In Search of Adventure 1: Castle Caldwell and Beyond
December 16, 2025 ◇ 7 min read

In Search of Adventure is a compilation of B-series D&D modules set in the Grand Duchy of Karameikos released in 1987. In this campaign, I will mix OSR with Ironsworn to enjoy the old D&D modules with the fun and easy rules of Ironsworn to complete it solo.
At the beginning of each article, you will find an adventure setup for the current chapter and all the preparations I made to play the scenario. To play the game, I will be using the Ironsworn: Sundered Isles rules and the Pocketforge app to manage the campaign. I will also use Spellforge: Magic for Ironsworn to help me envision interesting spells on the go.
If you like my miniatures, you can get all of them on my Patreon or check out some of them on Makerworld.
Adventure setup
I am using the campaign’s setting, Mystara, and the Grand Duchy of Karameikos. Before I started the campaign, I read GAZ1 The Grand Duchy of Karameikos to make full use of the modules and the setting the adventures take place in. Thanks to the Gazetteer, I was able to create more interesting backgrounds, outline a few factions, better understand the geography, and grasp the world of the setting in general. Completing it took some time, but it was totally worth it.
For the two main characters I am playing, I rolled species (or classes) available in the Basic D&D set: Human, Dwarf, Elf, and Halfling. It was a random d4 roll for each. A 3 and a 4 resulted in an Elf and a Halfling duo. This is purely for flavor (as I am using Ironsworn instead of D&D to resolve combat and challenges) and to keep the campaign grounded in the setting.
A short description from the Basic Rules says:
Elves usually prefer to spend their time feasting and frolicking in woodland glades. They rarely visit the cities of Man. Elves are fascinated by magic and never grow tired of collecting spells and magic items, especially if the items are beautifully crafted
Halflings are outgoing but not unusually brave, seeking treasure as a way to gain the comforts of home, which they so dearly love. Halflings are woodland folk, and usually get along well with elves. Outdoors, halflings are difficult to spot, having the ability to seemingly vanish into woods or underbrush.
It is time to switch to Ironsworn: Sundered Isles to roll character details and Mythic GME to generate some life events.
Variel Evanara
Description: Relaxed, Hot-tempered
Species: Elf
Role: Academic
Role detail: Archaeologist
Backstory: Entrusted with a valuable secret
Life events: NPC action: Manipulate Stranger
Goal: Amass wealth
Motivations: Initiate Spirit, Bolster Bounty, Escalate Authority
Inciting incident: Dangerous discovery Notable equipment: nothing
I rolled a few Paths and got a nice combination that would work well with the character details: Augmented, Necromancer, Sorcerer.
Based on all the above information, I decided to allocate stats like this:
Edge: 1, Heart: 3, Iron: 2, Shadow: 1, Wits: 2
The Necromancer asset will benefit from high Heart, and I picked Iron and Wits as secondary attributes due to Hot-tempered and Academic in the character details.
Harol Brightbell
Description: Dangerous, Incompetent
Species: Halfling
Role: Scavenger
Role detail: Shipbreaker (or vehicles in general)
Backstory: Fled a cruel upbringing
Life events: Move toward a goal: Guard Leadership
Goal: Collect a debt
Motivations: Preserve Weapon, Search Prophesy, Withdraw Decay
Inciting incident: Dreadful omens Notable equipment: musket
For our halfling friend, I got Gearhead, Healer, and Musketeer. As for the stats, based mostly on Paths:
Edge: 2, Heart: 1, Iron: 1, Shadow: 3, Wits: 2
Variel, a Callari elf and an archaeologist, was sent by her patron to look for an ancient relic and is now in the town of Threshold. Meanwhile, Harol, a halfling refugee from the Black Eagle Barony, found employment as one of the caravan’s guards traveling from Specularum to Threshold, trying to escape pursuers from the Barony, and is now looking for any opportunity to earn some gold.
Did they arrive with the same caravan?
Ask the Oracle (50%): 38, Yes.
Variel decided that going alone after the relic might not be the safest option, but at the same time, spreading word about her endeavors might not be the best idea either. Harol, being an inconspicuous halfling trying his best to avoid others, was a perfect candidate.
Tempted by the unimaginable forgotten riches and ancient artifacts Variel spoke of, they joined forces on this archaeological expedition.
Threshold
Threshold is a logging community of about 1000. ably ruled by Sherlane Halaran, baron and Patriarch of the Church. The town is large for its population, filled with widely-spaced homes surrounded by vegetable gardens and livestock pens.
After arriving in Threshold, Variel and Harol actively looked for any rumors that could lead to the relic she was after. From locals, merchants, and message boards, they gathered the following rumors:
- The merchant Clifton Caldwell has purchased a small castle, five miles west of Threshold. He has posted advertisements in local taverns for “Qualified Eviction Personnel.”
- A renegade cleric named Elwyn has been organizing a large raiding party of orcs three days’ ride to the east. The Patriarch himself wants it investigated.
- An elvish merchant named Sindar needs a package delivered to his partner in Selenica, far to the north.
Caldwell’s Castle is very close and there is a chance some abandoned artifact lies somewhere inside. How some renegade cleric was able to organize orcs? Maybe with the help of some artifacts? An expedition to Selenica is definitely a big detour, but a fellow elf in need could also mean there is some magic or ancient relics involved.
All three rumors could lead to their goals. Without overthinking it too much, Variel decided to go with the closest one. Traveling with the caravan was exhausting enough to pass on more travel when something is within arm’s reach.
Castle Caldwell and Beyond
The In Search of Adventure compilation cut some interesting content from the original modules B1–9, so I will be using it as a guide on how to tie the separate modules together with its interludes, and for each adventure I will use the original modules without cutting anything.
Before they shamelessly pillage the castle, they should seal the deal with Clifton, since there is payment involved.
Variel leaned down to pat Harol on the shoulder "This guy here is the best shot in Karameikos, and me" she hit her chest, "An expert magician at your service. Anything nested in that castle, we will deal with it in a flash. Right, Harol?"
"Uh..."
"Right! Let's evict something!"
Swear an Iron Vow (Variel)
Vow: Clear the Caldwell Castle (dangerous).
Weak hit: 4 + 3 (heart) = 7 vs 10, 4. +1 momentum.
Clifton does not know what exactly is inside the castle. He was driven away by monsters before he could investigate his new property. He offers what could be considered reasonable payment and all the treasure the heroes manage to find inside the castle. Half the money is given in advance. In Sundered Isles, reasonable payment has a value of 2, so the current Treasury is 1.
5 miles is only a short trek. This could be either Set a Course or Undertake an Expedition.
Is the road to Castle Caldwell frequently used and well maintained?
Ask the Oracle (50%): 82, No.
Undertake an Expedition (troublesome) it is, then. The expedition means potential trouble, and Castle Caldwell has its own encounter table that I modified to use for this journey when needed. If you are interested in the behind-the-scenes of ironswornifying the whole module, you can check it out on my Patreon: Ironswornified: Castle Caldwell and Beyond
Journey to Castle Caldwell
Rank: Troublesome
Progress: 0/10
Undertake an Expedition (Harol)
Weak hit: 3 + 2 (wits) = 5 vs 8, 3.
Journey to Castle Caldwell
Progress: 3/10
A weak hit results in either suffering a move or facing peril at the waypoint. And the peril is...
Waypoint Lush Wood
Region landmark: Grassy glade
Overland details: An animal is caught in a trap
Overland peril: Guarded or patrolled path
Descriptor focus: Guarded People
Everything clearly points to some hunting party. Looking at the encounter table, these could be goblins or kobolds. A roll of a d6 will determine this: 1–3 for goblins, 4–6 for kobolds. A roll of 6 resulted in kobolds.
A small party of kobolds is busy with an animal they caught in a trap. Variel and Harol absolutely do not want to attract the kobolds’ attention if possible. They are still far away from the castle, and this is not their job. Instead, they will try to sneak past them.
Face Danger (Harol)
Strong hit: 3 + 3 (shadow) = 6 vs 1, 1. Match event: Follow Debt. +1 momentum. +1 bonus momentum from match.
For now, they will try to keep a low profile while getting some distance.
Undertake an Expedition (Harol)
Weak hit: 4 + 3 (shadow) = 7 vs 7, 6.
Journey to Castle Caldwell
Progress: 6/10
Another obstacle on the way.
Waypoint High Woods
Overland peril: Provisions are wasted or lost.
Harol became very, very hungry and could not stop himself from going through the supplies.
Sacrifice Resources
Supplies -2.
Undertake an Expedition (Harol)
Weak hit: 4 + 2 (wits) = 6 vs 6, 4.
Journey to Castle Caldwell
Progress: 9/10
Nearly there, just one last (probably) thing to overcome.
Waypoint Dense Waterfall
Overland details: A series of rope bridges connect trees or high terrain
Overland peril: Caught in a flood or forced to navigate a perilous waterway
Definitely a damaged bridge hanging over the rushing river next to a waterfall. Weakened ropes and rotten wood clearly spell danger. However, the setting looks interesting, maybe there is something worthwhile too.

Explore a Waypoint (Variel)
Strong hit: 3 + 2 (wits) = 5 vs 3, 3. Match event: Falter Vengeance.
Make a Discovery: Safeguarded or hidden location.
Now let us see if it is hidden treasure or supplies.
Is it treasure?
Ask the Oracle (50%): 50, Yes.
D10: 3. +2 treasury (small cache of valuables).
Hidden behind the waterfall, after a short and easy climb, was a small cache of valuables. This could belong to anyone: goblins, kobolds, bandits, or some other regulars in the area. Now it belongs to Variel and Harol.
Can they repair the bridge? Most probably no, but maybe they could at least construct a makeshift harness, secure the bridge with new ropes while they cross it, and carefully check each step. The bridge can be treated as a form of technology, and strengthening it means modifying equipment. Therefore, Harol will leverage the Gearhead asset and add +1 to the roll.
Secure an Advantage (Harol)
Weak hit: 2 + 2 (wits) + 1 = 5 vs 3, 5. +1 momentum (Gearhead). Add +1 on your next move.
Once everything was secured, Variel and Harol attempted to cross the bridge.
Face Danger (Harol)
Strong hit: 6 + 2 (wits) + 1 = 9 vs 7, 6. +1 momentum.
Luckily, the bridge withstood their passage.
Finish an Expedition
Journey to Castle Caldwell resolved. Strong hit: 9 vs 6, 1. +1 discoveries legacy track.
End a Session +1 momentum.
Reach a Milestone: Clear the Caldwell Castle.
Progress 2/10
Before them stands a modest castle with big wooden reinforced double doors. Will they find the relic Variel is after here? What dangers nest within its walls? Right now everything is quiet. The castle looks completely deserted. The big wooden doors are unlocked and swing open easily.



