARY OF ELWYN THE
  ARDENT
  
  Appendix: Monster/NPC
  Statistics
  22
  Acolyte
  Medium humanoid (human), chaotic evil
  Armor Class 18 (plate mail)
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 12 (+1) 10 (+0) 10 (+0) 14 (+2) 11 (+0)
  Skills Medicine +4, Religion +2
  Senses passive Perception 10
  Languages Common
  Challenge 1/2 (100 XP)
  Spellcasting. The acolyte is a 1st-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC 12, +4
  to hit with spell attacks). The acolyte has following
  cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (3 slots): bless, cure wounds, sanctuary
  Actions
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 3 (1d6) bludgeoning damage.
  Animated Armor
  Medium construct, unaligned
  Armor Class 18 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  11 (+0)
  13 (+1) 1 (-5) 3 (-4) 1 (-5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, paralyzed, petrified,
  poisoned
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 6
  Languages —
  Challenge 1 (200 XP)
  Antimagic Susceptibility. The armor is incapacitated
  while in the area of an antimagic field. If targeted by
  dispel magic, the armor must succeed on a
  Constitution saving throw against the caster's spell
  save DC or fall unconscious for 1 minute.
  False Appearance. While the armor remains
  motionless, it is indistinguishable from a normal
  suit of armor.
  Actions
  Multiattack. The armor makes two melee attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  APPENDIX | THE SANCTUARY OF ELWYN
  THE ARDENT
  
  23
  Black Dragon
  Wyrmling
  Medium dragon, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft., fly 60 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 13 (+1)
  Saving Throws Dex +4, Con +3, Wis +2, Cha +3
  Skills Perception +4, Stealth +4
  Damage Immunities acid
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 14
  Languages Common, Draconic
  Challenge 2 (450 XP)
  Amphibious. The dragon can breathe air and water.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 7 (1d10 + 2) piercing damage plus
  2 (1d4) acid damage.
  Acid Breath (Recharge 5-6). The dragon exhales acid
  in a 15-foot line that is 5 feet wide. Each creature in
  that line must make a DC 11 Dexterity saving
  throw, taking 22 (Sd8) acid damage on a failed
  save, or half as much damage on a successful one.
  Elwyn the Ardent
  Medium humanoid (human), chaotic evil
  Armor Class 20 (plate mail, shield)
  Hit Points 38 (7d8 + 7)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
  Skills Medicine +5, Persuasion +3, Religion +3
  Senses passive Perception 11
  Languages Common
  Challenge 3 (700 XP)
  Divine Eminence. As a bonus action, Elwyn can
  expend a spell slot to cause her melee weapon
  attacks to magically deal an extra 10 (3d6) necrotic
  damage to a target on a hit. This benefit lasts until
  the end of the turn. If Elwyn expends a spell slot of
  2nd level or higher, the extra damage increases by
  1d6 for each level above 1st.
  Spellcasting. Elwyn is a 6th-level spellcaster. Her
  spellcasting ability is Wisdom (spell save DC 13, +5
  to hit with spell attacks). Elwyn has following cleric
  spells prepared:
  Cantrips (at will): guidance, light, sacred flame,
  thaumaturgy
  1st level (4 slots): bane, command, cure wounds,
  inflict wounds, protection from evil and good
  2nd level (3 slots): darkness, hold person
  3rd level (3 slots): bestow curse, dispel magic
  Actions
  Warhammer. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning
  damage, or 7 (1d10 + 2) bludgeoning damage if
  used with two hands.
  APPENDIX | THE SANCTUARY OF ELWYN
  THE ARDENT
  
  24
  Gargoyle
  Medium elemental, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 52 (7d8 + 21)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 7 (-2)
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks that aren't
  adamantine
  Damage Immunities poison
  Condition Immunities exhaustion, petrified,
  poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Terran
  Challenge 2 (450 XP)
  False Appearance. While the gargoyle remains
  motionless, it is indistinguishable from an
  inanimate statue.
  Actions
  Multiattack. The armor makes two melee attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  Orc
  Medium humanoid (orc), chaotic evil
  Armor Class 13 (hide armor)
  Hit Points 15 (2d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0)
  Skills Intimidation +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 1/2 (100 XP)
  Aggressive. As a bonus action, the orc can move up
  to its speed toward a hostile creature that it can
  see.
  Actions
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 9 (1d12 + 3) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 30/120 ft., one target. Hit: 6
  (1d6 + 3) piercing damage.
  APPENDIX | THE SANCTUARY OF ELWYN
  THE ARDENT
  
  25
  Shadow
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 16 (3d8 + 3)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2) 14 (+2)
  13 (+1) 6 (-2) 10 (+0)
  8 (-1)
  Skills Stealth +4 (+6 in dim light or darkness)
  Damage Vulnerabilities radiant
  Damage Resistances acid, cold, fire, lightning,
  thunder; bludgeoning, piercing, and slashing
  from nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened,
  grappled, paralyzed, petrified, poisoned, prone,
  restrained
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Amorphous. The shadow can move through a space
  as narrow as 1 inch wide without squeezing.
  Shadow Stealth. While in dim light or darkness, the
  shadow can take the Hide action as a bonus action.
  Sunlight Weakness. While in sunlight, the shadow
  has disadvantage on attack rolls, ability checks, and
  saving throws.
  Actions
  Strength Drain. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic
  damage, and the target's Strength score is reduced
  by 1d4. The target dies if this reduces its Strength
  to 0. Otherwise, the reduction lasts until the target
  finishes a short or long rest.
  If a non-evil humanoid dies from this attack, a new
  shadow rises from the corpse 1d4 hours later.
  Troglodyte
  Medium humanoid (troglodyte), chaotic evil
  Armor Class 11 (natural armor)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
  Skills Stealth +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Troglodyte
  Challenge 1/4 (50 XP)
  Chameleon Skin. The troglodyte has advantage on
  Dexterity (Stealth) checks made to hide.
  Stench. Any creature other than a troglodyte that
  starts its turn within 5 feet of the troglodyte must
  succeed on a DC 12 Constitution saving throw or
  be poisoned until the start of the creature's next
  turn. On a successful saving throw, the creature is
  immune to the stench of all troglodytes for 1 hour.
  Sunlight Sensitivity. While in sunlight, the troglodyte
  has disadvantage on attack rolls, as well as on
  Wisdom (Perception) checks that rely on sight.
  Actions
  Multiattack. The troglodyte makes three attacks: one
  with its bite and two with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) slashing damage.
  APPENDIX | THE SANCTUARY OF ELWYN
  THE ARDENT
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Kentti - B9 Castle Caldwell and Beyond 5e Conversion.pdf