In Search of Adventure 3: Castle Caldwell and Beyond
May 18, 2026 ◇ 7 min read

After an encounter with Gelatinous Cube, the party delved deeper into Castle Caldwell. In a dim lit chamber, a voice ordered them to stop.
- Part 1: In Search of Adventure 1
- Part 2: In Search of Adventure 2
- Part 3: You're here
- Part 4: In Search of Adventure 4
Resources (purchasing items using the links below is a great way to help me maintain this blog):
- Ironsworn: Sundered Isles
- Spellforge - Magic for Ironsworn
- In Search of Adventure
- Ironswornified: Castle Caldwell and Beyond: An adaptation of Castle Caldwell and Beyond into something more Ironsworn friendly (Patreon link)
If you like my miniatures, you can get all of them on my Patreon or check out some of them on MyMiniFactory , Printables , Thingiverse or Makerworld .
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: 4, Momentum: 8
Harol Brightbell
Dangerous, Incompetent halfling Scavenger
Assets: Gearhead, Healer, Musketeer
Edge: 2, Heart: 1, Iron: 1, Shadow: 3, Wits: 2
Health: 5, Spirit: 3, Momentum: 9
Shared supply: 3
Current vow: Clear the Caldwell Castle (dangerous), 2/10
Ruin Castle Caldwell
Progress: 4/10
Delving deeper into the Castle
After hearing the warning, both Variel and Harol slowly moved into the light. Three characters stood in the chamber, lit by torches: a dwarf with a loaded crossbow pointed at Variel, a human with the look of a ranger, and a woman standing a bit farther away, her face hidden under a hood.
Group's Quest
Action: Defend.
Descriptor: Shrouded.
Focus: Cargo.
They are definitely traders, and this is the Traders’ Camp. It was rolled as a peril, so next I checked their disposition. Are they hostile or not?
Disposition: Indifferent.
Not yet. They are just defending their cargo.
"Ah, a customer, perhaps. Or scavenging scum, maybe, hmm?" said the dwarf, aiming his shot.
Variel and Harol explained how they had taken a task to clean the place of monsters, omitting personal goals and reasons, and that the castle was now in Caldwell’s possession. The traders, however, are not monsters, and there is no need to use force. In truth, the traders can speak with Caldwell themselves. When asked how they managed to survive here, the dwarf answered:
"A strength of character. Backed by some iron."
Do the traders know what the cargo actually is?
Ask the Oracle (Small Chance): 16, No.
Are they willing to sell it to whoever's willing to pay?
Ask the Oracle (Small Chance): 71, No.
The traders are determined to deliver the cargo to their client, and they are competent enough to stand their ground.
Make a Connection (Variel)
Rogue traders (formidable)
Weak hit: 4 + 3 (heart) = 7 vs 7, 6. This connection comes with a complication or cost.

The group consists of Muln (the dwarf leader), Artus (ranger), and Shi'nae.
I was unsure what the complication or cost could be, so first I rolled:
Story complication
Simultaneous problems force a hard choice.
And since there are two problems, the first being "Defending Shrouded Cargo", I rolled another quest and got:
Muln Group's Second Quest
Action: Hunt.
Descriptor: Hidden.
Focus: Energy.
This aligns perfectly with the waypoint's Peril rolled in Part 2: "Rivals seek what lay within". Muln's group was sent here to deliver a package and find something hidden deep within the castle. However, since the castle turned out to be heavily infested, it was too risky. The deal was simple: look for "Hidden Energy", and in turn they will receive Muln's support.
Will they split the profit?
Ask the Oracle (50%): 72, No.
If what Muln is after is something Variel or Harol are interested in, this could potentially introduce a conflict and test the newly created connection. I noted the peril down and will challenge the characters later when the situation feels right.
Undertake an Expedition (Harol)
Strong hit: 5 + 3 (shadow) = 8 vs 6, 7.
Progress: 6/10
Ruin Castle Caldwell's waypoint
Features: Echoing noises, Deep Reef
Descriptor focus: Stolen Ruins
Footsteps and whispers again. "Let's follow the noise."
Explore a Waypoint (Harol)
Miss: 3 + 2 (wits) = 5 vs 10, 10. Match event: Distract Knowledge.
Confront Chaos: Signs of an awakened evil, Swarming creatures of insatiable fury. +2 ticks on discovery legacy track.
"I think we are being watched, from the very entrance actually, Harol."
"I can't see or hear anyone. They might've moved further away."
At that moment, several eyes flashed in the dimly lit chamber, and small, hunched, lizard-like silhouettes hidden in the dark quickly moved into positions all around them.
Can we negotiate this?
Ask the Oracle (Unlikely): 26, No.
It's an ambush then!
Combat with Kobolds
Rank: Formidable
Progress: 0/10
The kobolds attacked from every direction, hissing and shouting "darkscales" like a war chant.
Enter the Fray (Variel)
Weak hit: 1 + 2 (wits) = 3 vs 1, 3. Take +2 momentum.
Enter the Fray (Harol)
Miss: 2 + 2 (wits) = 4 vs 4, 6.
They are both in a bad spot, surrounded by enemies.
Face Danger: Animate corpse (Variel)
Weak hit: 6 + 3 (heart) = 9 vs 9, 5.
During the last fight, Variel infused a skull with necrotic energy. This time, she focused on animating the remains of anything that might have fallen here. A kobold skeleton rose to fight, perhaps a former member of the tribe that ambushed them.

React Under Fire (Harol)
Strong hit: 6 + 2 (edge) = 8 vs 1, 2.
Harol dodged the first arrows by quickly ducking behind the risen skeleton. Luckily, it was big enough to shield him, even if only partially.
React Under Fire (Variel)
Weak hit: 4 + 1 (edge) = 5 vs 10, 3. -1 health.
Endure Harm (Variel)
Strong hit: 2 + 4 (health) = 6 vs 5, 4. Shake it off: +1 health.
Variel tried the same maneuver, but the space behind the animated skeleton was too crowded now, and a kobold's arrow grazed her.
Strike (Harol)
Weak hit: 6 + 2 (edge) = 8 vs 6, 10.
Combat with Kobolds
Progress: 4/10
Harol aimed a shot from behind his bony cover and heard a painful scream from one of the kobolds in the dimly lit room, and in response angry kobolds' blades and arrows were focused on him.
Strike (Variel)
Weak hit: 4 + 2 (iron) + 3 (+1 augmented, +2 corpse) = 9 vs 9, 2. +1 track on necromancer path.
Combat with Kobolds
Progress: 8/10
Trying to stop the chaotic barrage of thrusts, Variel used her necrotic augmented fist in coordination with the animated skeleton to strike and scatter the kobolds.
Combat tactic: Provoke a reckless response.
Combat method: Seize.
Combat target: Advantage.
React Under Fire (Harol)
Weak hit: 1 + 3 (shadow) = 4 vs 9, 2. -1 momentum.
Making use of the chaos, Harol sneaked away from the immediate danger, however, he was still retreating without much room to fight back.
Spell intent: Conjure.
Spell essence: Animal.
Spell descriptor: Colossal.
Spell focus: Grave.
React Under Fire (Variel)
Strong hit: 6 + 2 (iron) + 2 (+2 corpse) = 10 vs 6, 9. +1 track on necromancer path.
Surrounded and in a bad spot, Variel infused the skeleton with even more force, temporarily enlarging it to overwhelm the enemy.
Strike (Variel)
Miss: 3 + 2 (iron) + 1 = 6 vs 7, 10.
Pay the Price: You are separated from something or someone. -2 momentum.
The plan worked at first, the terrified kobolds stopped their attacks and retreated, but with this change of tactics, they dodged every single hit.
Combat tactic: Shift focus to someone or something else.
Combat method: Intensify.
Combat target: Wound.
A heavy metallic grinding sound of gates being opened filled the room, followed by the rapid tapping of clawed paws. The kobolds, unwilling to risk their own lives against the huge construct, summoned wolves from the rooms further away.
React Under Fire (Harol)
Miss: 1 + 1 (iron) = 2 vs 4, 7. -2 health.
Endure Harm (Harol)
Weak hit: 4 + 3 (health) = 7 vs 7, 2. -1 momentum, +1 health.
The halfling was an obvious target for the hungry wolves, he was bitten and clawed while trying to shield himself with the musket against the furious bites.
Combat tactic: Reveal a surprising truth.
Combat method: Sunder.
Combat target: Harm.
React Under Fire (Variel)
Strong hit: 2 + 2 (iron) = 4 vs 3, 3. Match event: Bolster Safety. +1 momentum.
Variel and the enlarged skeletal kobold proved too much of a challenge to attack directly, a few of the wolves circled the duo waiting for the right opportunity.
Gain Ground: Aid Your Ally (Variel)
Strong hit: 6 + 4 (spirit) = 10 vs 5, 6. Mark progress, Add +1 on your next move (not a progress move).
Spell intent: Control.
Spell essence: Earth.
Seeing her advantageous position, Variel knelt down, murmured a short spell and cracked the floor around Harol, creating unstable ground and forcing the wolves to fight to keep their balance.
Strike (Harol)
Weak hit: 4 + 2 (edge) + 1 = 7 vs 8, 1.
This gave Harol enough time to shoot. A brief flash of light illuminated the chamber. The magical effect and the deafening sound of the shot did their work, and the frightened animals retreated.
Take Decisive Action (Variel)
Comat with Kobolds resolved. Weak hit: 9 vs 10, 2. Others won’t forget: You are marked for vengeance.
With the wolves running away, the remaining kobolds lost the will to fight and fled, leaving only curses behind them: "The Darkscales will devour you!"
Reach a Milestone: Clear the Caldwell Castle.
Chase away kobolds
Progress: 4/10
The kobolds are gone, and at least this small group should no longer trouble anyone in the castle.
Undertake an Expedition (Harol)
Strong hit: 5 + 3 (shadow) = 8 vs 1, 1. Match event: Change Possession.
Progress: 8/10
Ruin Castle Caldwell's waypoint
Features: Environment corrupted by the infestation, Ravaged supplies or equipment
Descriptor focus: Destroyed Commodity
The match event, features, and descriptor and focus perfectly describe a guard room, now abandoned by the kobolds from before. Since it was a strong hit with a match, I rolled a d6 for a small advantage for the heroes (1-2 supplies, 3-4 wealth, 5-6 both) and got 2 on the die. From the abandoned quarters, they managed to scavenge +2 supplies.
Explore a Waypoint (Variel)
Weak hit: 3 + 2 (wits) = 5 vs 8, 4.
Ruin mystery: Enigmatic waymarker.
Ruin mystery question: What greater site or discovery does this place lead to?
Walking through a corridor, they spotted a rune inscribed on a timeworn wall, which did not look like a simple decoration placed without purpose.
Face Danger (Variel)
Miss: 4 + 2 (wits) = 6 vs 7, 6.
Pay the Price: You are harmed. -2 health.
Endure Harm (Variel)
Strong hit: 6 + 3 (health) = 9 vs 8, 2. Shake it off: +1 health.
With a bit of magic, the rune activated. The lack of maintenance had damaged it, and the magic became slightly unstable, sending a painful shock through the body. A dazzling light flashed, and a cracking noise reverberated through the corridor.
And then, they were gone.




