In Search of Adventure 2: Castle Caldwell and Beyond

January 25, 2026 ◇ 7 min read

Heroes at the gate of Castle Caldwell

Previously, the party traveled to Castle Caldwell after accepting a quest to clear it of monsters. On the way, a few challenges were overcome, and a hidden treasure cache was found.

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Preparing for the Chapter

Variel Evanara
Relaxed, Hot-tempered elf Academic
Assets: Augmented, Necromancer, Sorcerer
Edge: 1, Heart: 3, Iron: 2, Shadow: 1, Wits: 2
Health: 5, Spirit: 5, Momentum: 4

Harol Brightbell
Dangerous, Incompetent halfling Scavenger
Assets: Gearhead, Healer, Musketeer
Edge: 2, Heart: 1, Iron: 1, Shadow: 3, Wits: 2
Health: 5, Spirit: 5, Momentum: 7

Shared supply: 3

Current vow: Clear the Caldwell Castle (dangerous), 2/10

To enjoy the campaign as much as possible, I am switching from the B1-9 In Search of Adventure's Caldwell's Castle chapter to the full B9 Castle Caldwell and Beyond module. The module contains five adventures: The Clearing of Castle Caldwell and Dungeons of Terror are used as the current quest and merged into one site, The Sanctuary of Elwyn the Ardent will be used later in the campaign, and the last two adventures, The Abduction of Princess Sylvia and The Great Escape will be used as side quests when the right moment arises.

Castle Caldwell has 31 rooms and Dungeons of Terror has 15. I merged some of the rooms together to create a shorter list of key locations usable for a delve or exploration, as well as a list of denizens based on the module’s encounter tables. With the eight key locations I ended up with, Castle Caldwell should work well as a Dangerous or Formidable Ruin with Infested theme. Most of the process of turning a module into something more Ironsworn friendly was described in my previous blog post, How to play pre-made adventure modules solo.

Caldwell's Castle key locations:

  1. Guardroom
  2. Traders’ Camp
  3. Utility Room
  4. Chapel
  5. Bandits’ Camp
  6. Wizard’s Lab
  7. Berserkers’ Camp
  8. Tomb

Ruin Castle Caldwell
Rank: Dangerous
Theme: Infested
Location: Inland
Condition: Timeworn
Scope: Typical structure
First look: Overrun by creatures, Connected by lofty bridges (old shaky bridge)

Exploring the Castle

Begin a Session
Key location is made unsafe or becomes mired in conflict. +1 momentum.

The heavy wooden door swung open easily as Variel and Harol entered the castle interior. Immediately, they were hit with echoes of shouts and the sound of running feet. The castle was clearly occupied, and judging from the ruckus, by more than one party.

Undertake an Expedition (Harol)
Strong hit: 5 + 3 (shadow) = 8 vs 3, 7. Progress: 2/10

Since there were already signs of dangerous denizens present in the castle, they both cautiously proceeded onward, quiet as mice.

Ruin Castle Caldwell's waypoint
Feature: Evidence of a lurking creature, Ornate burial urns
Descriptor focus: Unstable Equipment

After passing through a short corridor, they entered the first room, lined with old equipment, most of it in very bad shape or missing pieces.

Explore a Waypoint (Variel)
Miss: 3 + 2 (wits) = 5 vs 7, 7. Match event: Release Price.
Confront Chaos: Malignant affliction or parasite. +1 tick on discoveries legacy track.
Descriptor Focus: Infested Treasure.

Variel searched the room, looking for anything that could prove useful or valuable. On the ground, she spotted a peculiar slime. Then they heard a wet squish, turned toward its source, and before them appeared a shiny cube filled with floating equipment and bones.

A most unlucky encounter right at the entrance. With the cube partially blocking the way forward and out of the room, it was probably less risky to try to defeat it now than to attempt to avoid it, get chased, and end up trapped between two hostile parties.

"Harol, be careful with that rifle of yours. We do not want the whole castle to be upon us!"

Combat with Gelatinous Cube
Rank: Dangerous
Progress: 0/10

Enter the Fray (Variel)
Weak hit: 1 + 3 (heart) = 4 vs 2, 10. You are in control.
Enter the Fray (Harol)
Strong hit: 2 + 2 (edge) = 4 vs 2, 3. +2 momentum.

My first thought was to Strike, but rolling on a combat tactic, method and target was too tempting:

Combat tactic: Intimidate or frighten.
Combat method: Amplify.
Combat target: Barrier.

This looked like Gain Ground and a perfect opportunity to use the Sorcerer asset and some magic.

Spell intent & essence: Perceive Body.
Spell descriptor & focus: Unstable Outpost.
Spell action & theme: Suppress Enemy.

Gain Ground (Variel)
Weak hit: 1 + 5 (spirit) = 6 vs 4, 6. -1 spirit. Mark progress.

Without sensory organs like eyes, the cube had to depend on detecting warmth, vibrations, and movement. Variel cast a spell of bone-chilling mist that filled the room. The confused cube stopped, unable to sense them anymore. After a brief moment, it started moving again in a random direction, giving Variel and Harol an opportunity to strike.

Combat with Gelatinous Cube
Progress: 2/10

Strike (Variel)
Weak hit: 5 + 2 (iron) + 1 (Augmented) = 8 vs 8, 5.

Strike (Harol)
Miss: 3 + 1 (iron) = 4 vs 8, 10. -2 spirit.

They both attacked simultaneously. Variel’s right hand, enshrouded in an eerie blue flame, smashed into the cube. The jelly recoiled from the hit in a sudden movement that unfortunately caused the cube to slap and grab Harol’s weapon, foiling his attempt to attack with the musket’s bayonet.

Harol and Variel encountering a Gelatinous Cube

Combat with Gelatinous Cube
Progress: 6/10

Combat tactic: Reinforce defenses.
Combat method: Abort.
Combat target: Opportunity.

React Under Fire (Variel)
Strong hit: 2 + 3 (heart) = 5 vs 3, 4. +1 momentum.

Gain Ground: Aid Your Ally (Variel)
Weak hit: 1 + 3 (heart) = 4 vs 1, 10. Add +1 on your next move.

Variel ignored the cube as it dangerously sought prey with its gelatinous body and rushed to help Harol fight for his weapon. With both of them working together, they stabilized the rifle and needed just one last push to free it from the slimy mass.

"On three, fire that rifle!"

Strike (Harol)
Miss: 6 + 2 (edge) + 1 = 9 vs 10, 10. Match event: Reveal Nature.
Pay the Price: Your action causes collateral damage or has an unintended effect. -2 health Harol, -1 health Variel.

Here, I had really hoped to burn momentum if I scored a miss, but I guess the dice decided it was time to face the consequences.

Part of the cube exploded, freeing the rifle but at the same time causing an acid rain (Reveal Nature) that hurt both Harol and Variel.

Endure Harm (Variel)
Strong hit: 5 + 4 (health) = 9 vs 8, 1. +1 health.

Endure Harm (Harol)
Miss: 2 + 3 (health) = 5 vs 5, 6. -2 momentum.

Variel quickly shook off the caustic fluid, but Harol, having been hit much worse, had to retreat to get rid of the acid before it caused more damage.

Without wasting any time, Variel moved to attack the damaged cube.

Strike (Variel)
Weak hit: 4 + 2 (iron) + 1 (Augmented) = 7 vs 8, 1.
Spell descriptor: Sacred.
Spell focus: Wreckage.

Combining Sacred Wreckage and Variel’s necromantic augment, one possibility immediately sprang to mind.

Are there any remains laying around? Ask the Oracle (Likely): 26, Yes.

She grabbed the skull of an unidentified humanoid, and in a flash, both her hand and the skull were engulfed in blue flame. With full force, Variel smashed the infused skull into the gelatinous cube. Unable to eject it easily, the cube flailed wildly, burning from the inside as the flaming skull slowly consumed its essence.

Combat with Gelatinous Cube
Progress: 10/10

React Under Fire (Variel)
Strong hit: 4 + 2 (iron) = 6 vs 5, 3.

Variel could do little more than block and resist the flurry of chaotic blows until the cube was completely consumed.

Take Decisive Action (Variel)
Combat with Gelatinous Cube resolved. Strong hit: 10 vs 3, 5. +1 momentum.

Eventually, the cube’s remains were reduced to almost nothing, and she destroyed what was left before it could retreat and rebuild itself.

Heal (Harol)
Strong hit: 6 + 1 (iron) + 1 = 8 vs 4, 5. +2 health.

Meanwhile, Harol focused on mending some of his injuries.

Spent, they both slumped against a wall for a moment of respite. This was only the beginning. If the rest of the castle was infested with monsters like this one, they should have asked for better compensation.

Thanks to Make a Discovery, finishing a troublesome expedition in part 1, and Confront Chaos in this encounter, Variel and Harol earned 2 EXP. I spent it right away. They were going to need it.

Advance
Variel: Spent 2XP on Nacromancer asset (3rd ability, You may Face Danger (+heart) to animate a corpse with soulless life.)
Hrol: Spent 2XP on Gearhead asset (2nd ability, When you Gather Information by studying or disassembling a machine or device, reroll any dice.)

After a brief pause, they moved on. Had anyone noticed their recent battle?

Undertake an Expedition (Harol)
Weak hit: 6 + 3 (shadow) = 9 vs 7, 10. Face a peril at the waypoint: Envision what you encounter.

Ruin Castle Caldwell's waypoint
Feature: Scrawled message or warning, Makeshift defenses
Peril: Rivals seek what lay within
Descriptor focus: Depleted Derelict

They slowly entered the next room, trying to take advantage of the lingering shadows. But it was all for naught.

"Step into the light and do not make any sudden movements."