THE MAGIC FOUNDRY
A Solo Dungeon Delve for One Brave
Adventurer
A single-player one-shot D&D campaign (often called a "duet") is a self-contained 2–3 hour adventure designed for one DM and one player, focusing on a single, clear objective like a heist, murder mystery, or monster hunt. These games are fast-paced, highly personal, and allow for intense roleplay and character focus
"The forge does not ask if you are
worthy."
"It only asks if you survive."
|
___________ |
MAGIC | |
FOUNDRY | ===|___________|=== /
| _ _
| \ |
| | | | | | | |
| |_| |_| | | |
.-+-----------+-, | | |
~ FORGE ~
| | \ |
* * *
* | / \|_______________|/ |* * * * * * * *| |___FIRE_BELOW__| |
System: D&D 5e Compatible |
Players: 1 | Levels: 1-3
| Duration: 2-4 Hours
Requires: 1d20, 1d12, 1d10, 1d8, 1d6, 1d4, pencil &
paper
TABLE OF CONTENTS
|
SECTION |
PAGE |
|
Introduction & How to Play
Solo D&D |
3 |
|
Your Character — The Forge
Seeker |
4 |
|
Solo Rules & Dice Oracle
System |
5 |
|
Dungeon Map Overview |
6 |
|
PART I — The Outer Forge (Rooms
1-4) |
7 |
|
PART II — The Enchanting Floor
(Rooms 5-8) |
10 |
|
PART III — The Cooling Chambers
(Rooms 9-11) |
13 |
|
PART IV — The Master's Sanctum
(Boss Room 12) |
16 |
|
Random Encounter Tables |
18 |
|
Trap & Hazard Tables |
19 |
|
Magic Item Rewards |
20 |
|
Epilogue & Victory
Conditions |
21 |
INTRODUCTION
Welcome, Lone
Adventurer
You do not need a dungeon master. You do not need a
party. All you need is this booklet, a handful of polyhedral dice, and the
courage to descend into the most dangerous forge ever built by mortal hands.
THE MAGIC FOUNDRY is a complete solo dungeon crawl experience using simplified
D&D 5th Edition rules, playable in a single sitting.
Within these pages you will find a fully detailed dungeon
across four distinct levels, complete rules for solo play, random encounter
tables, traps, puzzles, narrative descriptions for every room, and a climactic
boss battle against the Foundry's corrupted master. Every decision matters.
Every roll of the d20 carries weight.
|
THE LEGEND OF THE MAGIC FOUNDRY Centuries ago, a guild of arcane artificers known as
the Emberwright Compact built a foundry deep within the Ashvein Mountains — a
place where raw magical ore called Sorcite could be smelted, enchanted, and
shaped into items of extraordinary power. Rings that bent fate. Blades that
sang with elemental fire. Armor that drank spells like water. Then the head artificer, a gnome named Virellin Koss,
attempted the impossible: he tried to forge a soul. The Foundry exploded with
wild magic. The Compact was annihilated. The dungeon sealed itself, alive now
with arcane overflow, roaming constructs, and the echo of Koss himself —
trapped between life and the enchantment that consumed him. That was three hundred years ago. Last week, a crack
appeared in the mountain. The Foundry has unsealed itself. And someone must
go in. |
Your Mission
You are a wandering adventurer who received word of the
Foundry's reopening. Your goal: descend through all four levels, defeat or
escape whatever lurks at the bottom, and emerge with at least one Sorcite
artifact to prove the legend is real. Optional: find out what happened to
Virellin Koss — and whether he can be saved.
YOUR CHARACTER —
THE FORGE SEEKER
Choose Your Class
Circle or write your choice. Each class plays differently
through the dungeon.
|
CLASS |
HIT POINTS |
ARMOR CLASS |
SPECIAL ABILITY |
|
FIGHTER |
12 HP |
16 (chain) |
Second Wind: Once per short
rest, heal 1d10+1 HP |
|
ROGUE |
8 HP |
14 (leather) |
Sneak Attack: +2d6 damage when
you have advantage |
|
WIZARD |
6 HP |
12 (robes) |
Spellcasting: 3 spell slots (see
Spell List) |
|
RANGER |
10 HP |
14 (leather) |
Favored Prey: +3 to hit vs.
constructs & undead |
Your Stats
Your character uses the following ability scores. Record
your modifier in the last column.
|
STAT |
SCORE |
MODIFIER |
WRITE IT HERE |
|
Strength (STR) |
14 |
+2 |
___ |
|
Dexterity (DEX) |
12 |
+1 |
___ |
|
Constitution (CON) |
13 |
+1 |
___ |
|
Intelligence (INT) |
10 |
+0 |
___ |
|
Wisdom (WIS) |
11 |
+0 |
___ |
|
Charisma (CHA) |
9 |
-1 |
___ |
Starting Equipment
|
ITEM |
EFFECT |
|
Weapon of your class |
d8 Fighter/Ranger, d6 Rogue, d4
staff Wizard |
|
Adventurer's Pack |
50 ft. rope, tinderbox, 3
torches (1 hr each), 3 rations, waterskin |
|
2 Healing Potions |
Each restores 2d4+2 HP (bonus
action to drink) |
|
Parchment & Charcoal |
For mapping the dungeon as you
go |
|
10 Gold Pieces |
Useful for certain room
encounters |
Character Sheet —
Record Here
|
NAME:
_________________________ CLASS:
_________________ LEVEL: ___ MAX HP: _____ CURRENT HP: _____ AC: _____
SPEED: 30 ft. PROFICIENCY BONUS:
+2 SPELL SLOTS: ___/___ SHORT RESTS USED: ___/2 INVENTORY: 1.
________________________ 2.
________________________ 3.
________________________ 4.
________________________ 5.
________________________ 6.
________________________ GOLD: ___ NOTES:
_____________________________________________ |
SOLO RULES &
THE DICE ORACLE
Core Mechanic: The
d20 Check
Almost everything in this adventure is resolved with a
d20 roll. Roll the die, add the relevant modifier, and compare to a Difficulty
Class (DC).
|
DIFFICULTY |
DC |
EXAMPLE |
|
Very Easy |
5 |
Kick open a loose door |
|
Easy |
8 |
Climb a rough stone wall |
|
Medium |
12 |
Pick a basic lock |
|
Hard |
16 |
Identify a powerful enchantment |
|
Very Hard |
20 |
Leap across a 20-ft. chasm |
|
Nearly Impossible |
25 |
Persuade a sentient golem |
Combat Rules
|
INITIATIVE: Roll d20 + DEX mod. Enemy rolls d20 + its bonus. Higher
goes first. ATTACK ROLL: Roll d20 + your attack mod (STR for melee, DEX for
ranged/finesse). Must meet or beat enemy AC. DAMAGE: Roll your weapon die + modifier on a hit. CRITICAL HIT: Natural 20 = double damage dice (roll twice, add
together). CRITICAL MISS: Natural 1 = you drop your weapon or fall prone (enemy
gets one free attack). DEATH SAVES: At 0 HP, roll d20 each turn. 10+ = success. 3 successes
= stabilize. 3 failures = DEAD. SHORT REST: Spend 1 hour resting (no threats nearby). Roll Hit Die
+ CON mod to recover HP. Allowed twice. |
The Dice Oracle
System
When you want to do something not covered by a specific
room — search for secrets, attempt persuasion, try something creative — use the
Oracle:
|
d20 ROLL |
ORACLE RESULT |
|
1-4 |
FAILURE + COMPLICATION: You fail
and something goes wrong |
|
5-9 |
FAILURE: You fail, but no extra
consequences |
|
10-14 |
PARTIAL SUCCESS: You succeed but
at a cost |
|
15-19 |
SUCCESS: You achieve what you
wanted |
|
20 |
CRITICAL SUCCESS: You succeed
spectacularly — gain a bonus |
Wizard Spell List
|
SPELL |
SLOT |
EFFECT |
|
Fire Bolt |
Cantrip |
Ranged attack 60 ft, d20+4 to
hit, 1d10 fire damage |
|
Magic Missile |
1st |
3 darts, each auto-hits for
1d4+1 force damage |
|
Shield |
1st |
Reaction: +5 AC until your next
turn |
|
Thunderwave |
1st |
DC 13 CON save or 2d8 thunder,
pushed 10 ft. |
|
Detect Magic |
1st |
Learn if items/areas in 30 ft.
are magical (10 min.) |
DUNGEON MAP — THE
MAGIC FOUNDRY
Overview
The Foundry is divided into four sections across four
underground levels. Use the map below to track your progress. Mark rooms you
have cleared with an X. Mark unexplored passages with a ?
|
+=======================================================+ |
THE MAGIC FOUNDRY -- DUNGEON MAP |
+=======================================================+ |
LEVEL ONE: THE OUTER FORGE | |
| |
ENTRANCE | |
|
| |
[R1: THE GATE HALL]----------[R2: ORE STORAGE] | |
|
| | |
[R3: THE SMELTING PIT]-------[R4: WORKSHOP] | |
|
| |
[STAIRCASE TO LEVEL TWO] | |
| |
LEVEL TWO: THE ENCHANTING FLOOR | |
|
| |
[R5: HALL OF RUNES]----------[R6: RUNE FORGE] | |
|
| | |
[R7: GOLEM BARRACKS]--------[R8: ARCANE VAULT] | |
|
| |
[STAIRCASE TO LEVEL THREE] | |
| |
LEVEL THREE: THE COOLING CHAMBERS | |
|
| |
[R9: FROZEN GALLERY]---[R10: CRYSTALLINE MAZE] | |
| | | |
[R11: THE SOUL CISTERN]----+ | |
|
| |
[THE MASTER'S STAIR] | |
| |
LEVEL FOUR: THE MASTER'S SANCTUM | |
|
| |
[R12: THE FORGE HEART -- BOSS ROOM] | |
| |
KEY: [Rx] = Room --- =
Corridor === = Door |
+=======================================================+ |
|
MAPPING TIP Use the parchment included in your Adventurer's Pack to sketch
the dungeon as you explore. Each room will describe its dimensions and exits.
Drawing your own map makes the dungeon feel alive and helps you track
unexplored areas. Room Dimensions: Small = 20x20 ft |
Medium = 30x30 ft | Large = 40x40 ft |
Vast = 60x60+ ft |
PART I — THE OUTER
FORGE
Rooms 1 through 4
The
mountain swallows you whole. Forty steps down a rough-hewn staircase cut
directly into black volcanic rock, and suddenly the air changes — it smells of
char and old lightning, and the walls begin to faintly glow with veins of
amber-colored ore. The heat is immediate, pressing against your skin like a
held breath. Somewhere below, something rhythmic hammers against stone. One
beat. Two beats. Silence. Then it begins again.
ROOM 1 — THE GATE
HALL
SIZE: 40x30 ft |
LIGHT: Dim (glowing runes) | EXITS: N (entrance), E (ore storage), S
(smelting pit)
|
READ THIS ALOUD TO YOURSELF: You enter a vast hall of blackened stone. Iron sconces shaped
like open hands grip bronze braziers, but they burn with cold blue fire that
casts no warmth — only light and shadow in equal measure. The floor is etched
with a massive circular glyph, a hundred interlocking runes encircling a
central forge-mark: a hammer inside a six-pointed star. Two iron doors stand
in the east and south walls. Between them, slumped against the far wall like
a discarded puppet, is the skeleton of a dwarf in a leather apron. A hammer
still hangs from one bony fist. |
What You Notice
The glyph on the floor is inactive — the runes are dark,
not dangerous. The skeleton is old; the leather has turned to brittle flakes.
The cold blue fire is permanent magical illumination. The east door shows three
stacked ore-stones. The south door shows a symbol of flames.
Interaction
Options
|
SEARCH THE SKELETON (DC 10 Investigation): On success, find a Ring of Warmth Shard (resistance to
cold damage) and a crumpled note. On failure, disturb the bones — a Bone
Sentinel animates. READ THE NOTE:
'Level three. Don't touch the crystals. The Cistern remembers.' No signature. EXAMINE THE GLYPH (DC 14 Arcana): Identified as a Seal of Binding — designed to contain
something, not keep something out. Whatever it contained has since escaped
upward. SEARCH THE HALL (DC 12
Perception): Behind the east sconce, a loose
stone conceals a cache: 15 gold pieces and a Vial of Foundry Oil (+2 to one
attack roll, single use). |
Optional
Encounter: Bone Sentinel
|
BONE SENTINEL (triggered only if skeleton disturbed without a
successful roll) HP: 13 AC: 13 Attack: +4 to hit, 1d6+2 bludgeoning
(hammer) Initiative: +2 Special: Undead Fortitude — first time reduced to 0 HP, roll
d20. On 5+, it drops to 1 HP instead (once only). Tactics: The Sentinel attacks the nearest threat. It cannot
open doors and will not pursue beyond this room. |
ROOM 2 — ORE
STORAGE
SIZE: 30x30 ft |
LIGHT: Dark (bring a torch)
| EXITS: W (gate hall)
|
READ THIS ALOUD TO YOURSELF: Without a light source, this room is absolute darkness — the
kind that has weight. When you illuminate it, the darkness retreats
grudgingly to reveal floor-to-ceiling shelving units of black iron, all
buckled and twisted by some ancient force. Most ore is gone. But in the
corner, three palm-sized chunks of amber-orange Sorcite ore still rest on a
bent shelf, glowing faintly like dying coals. In the center of the room, a
cart has been overturned. Beneath it, something moves. |
The moving thing beneath the cart is a Foundry Rat — the
size of a large cat, fur fused with fragments of raw magical ore. Its teeth are
iron-tipped and its eyes glow with stolen arcane light. It is not immediately
hostile, but it is terrified and cornered.
|
CALM THE RAT (DC 13 Animal Handling or offer food): It retreats safely. Find its nest: 8 gold pieces and a
Sorcite Chip. ATTACK OR STARTLE IT:
It attacks! HP: 7, AC: 12, +3 to hit, 1d4 piercing. Magic Bite: on a hit roll
d6; on 5-6 deal +1d4 force damage. TAKE THE SORCITE ORE:
Pocket up to 3 chunks. Each weighs 1 lb., is worth 25 gp, and radiates
warmth. SEARCH THOROUGHLY (DC 15
Investigation): Find a hidden iron lockbox (DC
14 Thieves' Tools to open). Inside: a Runecaster's Manual Page granting +2
damage on next spell, or worth 20 gp. |
ROOM 3 — THE
SMELTING PIT
SIZE: 50x40 ft |
LIGHT: Bright (active forge fires)
| EXITS: N (gate hall), E
(workshop)
|
READ THIS ALOUD TO YOURSELF: The heat strikes you like an open hand before you even step
through the doorway. Inside, the ceiling soars thirty feet overhead,
supported by massive iron pillars that run orange with heat. The central
feature is a smelting pit thirty feet across, still filled with molten
Sorcite — it flows and shifts like liquid gold laced with lightning. Wooden
walkways ring the pit at a four-foot height, most of them rotted or
collapsed. Two iron chains hang from the ceiling over the pit. On the far
wall, tools hang neatly on a pegboard: a ten-foot pole, three heavy tongs, a
set of bellows. Everything is pristine, as though waiting for workers who
never came back. |
Hazard: The
Smelting Pit
|
FALLING INTO THE PIT:
Takes 6d10 fire damage (DC 14 DEX save for half). Escape requires DC 16 STR
(Athletics). ROTTED WALKWAYS:
Each section requires DC 10 DEX save to cross. Miss = risk of falling. SORCITE SPLATTER: Once per round while fighting near the pit, roll d6 —
on a 1, molten Sorcite spits for 1d6 fire damage. |
The Bound
Salamander
Submerged in the molten pit is a Magma Salamander — a
fire elemental creature shackled to the forge for centuries. It is not hostile.
It is enslaved. If you can communicate with it (DC 16 Arcana, or Speak with
Animals), it begs to be released.
|
FREEING THE SALAMANDER The shackle anchor is on the west wall — a rusted iron lever.
Pulling it (DC 12 STR) releases the chain. In gratitude, the Salamander
grants you the Ember Blessing: your next weapon attack deals +1d6 fire damage
automatically. Then it vanishes upward through a crack in the ceiling,
howling joyfully. |
ROOM 4 — THE
WORKSHOP
SIZE: 40x30 ft |
LIGHT: Dim (magical work lamps, low power) |
EXITS: W (gate hall), N (staircase down)
|
READ THIS ALOUD TO YOURSELF: Eleven workbenches fill this room in orderly rows. Above each
bench, a magnifying lens of thick crystal hangs from a bronze arm, and beside
each lens a cold arcane lamp flickers with barely-held light. Half the
workbenches are bare. The others still hold projects mid-completion: a
gauntlet with its palm-gem missing, a helmet with one eye-socket empty, a
sword blade with only half its rune-etching done. Every item is three hundred
years old and still looks sharp. At the back of the room, a large iron cabinet
stands padlocked shut. Beside it, pinned to the wall with a dagger, is a
document. |
Interactions
|
READ THE DOCUMENT:
Work Order by Virellin Koss: 'Item #7-Theta: Soul Vessel. Material
requirement: one willing soul. STATUS: In progress.' The dagger is a +1
Dagger. IRON CABINET (DC 16 Thieves' Tools or DC 18 STR): Inside: Masterwork Hammer (+1), 40 gold pieces, and a
Schematic for a Golem Eye (useful in Room 7). BENCH 3 — UNFINISHED GAUNTLET (DC 14 INT check, 1 hour of
work): Complete it to create the
Gauntlet of Impact — once per combat, one hit deals +1d8 damage. TRAP — BENCH 7 IS WARDED: Touching Bench 7 triggers a Shock Glyph — DC 13 DEX
save or 2d8 lightning. Visible with DC 12 Perception before touching. |
|
MILESTONE: OUTER FORGE CLEARED You descend the wide iron staircase to the second level. The
heat fades slightly, replaced by a strange buzzing sensation in your molars —
the feeling of being near something very, very magical. The light here is
different: pale purple, shifting, arcane. You are now entering The Enchanting
Floor. |
PART II — THE
ENCHANTING FLOOR
Rooms 5 through 8
The
second level of the Foundry smells of ozone and ink. The stone walls here have
been smoothed and painted with elaborate rune-murals, most of them still
glowing a soft violet. The air hums at a frequency just below hearing — you
feel it more than hear it, in the tips of your fingers and along the back of
your neck. Every surface seems to be watching.
ROOM 5 — THE HALL
OF RUNES
SIZE: 60x20 ft (long
corridor) | LIGHT: Bright magical purple |
EXITS: S (staircase), E (rune forge), W (golem barracks)
|
READ THIS ALOUD TO YOURSELF: A long corridor stretches before you, flanked by
floor-to-ceiling rune panels of polished obsidian, each panel holding a
different enchantment formula in glowing silver script. The panels pulse
gently, like something breathing. At the midpoint of the hall, directly in
your path, a Rune Sentinel stands motionless: a suit of plate armor eight
feet tall, hollow inside, animated by a single blue rune carved into its
breastplate. It does not move. It watches. |
The Rune Sentinel
Puzzle
The Rune Sentinel is not automatically hostile. It is a
guardian with a specific directive. It speaks in a voice like a hammer on an
anvil:
|
"State your craft. Speak the nature of your work.
None pass who cannot name what they make." A) ANSWER TRUTHFULLY:
Describe what your character does. The Sentinel pauses, then steps aside. B) SPEAK THE FOUNDRY'S MOTTO: Say 'The forge does not ask if you are worthy. It only
asks if you survive.' The Sentinel bows. Gain Advantage on your next roll. C) ATTACK THE SENTINEL: HP: 42, AC: 18, Attack: +6 / 2d6+3 bludgeoning. Magic
Resistance. Rune Burst at half HP: DC 14 DEX save or 3d8 force. |
ROOM 6 — THE RUNE
FORGE
SIZE: 40x40 ft |
LIGHT: Intense magical blue-white
| EXITS: W (hall of runes)
|
READ THIS ALOUD TO YOURSELF: This room is the heart of the Foundry's enchantment process.
The forge here burns cold: a cradle of pale blue fire that emits no heat,
only light and magical energy. Around it, on tilted iron stands, float six
unfinished magic items — each suspended in a field of arcane force, slowly
rotating. A rune-scribe's stool sits before the forge, and on the floor
beside it, a leather-bound manual lies open, its pages fluttering despite the
absence of wind. This room is breathtaking. It is also, you quickly realize, not
empty. |
The Enchantment
Imp
Perched atop the rune forge is a Forge Imp — a creature
made of compressed runes and hammered brass. It shrieks at your entrance:
'UNAUTHORIZED ACCESS! STATE EMPLOYEE NUMBER AND GUILD RANK! YOU HAVE TEN
SECONDS!' The Foreman has been dead for three centuries. The Imp does not know
this.
|
LIE (DC 12 Deception):
Make up an employee number. The Imp reluctantly accepts you. Gain access to
the floating items. TELL THE TRUTH:
The Imp attempts to alert the Golem Barracks. DC 13 DEX check to grab it
before it activates the alarm. DESTROY THE IMP (4 HP, AC 13): Releases a magic pulse — all in room take 1d6 force
damage. EXAMINE KOSS'S JOURNAL (15
min.): Unlocks the Koss Parley option
in the Boss Room. Critical for the True Ending. |
The Floating
Items — Roll d6 Twice, Take Two
|
d6 |
ITEM |
EFFECT |
|
1 |
Ember Circlet |
Fire damage you deal ignores
resistance |
|
2 |
Binding Chain (3 charges) |
Thrown (DC 14 STR save) to
restrain enemy 1 round |
|
3 |
Arcane Lens Monocle |
Advantage on Investigation and
Arcana checks |
|
4 |
Sorcite-Infused Arrow (x5) |
Each arrow deals +1d6 force
damage on hit |
|
5 |
Boots of the Forge Floor |
Immune to difficult terrain from
heat/fire/magma |
|
6 |
Forge-Key Fragment |
+1 to all saves; also opens a
lock in Room 10 |
ROOM 7 — THE GOLEM
BARRACKS
SIZE: 50x40 ft |
LIGHT: Dim red emergency lighting
| EXITS: E (hall of runes), S
(arcane vault)
|
READ THIS ALOUD TO YOURSELF: You smell the machine oil before you see them. Twenty iron
frames line the walls of this room, bolted upright in alcoves like soldiers
sleeping standing up. Most are empty shells — rusted, hollow, arms fallen off
long ago. But four of them still have the dull amber glow of active
rune-hearts pulsing in their chests. Four Iron Golems, dormant but intact,
each ten feet tall and broad as two men shoulder to shoulder. |
|
SNEAK THROUGH (DC 15 Stealth): Move carefully. On success, pass without waking them. STUDY THE GOLEMS (DC 13 Arcana + Schematic from Room 4): Identify the 'sleep command rune' on each golem's left
knee. Scratching it with metal causes permanent shutdown. FOREMAN'S DESK (DC 10
Investigation): Find Golem Activation Key Card.
Using it forces golem's DC 14 WIS save — fail = shut down. Also a safe: 60 gp
(DC 15 Thieves' Tools). |
|
IRON GOLEM (x4 if activated — fight one at a time) HP: 28 AC: 17 Attack: +6 to hit, 2d8+4 bludgeoning Initiative: +0 Special: Magic Immunity (spells 3rd level or lower).
Resistance to nonmagical weapons. Fire Breath (recharge 5-6): 15 ft. cone, DC 14 DEX save, 4d8
fire damage. RECOMMENDATION: Do not fight all four. Disable, sneak, or
flee. |
ROOM 8 — THE
ARCANE VAULT
SIZE: 30x30 ft |
LIGHT: Dark | EXITS: N (golem barracks), LOCKED S
(staircase to level 3)
|
READ THIS ALOUD TO YOURSELF: When illuminated: you see a perfect cube of a room, every wall
covered floor to ceiling in small iron cubbyholes — like the world's most
sinister filing cabinet. Most doors hang open. But a dozen are still shut. In
the center of the room, a spider-shaped iron automaton the size of a draft
horse sits currently inactive, its eight eyes dark. The only door leading
further into the Foundry is sealed with a circular lock bearing five
rune-slots. |
The Five-Rune
Lock
The lock requires five Rune Tokens, each found in a
sealed cubbyhole. Roll d6 for each of the twelve closed doors:
|
d6 |
CONTENTS |
|
1-2 |
Empty (useless) |
|
3 |
Rune Token! (you need 5 total) |
|
4 |
Trap: DC 12 DEX save or take 1d8
force damage |
|
5 |
Useful item: roll on Magic Item
Table (page 20) |
|
6 |
Vault Guardian check: roll d20.
On 8+ it ignores you. On 7- it activates. |
|
VAULT GUARDIAN (activates on roll of 1-7) HP: 36 AC: 15 Attack: +5 to hit, 2d6+3 piercing
(mandibles) Initiative: +3 Special: Web (recharge 5-6): DC 13 STR save or restrained.
Wall Climb: ignores difficult terrain. Reward: 100 XP and Sorcite Lens (worth 35 gp) from its central
eye. |
|
MILESTONE: ENCHANTING FLOOR CLEARED You fit the five rune tokens into their slots. The circular
lock turns with a sound like a music box winding down. The air below is cold
and sharp and smells of ice and crystallized magic. You are descending into
the Cooling Chambers. |
PART III — THE
COOLING CHAMBERS
Rooms 9 through 11
The
cold here is not merely temperature. It is something older — the cold of
preserved things, of objects held in stasis for centuries, of time itself
deciding to stop moving. Your breath mists. The walls are coated in a thin
layer of crystallized magical frost that sparkles like captured stars. Sound
behaves oddly here: your footsteps echo twice, once ahead of you and once
behind.
ROOM 9 — THE
FROZEN GALLERY
SIZE: 50x40 ft |
LIGHT: Dim blue-white (ice luminescence)
| EXITS: S (staircase), E
(crystalline maze)
|
READ THIS ALOUD TO YOURSELF: Twelve figures stand frozen in the center of this room —
Emberwright artificers, preserved in solid blocks of arcane ice, their
expressions caught mid-task: one holds a chisel mid-swing; another is frozen
in a laugh; a third clutches a clipboard to their chest. The ice is perfectly
clear. Each figure is sharp in every detail. In the center of the group, a
dwarven woman wears an elaborate officer's badge. The room is beautiful in
the way that tombs are beautiful — perfectly preserved, perfectly dead. |
|
EXAMINE THE DWARVEN OFFICER (DC 13 History): Warden Stonekettle, Head of Security. Her belt holds a
key frozen in the ice. MELT THE ICE AROUND THE KEY: DC 14 Athletics or use fire. Triggers Cold Exhaust — all in
room take 1d10 cold damage (DC 13 CON save for half). THE KEY: Warden's
Override Key. In Room 11, this can seal the Soul Cistern permanently without
a skill check. SEARCH THE WALLS (DC 14
Perception): Find a hidden cache: Frost
Vials x3 (thrown 20 ft., deals 1d6 cold damage on hit). |
As
you are about to leave, one of the frozen figures — the artificer mid-laugh —
makes a noise. Just a creak. Just the ice settling. You tell yourself that is
all it is.
ROOM 10 — THE
CRYSTALLINE MAZE
SIZE: 60x60 ft |
LIGHT: Dim, multicolored refractions
| EXITS: W (frozen gallery), S
(soul cistern)
|
READ THIS ALOUD TO YOURSELF: You walk into a labyrinth made of magic itself. Crystal walls
ten feet tall branch and fork in all directions, each one reflecting and
refracting the dim light into dozens of dancing colors. The maze shifts. Not
often — perhaps once a minute — but you distinctly see a wall in your
peripheral vision slide one foot to the left and settle. Within the maze,
shapes move: the reflections of something that does not correspond to your
own figure. Whatever moves in there, it is not you. |
Navigating the
Maze — 3 Checks
|
d20+WIS |
RESULT |
|
1-7 |
Wrong turn — encounter a Crystal
Wraith (HP:18, AC:12, +4 hit, 1d8+2 cold/psychic) |
|
8-13 |
Partial progress — advance but
lose 1d4 HP from a crystal shard cut |
|
14-19 |
Good progress — advance without
incident |
|
20+ |
Perfect path — reach the exit,
skip the third check |
The Forge-Key Fragment from Room 6 grants +4 to all maze
navigation rolls. After three successful checks (or rolling 20+ at any point),
you find the exit.
ROOM 11 — THE SOUL
CISTERN
SIZE: 40x40 ft |
LIGHT: Eerie silver | EXITS: N (crystalline maze), S (The Master's
Stair)
|
READ THIS ALOUD TO YOURSELF: This room has no forge, no shelves, no equipment. It has only
a basin. A circular pool fifteen feet across, cut into the center of the
stone floor, filled to the brim with something that is not water. It is
silver and luminescent and moves with a slow, deliberate stirring — like a
living thing breathing. Shapes drift beneath its surface: faces, mostly.
Dozens of them, rising and falling, mouths open, eyes closed. These are
souls. You understand this immediately and with complete certainty. These are
the souls of the Emberwright Compact — every artisan who died in the Great
Overflow three hundred years ago. |
Critical Choice —
The Soul Cistern
|
OPTION A — SEAL THE CISTERN: Use the Warden's Key (or DC 18 Arcana). Activate the sealing
runes. The souls are locked in stasis. Not freed, but not suffering. The
staircase opens. You hear faint whispers of gratitude. OPTION B — FREE THE SOULS: DC 20 Arcana. The souls burst upward in a column of silver
light. You take 2d6 force from the shockwave — but gain the Soul-Blessed
condition: +3 to all attack rolls and saving throws for the rest of the
adventure. OPTION C — LEAVE IT ALONE: The staircase opens anyway. As you leave, one face
rises to the surface and holds for a long moment — a gnome, ancient and sad,
with clever eyes. Then it sinks back down. |
|
MILESTONE: COOLING CHAMBERS CLEARED — FINAL DESCENT The Master's Stair is a single wide passage of black stone and
golden light. The closer you get, the more the very air seems charged — every
hair on your arms stands up and your heartbeat feels too loud in your own
ears. At the bottom of the stair is a door of pure Sorcite, fifteen feet
tall, covered in a thousand runes. It pulses with your heartbeat. |
PART IV — THE
MASTER'S SANCTUM
Room 12 — THE FORGE HEART
The
Sorcite door opens at your touch — it has been waiting for you. Beyond it is
the largest room you have ever seen underground. The ceiling is a hundred feet
overhead. The walls are columns of pure magical fire. In the center of this
vast space is a forge the size of a house, burning with every color at once,
and merged with that forge — half-submerged in it, arms spread like a dreamer
falling — is Virellin Koss. He is three hundred years old and still burning. He
turns his eyes toward you. They are full of runes. They are full of years. They
are, underneath all of that, full of relief.
|
VIRELLIN KOSS — HIS FIRST WORDS: "You came. After all this time — someone came. I have
been... waiting. The Foundry does not release what it has claimed,
adventurer. I tried to forge a soul. I succeeded. It was my own. Look at what
I made." He gestures at himself — at the forge — at the entire dungeon
around you. He is not entirely hostile. But he is not entirely in control of
himself, either. The Forge is part of him now, and the Forge has its own
hunger. |
PHASE 1 — THE
PARLEY
Before combat begins, you have a chance to speak with
Koss. Each success moves you toward Resolution; each failure moves you toward
Corruption.
|
DIALOGUE OPTION |
CHECK |
DC |
SUCCESS |
|
'I read your journal. I know
what you tried to do.' |
Auto if you have Journal |
-- |
+1 Parley Point |
|
'I freed the souls in the
Cistern.' |
Auto (Option B only) |
-- |
+2 Parley Points; Koss weeps |
|
'I sealed the Cistern to give
them peace.' |
Auto (Option A only) |
-- |
+1 Parley Point |
|
'There may be a way to separate
you from the Forge.' |
Persuasion |
14 |
+1 Parley Point |
|
'I can carry word of the Compact
to the world above.' |
History or Persuasion |
12 |
+1 Parley Point |
|
'You should have died. End
this.' |
Intimidation |
18 |
+0, triggers boss fight |
|
3+ PARLEY POINTS:
Koss fights at Half-Power — he is trying not to kill you. The Forge is making
him. 5+ PARLEY POINTS:
Peaceful Resolution. Koss gives you his Ring of the Founder to carry out of
the dungeon. Combat avoided. TRUE ENDING unlocked. 0-2 PARLEY POINTS: The Forge takes over. Full-Power Boss Fight. |
BOSS FIGHT — KOSS
AND THE FORGE HEART
|
VIRELLIN KOSS, THE FORGE-BOUND (FULL POWER) HP: 85 AC: 17 SPEED: 30 ft. LEGENDARY ACTIONS: 3/round STR +3 DEX +1 CON +4
INT +6 WIS +2 CHA +3
SAVE DC: 16 IMMUNITIES: Fire damage, charmed, frightened RESISTANCES: Lightning, force, bludgeoning from nonmagical
weapons |
|
ACTION |
TYPE |
EFFECT |
|
Forge Hammer Strike |
Action (melee) |
+7 to hit, 2d10+4 bludgeoning +
1d8 fire |
|
Rune Burst |
Action (area) |
20 ft. radius, DC 16 DEX save,
4d6 force |
|
Sorcite Beam |
Action (ranged) |
+6 to hit, 90 ft., 3d8 radiant
damage |
|
Forge Surge |
Bonus Action |
Koss heals 2d6 HP as the Forge
feeds him energy |
|
Wild Magic Pulse |
Legendary |
Roll on Wild Magic Table |
|
Forge Step |
Legendary |
Teleport up to 30 ft. to any
forge fire in room |
|
Iron Grip |
Legendary |
DC 15 STR save or target is
restrained until next turn |
|
KOSS HALF-POWER (3+ Parley Points) HP: 50 AC: 15 Remove: Forge Surge, Wild Magic Pulse,
Legendary Actions reduced to 1/round At half HP, Koss calls out: 'I am... trying... to stop. I
cannot. You must end the Forge. Not me — the FORGE.' |
The Forge's
Physical Heart
In the center of the forge structure is a Sorcite Core —
a pulsing fist-sized crystal that powers the entire Forge. Destroying it is the
key to defeating Koss and unlocking the True Ending.
|
TO REACH THE CORE:
Use your movement to dash toward the forge. This provokes a free attack from
Koss. Then make DC 15 STR/DEX check to climb in (1d8 fire damage on fail). TO DESTROY THE CORE: AC 14, 25 HP. Immune to fire; vulnerable to cold
(double damage). On destruction: Forge Collapse — 3d10 fire damage to all in
30 ft. (DC 16 DEX save for half). Koss is freed. |
|
WHEN KOSS FALLS: The forge fires die. The magic light fades. Virellin Koss lies
on the stone floor, no longer burning, looking — for the first time in three
centuries — like a very old, very tired gnome. His eyes, now clear of runes,
look up at you. "Thank you," he says. Then: "Tell them... tell
them we made beautiful things here. Tell them that, in the end, we
tried." His last breath leaves a smell of hot iron and ozone and
something sweeter, like hot sugar off the flame. |
RANDOM ENCOUNTER
TABLES
When to Roll
Each time you move between rooms, roll d6. On a 1, roll
on the appropriate level's Encounter Table. On a 2-3 in Levels 3 or 4, also
roll. Encounters occur in the corridor between rooms.
Level One
Encounters (d12)
|
d12 |
ENCOUNTER |
|
1 |
2 Foundry Rats (HP 7, AC 12, +3
hit, 1d4+2 dmg each) |
|
2 |
Wild Magic Smoke patch — DC 12
CON or roll on Wild Magic Table |
|
3 |
Collapsed ceiling — DC 14 STR to
clear (10 min.) |
|
4 |
1 Animated Tong (HP 12, AC 13,
+4 hit, 1d6+2, fire immune) |
|
5 |
Lost Apprentice Ghost — DC 13
WIS save or frightened 1 round; may know dungeon secret |
|
6 |
Arcane Gas Leak — DC 12 CON save
or Poisoned until next short rest |
|
7 |
Wandering Ore Crab (HP 18, AC
15, +4 hit, 1d8+3; harvested shell = 15 gp) |
|
8 |
Cache: roll d6 — 1-2: Healing
Potion, 3-4: 15 gp, 5: Torch x3, 6: Foundry Oil |
|
9 |
Rune trap — DC 12 Perception to
spot, DC 14 DEX or 2d6 lightning |
|
10 |
2 Bone Sentinels (from Room 1,
awakened by noise) |
|
11 |
Forge Elemental Wisp (HP 8, AC
11, 1d8 fire touch, fades in 2 rounds) |
|
12 |
Nothing — you imagined the noise |
Level Two
Encounters (d12)
|
d12 |
ENCOUNTER |
|
1 |
1 Rune Knight: HP 22, AC 16, +5
hit, 2d6+3 dmg, magic resistance |
|
2 |
Arcane Feedback Loop — current
room gains Difficult Terrain |
|
3 |
Enchantment Mold: DC 13 CON or
random debuff (d4: 1=disadv attacks, 2=half speed, 3=no spells, 4=nothing) |
|
4 |
1 Forge Imp (hostile): HP 12, AC
14, +4 hit, 1d6+2 force, Invisibility 1/day |
|
5 |
Mana Surge: your next ability
deals max damage — but you take 1d6 force |
|
6 |
Trapped rune corridor: 3
pressure plates, DC 13 Perception each, miss = 1d8 force |
|
7 |
1 Arcane Golem Arm: HP 14, AC
13, +4 hit, 1d10+2 bludgeoning |
|
8 |
Loot cache: 1 random item from
Magic Item Table |
|
9 |
Psychic Echo: hear Koss's voice
— DC 10 WIS or stunned 1 round |
|
10 |
2 Crystal Shards: HP 10, AC 14,
+3 hit, 1d6+1 piercing + 1d4 cold each |
|
11 |
Nothing — but a door behind you
locks itself permanently |
|
12 |
Gift: a small Sorcite gem rolls
to your feet (30 gp or spell component) |
Wild Magic Table
(d10)
|
d10 |
EFFECT |
|
1 |
Teleport 20 ft. in a random
direction (roll d8 for compass) |
|
2 |
Grow 1 foot taller for 1 hour —
+1 to STR checks |
|
3 |
Weapon glows with fire: +1d6
fire for 3 rounds, then cold |
|
4 |
Random item in inventory
vanishes. Roll d6 at session end — 1-3 gone, 4-6 returns |
|
5 |
Gain blindsight 30 ft. for 1
hour |
|
6 |
All within 10 ft. take 2d6 force
(you take 1d6) |
|
7 |
Gain one additional spell slot
or class ability use |
|
8 |
Floor in current area becomes
difficult terrain (magical ice) |
|
9 |
Magical shield orbits you: +2 AC
for 2 rounds |
|
10 |
Most recently used ability
unavailable for 1 hour |
TRAP & HAZARD
TABLES
General Trap Rules
When a trap is triggered, roll d20 + DEX modifier (or
whatever save is specified) against the listed DC. On a fail, take the listed
damage. On a success, take half (or no damage if specified).
|
TRAP NAME |
TRIGGER |
DC |
EFFECT ON FAIL |
DETECT |
|
Shock Glyph |
Touch/Step |
13 DEX |
2d8 lightning |
12 Perc |
|
Arcane Dart |
Tripwire |
14 DEX |
1d10 force + prone |
13 Perc |
|
Forge Spout |
Pressure plate |
15 DEX |
3d6 fire, ongoing 1d6 |
14 Perc |
|
Rune Alarm |
Area trigger |
11 WIS |
Alerts monsters in d4 rounds |
10 Arc |
|
Crystal Spike Pit |
False floor |
15 DEX |
2d6 piercing + restrained |
16 Perc |
|
Soul Siphon |
Glyph on door |
14 CON |
Lose 1d6 max HP (restore after
long rest) |
15 Arc |
|
Gravity Rune |
Stair landing |
13 STR |
Knocked back 20 ft., 2d6 fall
damage |
14 Arc |
|
Binding Net |
Ceiling trigger |
13 STR |
Restrained, DC 15 STR to break
free |
12 Perc |
Environmental
Hazards by Level
|
LEVEL ONE (Outer Forge): Extreme heat. Each hour without water, DC 10 CON save or gain
1 level of exhaustion. Fires, molten metal, crumbling walkways. LEVEL TWO (Enchanting Floor): Wild magic zones. Unpredictable enchantment effects on
metal items. Your weapon may temporarily gain/lose magical properties. LEVEL THREE (Cooling Chambers): Extreme cold. Without Ring of Warmth Shard, lose 1d4 HP
per 10 minutes. Slippery floors require DC 11 DEX when running. LEVEL FOUR (Master's Sanctum): Raw arcane turbulence. Start each round of boss combat
by rolling d6 — on a 1, disadvantage on that round's attack rolls. |
MAGIC ITEM REWARDS
Finding Items
When directed to roll on this table, roll d20. Items
marked [UNIQUE] may only be found once — if rolled again, re-roll.
|
d20 |
ITEM |
RARITY |
EFFECT |
|
1-2 |
Potion of Healing |
Common |
Restores 2d4+2 HP |
|
3 |
Vial of Foundry Oil |
Common |
+2 to hit on next attack (1 use) |
|
4 |
Torch of True Seeing |
Uncommon |
Reveals invisible/illusions in
30 ft. (1 hour) |
|
5 |
Spark Vial |
Common |
Thrown 20 ft.: 2d6 lightning in
5 ft. radius |
|
6 |
Sorcite Shard |
Common |
Worth 25 gp; use as arcane focus |
|
7 |
Boots of Forge Floor [U] |
Uncommon |
Immune to heat/magma terrain; +5
ft. speed |
|
8 |
Ember Circlet [U] |
Rare |
Fire damage ignores resistance;
+1 fire spell DC |
|
9 |
Ring of Warmth Shard |
Uncommon |
Resistance to cold damage |
|
10 |
Arcane Lens Monocle [U] |
Uncommon |
Advantage on Investigation +
Arcana; see magic auras |
|
11 |
Gauntlet of Impact [U] |
Rare |
Once per combat, one hit deals
+1d8 extra damage |
|
12 |
Binding Chain (3 charges) |
Uncommon |
DC 14 STR save or target
restrained 1 round |
|
13 |
Rune Plate Fragment [U] |
Rare |
+1 AC; immune to being disarmed |
|
14 |
Crystal Wraith Shard |
Uncommon |
Once: Truesight 10 ft. for 1
minute |
|
15 |
Masterwork Hammer |
Uncommon |
+1 to hit and damage |
|
16 |
+1 Dagger (Forge-Forged) |
Rare |
+1 atk/dmg; glows blue in
magical darkness |
|
17 |
Frost Vial x3 |
Common |
Thrown 20 ft.: 1d6 cold damage;
good vs. fire creatures |
|
18 |
Forge-Key Fragment [U] |
Rare |
+1 saves; +4 maze navigation;
opens Room 10 lock |
|
19 |
Sorcite-Infused Arrows x5 |
Uncommon |
Each arrow: +1d6 force damage on
hit |
|
20 |
Ring of the Founder [U] |
Very Rare |
+2 all checks/saves; Adv.
Arcana; True Ending only |
EPILOGUE &
VICTORY CONDITIONS
Did You Win?
|
OUTCOME |
CONDITION |
REWARD |
|
Survivor |
Escape the dungeon alive |
100 XP + whatever loot you carry |
|
Treasure Hunter |
Exit with 3+ magic items |
+50 XP, Dungeon Delver feat |
|
Lore Keeper |
Read Koss's Journal AND retrieve
dwarven officer's badge |
+75 XP, Chronicler of the
Compact title |
|
Soul Liberator |
Free the souls (Option B in Room
11) |
+100 XP, Soul-Blessed lasts into
next adventure |
|
Peacemaker |
Achieve 5+ Parley Points, avoid
boss fight |
+150 XP, Ring of the Founder,
True Ending |
|
The Hard Way |
Kill Koss in full-power combat |
+200 XP, Boss Slayer title, all
loot in Room 12 |
|
Perfect Clear |
All optional objectives
completed |
+300 XP, Foundry Master title,
unlock Foundry as a base |
THE THREE ENDINGS
|
ENDING A: THE DESTROYER You slew Virellin Koss in combat. The Forge Heart lies
shattered. The dungeon shudders and begins to collapse — you have one hour to
escape before the mountain swallows it forever. The souls in the Cistern are
freed by the collapse's shockwave, streaming upward through the breaking
stone like silver rain. You emerge from the mountain at dawn, singed and
panting, with arcane-scorched items in your pack and a story that no one will
quite believe. |
|
ENDING B: THE MERCY You defeated Koss without killing him — destroyed the Forge
Heart while he yet lived. You carry him out on your back up all four levels.
He cries at the sky for a long time. You wait. He tells you the names of
every artificer in the Compact — all two hundred and seven. You write them
all down. When he finally sleeps, you sit guard over him, in the shadow of
the mountain that tried to keep both of you. |
|
ENDING C: THE TRUE ENDING — THE PROMISE You achieved five Parley Points. Koss gives you his ring
willingly, pressing it into your palm with both of his burning hands. 'Wear
it,' he says. 'Wear it always. And every year, on the anniversary of the
first day of spring, hold it to your heart and call my name. I will hear you.
I will come a little closer to the surface each time. In twenty years —
perhaps thirty — I will be free enough to step back into the world.' You wear
the Ring of the Founder. It is warm against your skin. It hums like a forge
at work. You walk out of the mountain and into the morning, and somewhere far
below you, in the darkness and the heat, something ancient sighs with relief
and begins, slowly, to let go. |
CONGRATULATIONS, ADVENTURER.
You faced the Magic Foundry alone.
Whatever ending you found, you earned it.
|
___________________________ / \ /
CONGRATULATIONS, \ /
ADVENTURER! \ /
THE FOUNDRY IS YOURS! \ \___________________________________/ | | ______| |______ /
THE MAGIC FOUNDRY \ /_______ IS CLEARED _________\ |
— THE END —
The Magic Foundry | A
Solo D&D One-Shot Adventure
INTO THE MAGIC FOUNDRY
A Choose Your Own Adventure Introduction
to
DUNGEONS & DRAGONS
You are the hero.
Every choice is yours.
No dice required — just decisions.
For Ages 10 and Up
| Reading Level: Grades 5-8
Teaches: Classes, Combat, Skills, Magic, Roleplay &
More
40 Sections | 7 Endings
| Full D&D Curriculum Inside
HOW TO READ THIS BOOK
This is not a normal book. Do NOT read it from beginning
to end.
Instead, start at Section 1. Read the story. When you
reach a blue CHOICE BOX at the end of a section, pick the option that sounds
right to you — then flip to the section number it tells you.
Your choices will take you on a completely different
adventure than someone who picks differently. Some paths lead to victory. Some
lead to Bad Endings. All of them teach you something about how Dungeons &
Dragons works.
|
D&D LESSON: The Golden Rule When
you reach a BAD ENDING, do not be discouraged! Bad
Endings are LEARNING MOMENTS. Read the lesson in the ending box, then
flip back to Section 1 and try a different path. The
best players fail many times before they find their way through. That
is not losing — that is how you become an adventurer. |
Along the way, you will find YELLOW LESSON BOXES that
explain real D&D rules and concepts. These are the heart of this book — by
the time you reach a Great Ending, you will know how to actually sit down and
play Dungeons & Dragons for real!
Ready?
Turn to Section 1 and begin your adventure.
|
SECTION 1 The Adventure Begins |
You are standing at the mouth of a dark cave deep in the
Ashvein Mountains. A wooden sign is nailed crookedly to a pine tree. You squint
to read it:
"THE MAGIC FOUNDRY — KEEP OUT (Seriously.)"
Your village elder sent you here. Three days ago, a
magical earthquake cracked this mountain open. The elder believes an ancient
forge is inside — one that could create medicine and tools your village
desperately needs. No one else would go. So here you are.
The cave entrance is wide enough for two horses. A faint
orange glow pulses from somewhere deep inside, like a heartbeat made of fire.
You can hear the distant clang of something — metal on metal, or maybe just
your imagination.
|
D&D LESSON: Welcome to Dungeons & Dragons! D&D
is a storytelling game where you play as a hero in a fantasy world. A Dungeon Master
(DM) usually tells the story and describes what happens — like a game show
host and
author rolled into one. In this book, the story does that job for you. Your
first big D&D choice: WHO are you? Every D&D player picks a CLASS — a
type of
hero that describes what you're best at. |
|
WHAT DO YOU DO? ➤ You are ZARA, a brave Fighter who hits things very hard. → Turn to Section 2 ➤ You are FINN, a clever Wizard who casts magical spells. → Turn to Section 3 |
|
SECTION 2 Zara the Fighter |
You are Zara. You wear a suit of chainmail armor that
clinks softly with every step, and on your back hangs a broadsword almost as
tall as you are. You have been training to fight since you were seven years
old, and right now, looking at that cave, you feel the familiar warmth of a
good challenge spreading through your chest.
"I have faced worse," you say to nobody in
particular, and step inside.
|
D&D LESSON: The Fighter Class Fighters
are warriors — the toughest, most durable heroes in D&D. They wear heavy armor,
wield powerful weapons, and can take a LOT of damage before going down. Every
class has a Hit Point (HP) total — think of it as a health bar in a video
game. Zara's
HP: 12 | Armor Class (AC): 16 |
Attack Bonus: +4 AC
is like a shield rating — enemies must roll high enough to hit you! |
|
ZARA — Level 1 Fighter |
|
HP: 12 (your health — reach 0 and you're
defeated!) |
|
AC: 16 (enemies must roll 16+ on a d20 to hit you) |
|
Attack: Roll d20 + 4.
Beat enemy AC to land a blow. |
|
Damage: 1d8 + 2 (roll an
8-sided die, add 2) |
|
Special: Second Wind —
heal 1d10 HP once per rest |
The cave floor is smooth black rock. Torches — magical
ones that burn cold blue — line the walls, casting pale light on carvings of
hammers and stars. After fifty steps, the path splits. A wooden door stands on
the left; a narrow side passage opens on the right.
|
WHAT DO YOU DO? ➤ Try the wooden door on the left. → Turn to Section 6 ➤ Slip down the narrow side passage. → Turn to Section 7 |
|
SECTION 3 Finn the Wizard |
You are Finn. You wear long robes the color of midnight,
stitched with silver thread that forms constellations across the fabric. In one
hand you carry a twisted oak staff topped with a glowing amber crystal. In your
other hand, you hold a small leather-bound spellbook that you never let out of
your sight.
You step into the cave and immediately pull out a piece
of chalk to mark an arrow on the wall. It glows faintly. You always leave a
trail. Just in case.
|
D&D LESSON: The Wizard Class Wizards
are spellcasters — they use MAGIC to solve problems, deal damage, and help their
friends. They are not great in a fistfight (low HP, light armor) but their
spells can
do things no sword can! Finn's
HP: 6 | AC: 12
| Spell Attack: +5 Spell
Save DC: 13 — enemies must roll 13+ to resist your magic. |
|
FINN — Level 1 Wizard |
|
HP: 6 (low! Wizards must avoid direct hits) |
|
AC: 12 (light robes offer little protection) |
|
Spell Attack: Roll d20 +
5. Beat enemy AC to land a spell. |
|
Damage: Fire Bolt — 1d10
fire (a burning blast!) |
|
Special: 3 Spell Slots
(use a slot to cast a powerful spell) |
The cave air hums faintly against Finn's skin — magic.
Lots of it. Old magic, deep as roots. Ahead the path splits: a wooden door on
the left, and a narrow passage on the right.
|
WHAT DO YOU DO? ➤ Try the wooden door on the left. → Turn to Section 6 ➤ Read the glowing runes above the narrow passage. → Turn to Section 8 |
|
SECTION 6 The Storage Room |
The wooden door creaks open on hinges that haven't moved
in three centuries. Inside is a storeroom cluttered with old equipment: broken
tools, collapsed shelving, crumbling barrels. It smells of sawdust and old
magic.
But in the far corner — motion. Something small and quick
darts behind a fallen shelf. Two tiny eyes catch the torchlight, gleaming
orange-gold. You hear a soft sound: skitter-skitter-skitter.
A Foundry Rat creeps into view. It is the size of a large
house cat, covered in fur that has fused with tiny flakes of glowing ore. Its
teeth are tipped with iron. It stares at you with something between fear and
hunger.
|
D&D LESSON: Encounters — Meeting Monsters! In
D&D, when you meet a creature that might want to fight, that is called an
ENCOUNTER. Not
every encounter has to end in combat! You can try to: - Fight (use your Attack action with a d20
roll) - Sneak away (roll Stealth to escape
unseen) - Communicate (roll Persuasion or Animal
Handling) The
Dungeon Master — or in this book, YOU — decide which approach to try! |
|
FOUNDRY RAT |
|
HP: 7 |
AC: 12 | Size: Small |
|
Attack: Bite +3 to hit,
1d4 piercing damage |
|
Special: Magic Bite — on
a 5-6 (d6 roll) deals +1d4 force damage |
|
It looks scared. It
might not attack if you stay calm... |
|
WHAT DO YOU DO? ➤ Draw your weapon and fight the rat! → Turn to Section 9 ➤ Stay calm and try to make friends with it. → Turn to Section 10 |
|
SECTION 7 The Narrow Passage (Zara Sneaks) |
You turn sideways and squeeze into the narrow stone
passage. The walls press close — close enough that your chainmail scrapes
against the rock with a soft metallic shhhh. You wince. In D&D, sneaking is
called a Stealth check, and your armor is making it very difficult.
The passage opens into a small antechamber. An iron golem
— a statue of a man made entirely from dark metal, standing eight feet tall —
stands in the center of the room. Its chest rune glows faint amber. Is it
active? Or just resting? It hasn't turned its head. Yet.
|
D&D LESSON: Ability Checks & Stealth In
D&D, whenever you try something difficult, the DM asks you to make an
ABILITY CHECK.
You roll a d20 and add a bonus based on which skill you are using. Stealth:
roll d20 + your Stealth modifier. Try to beat the enemy's Perception. Zara's
Stealth: d20 + 0 (chainmail gives a DISADVANTAGE — roll twice, take lower!) Disadvantage
means your clanky armor is working against you. Rogues are sneakier! |
You hold your breath. The golem's amber glow pulses once.
Twice. You need to move NOW — either try to sneak past, or back out before it
notices.
|
WHAT DO YOU DO? ➤ Move carefully and try to sneak past the golem. → Turn to Section 11 ➤ Back out slowly — this is too risky. → Turn to Section 6 |
|
SECTION 8 The Rune Passage (Finn Reads) |
Your eyes scan the carved runes above the narrow passage.
The symbols pulse faintly in rhythmic waves, like breathing. Most students of
magic would call these decorative. You are not most students.
"Binding runes," you murmur. "This passage
was sealed — and recently reopened by the earthquake. Something was meant to
stay in." You swallow. "Or out."
You step through anyway. The narrow passage opens into a
small antechamber where an iron golem stands perfectly still, its chest rune
glowing amber. It appears dormant, but with golems, appearances can be
deceiving.
|
D&D LESSON: The Arcana Skill Wizards
have a skill called ARCANA — the knowledge of magic and magical creatures. When
Finn reads those runes, that is an Arcana check: roll d20 + 5 (Finn's
modifier). A
DM might set the DC (Difficulty Class) at 12 for a medium challenge. Rolling
12 or higher = SUCCESS! You learn something useful. Rolling
11 or lower = FAILURE. You misread the runes. Trouble ahead! |
You studied golems extensively in Chapter 14 of Harwick's
Encyclopaedia of Constructs. You know the amber rune on its chest is a SLEEP
RUNE — press it with a metal object and the golem shuts down permanently. But
you also know that making any loud noise near a dormant golem will wake it up
immediately. No pressure.
|
WHAT DO YOU DO? ➤ Carefully approach and press the sleep rune with your staff. → Turn to Section 13 ➤ Cast a Fire Bolt at the golem before it wakes up! → Turn to Section 14 |
|
SECTION 9 Fighting the Foundry Rat |
You draw your weapon, plant your feet, and face the rat.
It hisses, its iron-tipped teeth glinting. The battle begins!
In D&D, combat runs in ROUNDS. Each round, you take a
turn. On your turn, you can MOVE (up to 30 feet) and take an ACTION (usually
attacking).
|
D&D LESSON: Combat: How Attacking Works STEP
1: Roll a d20 — this is your ATTACK ROLL. STEP
2: Add your attack bonus (+4 for Zara, +5 for Finn). STEP
3: Compare to the target's AC (Armor Class). If
your roll + bonus is EQUAL TO or HIGHER than the AC — you HIT! If
it is LOWER — you miss. The Foundry Rat's AC is 12. STEP
4: If you hit, roll your DAMAGE die (1d8 for Zara's sword). |
You swing! Imagine rolling a d20 right now. In the book,
we will tell you how it goes:
Your blade catches the rat on its flank. It yelps and
skitters back. You press forward — a second blow sends the creature crashing
into a shelf. It collapses, twitching, then goes still. The little creature is
defeated.
You breathe hard. That was quick but real — real danger,
real impact, real consequence. Welcome to D&D combat.
|
WHAT DO YOU DO? ➤ The rat is defeated. Search the room for useful items. → Turn to Section 15 ➤ You feel bad about the rat. Leave quickly before finding
anything else. → Turn to Section 16 |
|
SECTION 10 Making a Friend |
You hold very still. Then, slowly, you crouch down to the
rat's level. You reach into your pack and pull out a piece of dried meat from
your rations. You set it gently on the ground and slide it forward, then back
away.
The rat's nose twitches. It watches you with those
bright, glowing eyes. Then, inch by inch, it creeps forward. It snatches the
meat. Chews. Watches you more. You smile.
"Hey," you whisper. "I am not here to hurt
anyone. I just need to get through."
The rat chirps — a high musical sound like a tiny bell —
and trots to a collapsed shelf. It begins digging. A moment later it returns,
dropping something at your feet: a small glass vial filled with glowing amber
liquid. A healing potion! The creature tips its head, chirps again, and
disappears into the shadows.
|
D&D LESSON: Social Skills: Animal Handling &
Persuasion D&D
is not ONLY about fighting! SOCIAL SKILLS let you talk, charm, and befriend your
way through challenges. Animal
Handling: Used with beasts and creatures. Roll d20 + WIS modifier. Persuasion:
Used with people. Roll d20 + CHA modifier. Sometimes
the non-violent path has the BEST rewards — like a free healing potion! |
You pick up the healing potion and add it to your pack.
One Healing Potion added! (It restores 2d4+2 HP when you drink it.) The room is
quiet now. A door on the far wall leads deeper into the Foundry.
|
WHAT DO YOU DO? ➤ Head through the door on the far wall. → Turn to Section 17 |
|
SECTION 11 Sneaking Past the Golem |
You hold your breath, lift each foot carefully, and move
like smoke through the antechamber. The golem's amber rune pulses — but stays
steady. One step. Two steps. You are halfway past when your boot catches the
edge of a loose stone and scuffs it — just barely — against the floor.
Skrrk.
You freeze. The golem's head turns one degree to the
left. Stops. The rune flickers. Then fades back to steady amber.
You make it to the far door. Your knees are shaking. You
very carefully — very, VERY carefully — lift the latch and slip through.
|
D&D LESSON: Stealth Checks: Rolling with Disadvantage When
you make a STEALTH CHECK in heavy armor like chainmail, you roll with DISADVANTAGE.
That means you roll TWO d20 dice and take the LOWER result. Example:
You roll a 14 and a 7. With disadvantage, you use the 7. This
represents how your clanking armor makes sneaking very hard. Rogues
and Rangers tend to be much better at stealth — that is their specialty! |
Beyond the door is a long hallway lit by flickering
rune-lights. At the end, a heavy iron chest sits against the wall, covered in
strange carvings.
|
WHAT DO YOU DO? ➤ Walk to the iron chest and examine it closely. → Turn to Section 18 |
|
SECTION 12 The Golem Wakes! |
Your foot catches a loose stone. The scrape echoes like a
thunderclap in the silent room. The golem's amber rune explodes to blazing
gold. Its head snaps toward you.
BOOM. BOOM. BOOM. Its footsteps shake the floor. You have
about three seconds before those iron fists reach you.
|
D&D LESSON: Initiative: Who Goes First in Combat! When
combat breaks out suddenly, D&D uses INITIATIVE to decide turn order. Everyone
rolls a d20 and adds their DEX (Dexterity) modifier. Highest
number goes first! Ties are broken by DEX score. This
represents how quickly your character reacts to sudden danger. Ready?
Roll for initiative — the golem got a 14. Beat it and you go first! |
You scramble backward. The golem swings — a massive iron
fist that dents the stone wall where your head just was. The room fills with
dust. This is bad. The golem is much stronger than you, much tougher, and now
it is very, very awake.
|
★ BAD ENDING ★ The golem corners you. Your adventure
ends here in the antechamber, pinned between iron fists and a stone wall. You
escape with bruises and a very important lesson: sometimes the sneaky path is
not the right choice. Or maybe the sneaky path WAS right — but you need the
right tools (like a Rogue) to pull it off. Turn back to Section 1 to try a different path! |
|
SECTION 13 The Sleep Rune (Finn's Smart Move) |
You move as quietly as a shadow, placing each footstep
with deliberate care. Your robes whisper against the floor. You reach the
golem. Close up it is enormous — iron-gray, faintly warm, smelling of
centuries-old forge smoke. The amber rune on its chest pulses like a sleeping
heartbeat.
You reach up with the metal tip of your staff and touch
it to the rune.
A sound like a long exhale. The amber light fades. The
golem goes perfectly, permanently still.
"Chapter 14 never fails me," you say quietly,
and step past the motionless iron giant.
|
D&D LESSON: Using Intelligence: The Value of Knowledge D&D
heroes are not just fighters — they are thinkers! The INTELLIGENCE stat
measures book
learning, memory, and reasoning. Wizards
have HIGH Intelligence. They know things other classes might miss. This
was an ARCANA check that you passed — and it saved you a dangerous fight! Remember:
In D&D, the cleverest solution is often the safest one. |
The hallway beyond the golem room is long and lit by
flickering rune-lights. At the end, a heavy iron chest sits against the wall,
carved with protective symbols.
|
WHAT DO YOU DO? ➤ Examine the iron chest. →
Turn to Section 18 |
|
SECTION 14 Fire Bolt Goes Wrong! |
You plant your feet and point your staff at the golem's
chest. The amber crystal blazes. You channel magical energy through your body,
down your arm, through the staff, and —
BOOM.
The Fire Bolt hits the golem square in the chest. There
is a massive orange flash. The room shakes. Pebbles fall from the ceiling. And
when the smoke clears, the golem is staring directly at you with both its
previously-dormant eyes glowing bright red.
Iron Golems are IMMUNE to fire damage. You just read this
in Chapter 14 of Harwick's Encyclopaedia of Constructs, but you had not gotten
to Chapter 14 yet. Oops.
|
D&D LESSON: Monster Resistances & Immunities Every
monster in D&D has RESISTANCES and IMMUNITIES to certain damage types. RESISTANCE:
Take half damage from that type (e.g., fire resistance = fire deals 5 instead
of 10) IMMUNITY:
Take NO damage from that type (golems are immune to fire and poison) Before
attacking, a smart adventurer tries to IDENTIFY their enemy and learn its weaknesses.
Wizards can use the Arcana skill for this — if they remember to! |
|
★ BAD ENDING ★ The golem reaches you in three
earth-shaking steps. You scramble backward but your low AC (12) does not help
much when something this big hits you. Your adventure ends here — but you
learned something vital: know your enemy before you attack! Try again and use
that Arcana knowledge wisely. Turn back to Section 1 to try a different path! |
|
SECTION 15 Searching the Storeroom |
You sheathe your weapon and look around the storeroom.
The shelves are mostly ruined — three centuries of neglect have done their
work. But in the far corner, beneath a collapsed rack, something glints.
You heave the rack aside and find a small leather pouch
wedged into a crack in the wall. Inside: fifteen gold pieces and a small vial
of shimmering oil.
|
D&D LESSON: Loot! — Finding Treasure After
a combat encounter, adventurers often search the area for TREASURE. This
is called LOOTING and it is one of D&D's most satisfying traditions! Common
finds: Gold pieces (gp), magic items, potions, spell components. 15
Gold Pieces added to your inventory! Foundry
Oil added! (Apply to weapon: your next attack gets +2 to hit.) |
A door on the far side of the room leads deeper into the
Foundry. Through a crack at its base you can see the orange-amber glow
intensify. The forge is getting closer.
|
WHAT DO YOU DO? ➤ Go through the far door, deeper into the Foundry. → Turn to Section 22 |
|
SECTION 16 Fleeing the Storeroom |
You look at the defeated rat and feel the weight of what
just happened. It was just a small, frightened creature trying to survive in a
strange dungeon. You turn away and head for the door — you do not need the
creature's belongings.
But as you push through the door, a stone shifts beneath
your foot. The floor panel depresses with a click, and a jet of magical green
smoke bursts from a crack in the ceiling directly above you. The smoke is
dizzying — sweet and sharp at the same time. You stumble.
|
D&D LESSON: Traps! — The Hidden Dangers of Dungeons Dungeons
are FULL of traps — hidden dangers designed to stop intruders. To
SPOT a trap before it triggers: roll Perception (d20 + WIS modifier). DC
varies. To
DISABLE a trap: roll Thieves' Tools (d20 + DEX modifier) or use magic. If
you FAIL to spot it: the trap activates. Make a Saving Throw to reduce
damage. SAVING
THROW: Roll d20 + a stat bonus. Pass = half damage or no effect. |
|
★ LESSON
LEARNED ★ The magical smoke is a sleep agent.
You wake up outside the cave entrance, your pack undisturbed — the dungeon
gently ejected you. You are unhurt, but you learned two lessons: search after
combat for useful items, and watch WHERE you step in a dungeon! Traps are
everywhere. Try again — choose to search the room next time! Turn back to Section 1 to try a different path! |
|
SECTION 17 The Rat's Corridor |
The far door opens onto a long corridor of smooth black
stone. Rune-lights line the ceiling, casting pale blue illumination. The
corridor smells of old smoke and something sweeter — hot copper or warm amber.
As you walk, you notice small scratch marks along the
lower half of the walls — the marks of many, many small clawed feet. This must
be how the Foundry Rats navigate the dungeon. You realize that the creature you
befriended probably uses this corridor all the time.
Halfway down the corridor, you spot something the rats
have cached in a small niche carved into the wall: a bundle of items wrapped in
old cloth. The rats have been collecting things for centuries.
|
D&D LESSON: Perception vs. Investigation There
are TWO skills for noticing things in D&D: PERCEPTION:
Uses Wisdom. You passively notice things — a sound, a flash, a smell. INVESTIGATION:
Uses Intelligence. You actively search for hidden things. Think
of Perception as your senses doing the work, and Investigation as your brain. Finding
the rat cache? That was a Perception check. Searching inside it?
Investigation! |
Inside the cloth bundle you find: a healing potion (2d4+2
HP), a shiny key, and a folded note. The note says, in cramped old handwriting:
'The chest in hall two has a pressure trap on the LID. Press the left side
FIRST.' Lucky find!
|
WHAT DO YOU DO? ➤ Continue down the corridor with your new items. → Turn to Section 22 |
|
SECTION 18 The Iron Chest |
The iron chest squats at the end of the hallway like a
small armored building. It is about three feet tall and two feet wide, covered
in protective rune-carvings that would look beautiful if they were not also
probably deadly. A heavy iron padlock secures the clasp.
You study the chest carefully. The padlock could be
broken. The rune-carvings are intriguing. And you notice, along the lid's front
edge, the faintest seam — something about how it sits. Or doesn't quite sit.
|
D&D LESSON: Traps: Pressure Plates & Saving Throws Many
chests in D&D are TRAPPED. Common chest traps include: Pressure plates under the lid (weight
triggers a dart or blade) Poison needles in the lock (poke your
finger trying to pick it) Explosive runes on the surface (don't touch
without magic gloves!) Smart
adventurers INSPECT before opening: roll Investigation (d20 + INT mod). If
you pass the check, you spot the trap. Then you can disarm — or work around
it. |
A closer look at the lid confirms your suspicion: there
is a pressure plate under the RIGHT side. If you lift the lid from the right,
it triggers. But the left side...
|
WHAT DO YOU DO? ➤ Open the chest from the left side — lift carefully from the
left edge. → Turn to Section 26 ➤ You are impatient. Just heave the lid open — right side first.
→ Turn to Section 25 |
|
|
SECTION 19 Caught! |
|
|
You do not make it. Your foot clips a loose stone, the
scuff echoes like a bell, and the golem's amber eye-runes explode to blazing
red.
BOOM. BOOM. BOOM. Iron feet shake the floor.
You are not a stealthy character. The chainmail you wear
— while excellent protection in a direct fight — makes subtle movement almost
impossible. The golem has you cornered.
|
D&D LESSON: Class Strengths & Weaknesses Every
class in D&D has things it is GREAT at and things it is TERRIBLE at. A
Fighter in heavy armor is nearly impossible to kill in a stand-up fight... ...but
sneaking past a guard? Not their specialty. That is what ROGUES are for! Picking
the right APPROACH for your class is half the battle. A
Fighter here should fight or find another path — not sneak in chainmail! |
|
★ BAD ENDING ★ The golem catches you. Your adventure
ends here — but you learned something important: know your class strengths!
Fighters fight. Rogues sneak. Wizards think. Try again and play to Zara's
strengths — a direct approach, or a clever non-combat solution. Turn back to Section 1 to try a different path! |
|
SECTION 20 Golem Deactivated! |
Your staff tip makes contact with the amber rune. For a
half-second, nothing happens. Then the amber light pulses once — bright,
brighter, brightest — and winks out entirely.
The golem sags. You leap back. But it does not fall — it
settles in place with a sound like a slowly exhaled breath. Its head droops.
The red eyes are dark. The chest is still. The golem is permanently
deactivated.
"Sleep well," you tell it, which is something
you have never said to a pile of metal before. It feels appropriate.
|
D&D LESSON: XP: Experience Points & Learning In
D&D, when you overcome a challenge — whether by fighting, sneaking, or
being clever —
you earn EXPERIENCE POINTS (XP). Earn enough XP and your character LEVELS UP! When
you LEVEL UP, you get: more HP, better attack rolls, new abilities, and new
spells. Defeating
the golem non-violently still earns XP! Finn earns 100 XP — clever! At
Level 2, Finn would gain another spell slot and a new skill. |
Beyond the golem room, the hallway opens onto a landing.
Two options present themselves: a heavy iron chest at the end of one branch,
and a spiral staircase leading down at the end of the other.
|
WHAT DO YOU DO? ➤ Examine the iron chest. →
Turn to Section 18 ➤ Head straight for the spiral staircase. → Turn to Section 30 |
|
SECTION 21 The Forge Levels — A D&D Bestiary Detour |
While resting for a moment in the relative safety of the
cleared antechamber, you flip open your spellbook. In the back pages, you have
sketched notes on every creature you have ever encountered. Let us review what
lurks in dungeons like this one.
|
IRON GOLEM — Challenge Rating 16 |
|
HP: 210 |
AC: 20 | Type: Construct |
|
IMMUNITY: fire, poison,
psychic, non-magical weapons |
|
Attack: Slam +12 to hit,
3d8+7 bludgeoning |
|
Attack: Poison Breath
(recharge 6): DC 19 CON save, 10d8 poison |
|
Weakness: Lightning
damage causes it to slow for 1 round |
|
Tip: CR 16 means
intended for a party of 4 heroes at Level 16! |
|
FOUNDRY RAT — Challenge Rating 1/8 |
|
HP: 7 |
AC: 12 | Type: Beast (magical) |
|
Attack: Bite +3, 1d4
piercing + possible 1d4 force (magic bite) |
|
Special: Darkvision 60
ft. — sees perfectly in darkness |
|
Can be befriended with
food and patience |
|
Tip: CR 1/8 means a
Level 1 hero can fight this alone safely. |
|
D&D LESSON: Challenge Rating (CR) — Knowing Your Enemy Every
monster has a CHALLENGE RATING (CR) — a number showing how tough it is. CR
1/8 = easy for a solo Level 1 hero. CR
1 = a fair challenge for a group of 4 Level 1 heroes. CR
16 = requires a party of powerful, experienced adventurers! A
wise DM matches CR to player level. Fighting too-high CR = very dangerous! |
|
WHAT DO YOU DO? ➤ Enough studying. Move deeper into the Foundry. → Turn to Section 28 |
|
SECTION 22 The Forge Halls — Level Two |
The far door opens onto a wide staircase carved from
volcanic rock. It spirals downward one full revolution and deposits you into an
entirely different world.
The second level of the Foundry is cavernous. The ceiling
soars thirty feet overhead. Great iron pillars support it, each one etched with
rune-work that glows amber and gold. Along the walls, enormous furnaces the
size of houses burn with silent magical fire. And in the center of the room, a
smelting pool — twenty feet across — holds a substance that is not quite lava
and not quite light, but something in between. It flows and pulses like
something alive.
It is beautiful. It is also extremely dangerous.
|
D&D LESSON: Dungeon Environments & Hazards Dungeons
are not just rooms full of monsters — they are ENVIRONMENTS with hazards! Environmental
hazards in D&D include: lava, falling rocks, rising water, toxic gas. When
you enter a hazardous area, the DM may call for a SAVING THROW: CON Save: Resist poisons, diseases, and
physical punishment DEX Save: Dodge falling rocks, avoid
stepping on pressure plates WIS Save: Resist psychic effects, magical
fear, or confusion The
Smelting Pool: If you fall in, take 6d10 fire damage. Do not fall in. |
Across the pool, a massive iron door stands sealed with a
five-pointed rune. Beside the pool, a chain hangs from the ceiling — attached
to something submerged in the molten Sorcite. Whatever is down there pulls at
the chain gently. Slowly. Like breathing.
|
WHAT DO YOU DO? ➤ Cross the walkway to the big iron door — the exit awaits! → Turn to Section 30 ➤ Examine the chain — something is alive down there. → Turn to Section 24 |
|
SECTION 23 Running Away |
You decide that valor is a word other people use and you
turn and run. Back up the staircase. Back through the wooden door. Back down
the cave entrance corridor. Your boots ring on stone and the echoing boom of
something large and angry follows you all the way to the mouth of the cave.
You burst into daylight, gasping, and do not stop running
until you are a quarter mile down the mountain path.
You are alive. The mountain stands behind you,
indifferent.
|
★ BAD ENDING ★ You made it out! But you came back to
the village empty-handed. The elder thanks you for trying. 'Not everyone can
be a dungeon delver,' she says kindly. 'But you learned something important:
knowing WHEN to fight and WHEN to retreat is real wisdom. A living adventurer
can try again.' And you will. Try the story again — but this time, face the
challenge! Turn back to Section 1 to try a different path! |
|
SECTION 24 The Bound Salamander |
You approach the chain carefully. The heat from the pool
is intense — your face flushes, your eyes water. You grab the chain and pull.
It resists. You pull harder. Something rises from the molten Sorcite.
It is a Magma Salamander — a creature of living fire and
stone, roughly the shape of a large lizard, its scales blazing gold and orange.
It is massive. It is ancient. And it is chained.
It stares at you with eyes like furnaces. Then —
impossibly — it speaks. Not in words exactly. More like heat and pressure and
the memory of fire. But you understand it perfectly: HELP.
|
D&D LESSON: NPCs — Non-Player Characters Not
every creature in D&D is an enemy! NPCs (Non-Player Characters) are any character
run by the Dungeon Master — not by a player. NPCs
can be: allies, enemies, neutral parties, quest-givers, or sources of
information. Talking
to NPCs can unlock SECRET INFORMATION and SPECIAL REWARDS. The
Magma Salamander is an NPC. It cannot fight for you, but it can help you... ...if
you help it first. |
The chain is anchored to a lever on the wall. If you pull
that lever, you will release the Salamander — and it promises (in
fire-language) to guide you safely past the iron door.
|
WHAT DO YOU DO? ➤ Pull the lever and free the Salamander. → Turn to Section 30 |
|
SECTION 25 The Chest Trap Triggers! |
You grab the right side of the lid and heave upward.
There is a mechanical CLICK from inside the chest, a brief silence, and then —
FWANG.
A spring-loaded iron bar shoots from the chest's front
face and catches you squarely in the torso. You are knocked backward three
feet, smash into the wall, and crumple to the floor.
The chest sits there. Innocent. Open. Mocking.
|
D&D LESSON: Saving Throws — Your Last Line of Defense When
a trap springs, a monster breathes fire, or magic targets you, you make a SAVING
THROW — a last-chance defense roll! The
trap's SAVE DC was 14 (DEX). You needed to roll d20 + DEX mod and beat 14. If
you PASS: you dodge — take half damage (or none for some effects). If
you FAIL: full damage! The bar dealt 2d6 bludgeoning = 8 damage on average. Zara
took 8 damage. Her remaining HP: 4. She is hurt. Badly. |
|
★ LESSON
LEARNED ★ Zara is too hurt to continue safely.
She retreats up the corridor, back outside the Foundry, and rests — healing
overnight. She lost the chance to claim the chest's treasure: a magic ring
and 40 gold pieces. Tomorrow she will try again. Next time: open the chest
from the LEFT side! Press it gently, check both sides carefully, and never
rush treasure. Turn back to Section 1 to try a different path! |
|
SECTION 26 Smart Chest Opening |
You crouch to the left side of the chest. You can feel
the slight give of a pressure plate on the right edge — yes, it is definitely
there. You grip the left side of the lid carefully, breath held, and ease it
upward.
The lid opens smoothly. No click. No spring. No fwang.
Just the soft golden light of the chest's contents: a leather coin purse (40
gold pieces), a ring of hammered bronze set with a glowing amber stone, and a
folded piece of parchment.
You unfold the parchment. It reads: 'The Master is still
in the Forge. Please. Help him.'
|
D&D LESSON: Magic Items — The Rewards of D&D! Magic
items are one of D&D's greatest joys. They come in five rarities: Common: Minor magical effect, anyone can
use Uncommon: Noticeable power boost, some
restrictions Rare: Significant abilities, often requires
attunement Very Rare / Legendary: Game-changing power
for experienced heroes The
Bronze Ring (RING OF WARMTH — Uncommon): Resistance to cold damage. It
requires ATTUNEMENT — spend a short rest bonding with it to activate its
power! |
You slip the ring onto your finger. It immediately feels
warm — not uncomfortably so, just a steady gentle heat, like holding your hands
near a friendly campfire. You pocket the gold. The note worries you.
|
WHAT DO YOU DO? ➤ Continue deeper into the Foundry — spiral staircase ahead. → Turn to Section 35 |
|
SECTION 27 The D&D Classroom — A Break in the Action |
You pause on a wide stone bench at the landing between
levels and take a short rest. As you catch your breath, you pull out your
adventure journal and review what you have learned so far about the world of
Dungeons & Dragons.
|
D&D LESSON: How a Real D&D Session Works In
a real game of D&D, here is what happens: 1.
Players and DM sit together (or online via apps like Roll20 or Foundry VTT) 2.
The DM describes the world: 'You enter a cave. It smells of old smoke...' 3.
Players say what their characters DO: 'I look for traps near the door.' 4.
The DM calls for a dice roll if the action is uncertain. 5.
Everyone reacts to the result and the story continues! No
board. No video. Just imagination, dice, and friends. That is D&D! |
|
D&D LESSON: The Five Dice of D&D d4
= 4-sided pyramid die (smallest
damage, like a dagger: 1d4) d6
= 6-sided cube die (standard die,
used for many things) d8
= 8-sided die (longswords,
healing potions: 2d4+2) d10
= 10-sided die (great weapons,
Fire Bolt: 1d10) d20
= 20-sided die (THE most
important die — all checks & attacks!) d12
and d100 exist too, but d20 is the heart of the game! |
|
WHAT DO YOU DO? ➤ Rested and ready! Continue deeper into the Foundry. → Turn to Section 35 |
|
SECTION 28 The Rune Door |
The massive iron door bears five rune-slots arranged like
the points of a star. Each slot is empty — a hollow carved into the metal,
waiting for something to fill it. To the right of the door, a bronze plaque
reads:
"Five symbols from the Forge must
be gathered. The worthy pass. The unworthy are tested. The foolish are
taught."
You realize you have been collecting rune fragments as
you traveled — pressed into the wax of the golem's chest seal, carved into the
rat's collar, etched into the inner lid of the iron chest. You extract each one
and press them into their matching star-point slots.
Click. Click. Click. Click. Click.
The door sighs open.
|
D&D LESSON: Puzzles in D&D — Beyond Combat Great
D&D adventures include PUZZLES as well as combat and roleplay. Puzzle
types include: cipher codes, physical puzzles, riddles, environmental
challenges. Puzzles
reward OBSERVATION — the clues were in the rooms you already passed through! This
is called ENVIRONMENTAL STORYTELLING — the dungeon itself tells you things if
you pay attention. Good DMs design dungeons this way on purpose. |
Beyond the rune door, a staircase spirals down into warm
golden light. You can feel the heat increasing with every step. The Forge is
below. The Master is below. Something has to be done.
|
WHAT DO YOU DO? ➤ Descend to the final level — The Master's Sanctum. → Turn to Section 33 ➤ Rest here first and prepare yourself. → Turn to Section 27 |
|
SECTION 29 The Healing Arts — A Quiet Moment |
You have taken some damage on the journey here. This
seems like a good moment to understand how healing works in D&D before you
face the final challenge.
|
D&D LESSON: Healing in D&D There
are several ways to heal in Dungeons & Dragons: HEALING
POTIONS: Drink one as a bonus action. Roll 2d4+2 and restore that many HP. HEALER
CLASS — CLERIC: A spellcaster whose magic focuses on healing and support. SHORT
REST (1 hour): Roll your Hit Die + CON modifier to restore some HP. LONG
REST (8 hours, sleep): Restore ALL HP. Reset most abilities and spell slots. The
Cleric is the party healer. But potions work for solo adventurers too! |
|
D&D LESSON: The Cleric Class — D&D's Healer If
you were a Cleric instead of a Fighter or Wizard, you would have: Channel
Divinity: Call upon your deity for a burst of divine power once per rest. Cure
Wounds (spell): Touch a creature and heal 1d8 + WIS modifier HP. Sacred
Flame (cantrip): Ranged divine attack — bonus, it deals RADIANT damage, which
bypasses many undead resistances. Great against skeletons and zombies! |
You drink a healing potion and feel the warmth of
restored vitality spreading through your limbs. HP restored! You are ready.
|
WHAT DO YOU DO? ➤ Fully rested. Head to the final descent. → Turn to Section 33 |
|
SECTION 30 The Enchanting Floor |
The spiral staircase deposits you onto the Foundry's
second level — the Enchanting Floor. This is where raw magical items were given
their power. The air here feels charged, almost fizzy against your skin, and
the light is a shifting purple that makes everything look like it is
underwater.
A long corridor stretches before you, flanked by tall
black panels covered in glowing silver script. The script is enchantment
formulae — recipes for magic, as dense and intricate as any spell Finn has ever
studied, or any battle strategy Zara has ever memorized.
At the far end of the corridor stands a guardian: a suit
of plate armor eight feet tall, animated by a single blue rune. It is a Rune
Sentinel — and it is blocking the only path forward.
|
D&D LESSON: The Three Pillars of D&D D&D
adventures rest on THREE PILLARS — three types of gameplay: 1.
COMBAT: Fighting monsters using attacks, spells, and tactics. 2.
EXPLORATION: Moving through the world, finding secrets, solving puzzles. 3.
ROLEPLAY: Talking, persuading, deceiving, and forming relationships. The
best D&D adventures blend all three! What is ahead might be solved by
any of the three pillars — choose the one that fits your character. |
The Sentinel speaks in a voice like a hammer on an anvil:
'State your craft. Speak the nature of your work. None pass who cannot name
what they make.'
|
WHAT DO YOU DO? ➤ Answer honestly: describe what your hero does best. → Turn to Section 35 ➤ Attack the Sentinel — show it what you make with your weapon! → Turn to Section 36 |
|
SECTION 31 The Trap Springs! |
You grab the wrong side of the lid. CLICK. The iron bar
catches you hard. You stagger.
|
★ BAD ENDING ★ Hurt from the trap, you must retreat
and rest. Remember: in D&D, a good adventurer always checks for traps
before touching anything suspicious. Try again — and remember to open from
the LEFT! Turn back to Section 1 to try a different path! |
|
SECTION 32 The Chest Opens Safely |
You ease the left side of the lid up. The chest opens
safely. Inside: 40 gold pieces, the Ring of Warmth, and a mysterious note. 'The
Master is still in the Forge. Help him.'
|
WHAT DO YOU DO? ➤ Continue deeper — spiral staircase ahead. → Turn to Section 35 |
|
SECTION 33 The Master's Sanctum |
The final staircase brings you into the most astonishing
room you have ever seen.
The Master's Sanctum is a cavern the size of a sports
stadium, lit entirely by the light of the Great Forge at its center — a
structure as large as a house, burning with every color at once: gold, amber,
violet, white. And embedded in that forge, half-submerged in its fire, is a
figure.
He is small — a gnome, ancient and slight, with wild
white hair that seems to be made partly of smoke. He is still working. Even
now, after three hundred years, his hands move through the fire shaping
something invisible. His name is Virellin Koss. You know this without being
told. The forge knows this. And so does the note you found.
He opens his eyes — which are full of runes, and very,
very tired. He looks at you and says:
"You came. After all this time — someone came."
|
D&D LESSON: The BBEG: Big Bad Evil Guy (Or Not) Most
D&D adventures have a final boss called the BBEG — the Big Bad Evil Guy. But
the BBEG is not always a villain! Sometimes the final challenge is: A tragic figure who needs help, not
fighting A moral dilemma — do you fight, negotiate,
or walk away? A puzzle that only unlocks when you
understand the whole story The
best BBEGs have MOTIVATION — a reason for what they do. Virellin
Koss tried to forge a soul. His soul. He did not mean to trap himself. |
The forge pulses. Koss looks at you with those
rune-filled eyes and says: 'I cannot leave. The Forge owns me now. But you —
you could carry what I made here back to the world. Everything the Compact
created. All the knowledge. All the recipes. In exchange, I ask one thing: tell
them we tried to do something beautiful.'
|
WHAT DO YOU DO? ➤ Fight Koss — defeat the Forge Master and claim the Foundry's
power! → Turn to Section 36 ➤ Agree — promise to carry his knowledge back to your village. → Turn to Section 37 |
|
SECTION 34 What Is the Dungeon Master? |
While thinking about how to handle Virellin Koss, you
realize this adventure has taught you something bigger than dungeon mechanics.
|
D&D LESSON: The Dungeon Master's Role The
DUNGEON MASTER (DM) is the most important person at the D&D table. The
DM: - Creates (or uses) the world, dungeons,
and NPCs - Describes what the players see, hear, and
experience - Controls every monster and NPC - Decides what is possible and what rolls
are required - Keeps the story fun, fair, and exciting
for everyone Being
a DM is creative, challenging, and incredibly rewarding! |
|
D&D LESSON: How to Start Playing D&D Yourself Ready
to play for real? Here is your starter checklist: 1.
Get the FREE D&D Basic Rules at DnDBeyond.com 2.
Buy or borrow a set of polyhedral dice (d4, d6, d8, d10, d12, d20) 3.
Find 2-4 friends. One of you becomes the DM. 4.
The DM reads a starter adventure (Lost Mine of Phandelver is perfect!) 5.
Everyone else creates a Level 1 character using the Basic Rules. 6.
PLAY! There is no wrong way to enjoy D&D. |
|
WHAT DO YOU DO? ➤ Ready to face the Forge Master — return to the Sanctum. → Turn to Section 33 |
|
SECTION 35 The Sentinel Steps Aside |
You stand before the Rune Sentinel and think about its
question: 'State your craft.'
If you are Zara: you take a breath and say — 'I am a
Fighter. I make order out of chaos. I turn fear into courage. I make survival.'
The Sentinel's blue rune blazes white. Then it steps to one side, pivots, and
becomes perfectly still.
If you are Finn: you say — 'I am a Wizard. I make meaning
out of chaos. I turn raw magic into understanding. I make knowledge.' The
Sentinel's blue rune flares and dims. It bows — an actual, honest bow — and
steps aside.
Beyond it, the corridor continues.
|
D&D LESSON: Roleplay: The Third Pillar What
just happened is called ROLEPLAY — speaking and acting as your character. In
D&D, roleplay is as important as fighting or exploring. When
you roleplay your character's personality, voice, and values, it makes the
game come
alive for everyone at the table. Great
roleplayers ask: 'What would my character do HERE, based on who they ARE?' The
Sentinel needed to hear your CHARACTER speak — not just your class name. |
The corridor leads to a staircase. The staircase leads
down. The heat increases with every step. Somewhere below, something great is
waiting.
|
WHAT DO YOU DO? ➤ Descend to the final level — the Master's Sanctum. → Turn to Section 33 ➤ Take a break and review what you have learned first. → Turn to Section 34 |
|
SECTION 36 The Battle with Koss |
You raise your weapon (or your staff). Koss's rune-filled
eyes widen with something between sadness and understanding. The forge flares
brilliant white.
'So be it,' he says. 'The Forge demands a test. Perhaps
that is right.'
The battle is fierce. Koss commands fire and force — he
flings bolts of raw arcane energy from his burning hands, and the Forge around
him amplifies every attack. The walls shake. The ground glows. Your weapons
ring against invisible shields.
But you are skilled, and you are stubborn, and when Koss
drives you back toward the far wall, you find a new angle — a way to strike the
glowing crystal core embedded in the forge's face. The Sorcite Core. The heart
of the whole operation.
You reach it. Strike it. The Core shatters.
The forge exhales. Koss falls from its grip, a very
small, very old gnome landing softly in a pile of cooling ash. He is breathing.
His eyes are clear. The runes are gone.
'Oh,' he says quietly, looking at his hands. 'Oh, I had
forgotten what ordinary felt like.'
|
D&D LESSON: The Boss Fight: Strategy and Weak Points Big
boss fights in D&D often have a TRICK — a special weakness or mechanic. Brute
force alone rarely defeats a boss. Look for: Weak points (the Core here!) Phase changes (the boss gets new powers
when injured) Environmental hazards you can use to your
advantage NPCs or items gathered earlier that help in
the final fight This
is why EXPLORATION matters — everything you learned leads to this moment! |
|
★ GREAT
ENDING ★ The Great Forge dims. Koss is free —
three hundred years of imprisonment undone by one well-aimed blow. He gives
you access to the Foundry's full library of magical schematics. Your village
will have the medicines and tools it needs. Koss himself asks to come with
you, a very old gnome who wants to see what three centuries of change looks
like. You say yes. GREAT ENDING: You fought, you strategized, you won — and
gained a companion! Well done, adventurer. Turn back to Section 1 to try a different path! |
|
SECTION 37 The Promise |
'I promise,' you say. And you mean it.
Virellin Koss smiles — a real smile, full of relief and
warmth and something ancient. He raises one burning hand and something lifts
from the forge around him: a cascade of light — not fire, but pure information,
pure memory, pure knowledge — swirling in the air above you like a galaxy being
born.
It settles into your satchel. Into your spellbook. Into
your very memory. Every formula, every schematic, every magical recipe the
Emberwright Compact ever developed — it is yours now.
'Tell them,' says Koss. His voice is fading, gentle.
'Tell them we made beautiful things here.'
'I will,' you say. 'I promise.'
The forge goes dark and peaceful. The mountain is still.
You walk upward through the cooling corridors, carrying centuries of light in
your bag, toward the surface, toward your village, toward the rest of your
story.
|
D&D LESSON: Moral Choices in D&D D&D
is a game about CHOICES — and the best choices reflect your character's
VALUES. Alignment
is a D&D concept describing a character's moral outlook: LAWFUL GOOD: Honor rules and help people
(classic hero!) CHAOTIC GOOD: Help people but bend rules
when needed (the rebel hero) NEUTRAL: Balanced — neither purely good nor
evil CHAOTIC EVIL: Cause chaos and harm for
personal gain (classic villain!) There
is no wrong alignment — just characters making choices and living with them. |
|
★ GREAT
ENDING ★ You return to your village with more
than anyone hoped for: the complete knowledge of the Magic Foundry. The elder
weeps. The village will be saved — not by war or treasure-taking, but by
wisdom, compassion, and a kept promise. Koss's name will be remembered. GREAT
ENDING: The most powerful thing you had was your word. And you kept it. That
is what a hero is. Turn back to Section 1 to try a different path! |
|
SECTION 38 Victory! |
You emerge from the mountain at midday, squinting in the
bright sunlight. Your pack is heavier than when you went in. Your clothes smell
of forge smoke. One of your eyebrows is slightly singed. But you are standing
up, and you are smiling.
The elder is waiting on the mountain path. She takes one
look at your face and nods.
"You found it," she says.
"I found it," you say. "And a lot
more."
|
★ GOOD
ENDING ★ You made it through the Magic Foundry!
Your village will have what it needs. You gained experience, items, and
knowledge — everything a growing adventurer needs. This is a GOOD ENDING.
There are paths through the book that lead to even better outcomes... can you
find them? Turn back to Section 1 to try a different path! |
|
SECTION 39 Ready to Play D&D! |
Congratulations! You have finished your first Choose Your
Own Adventure journey through the world of Dungeons & Dragons. Along the
way you learned about:
|
D&D LESSON: Everything You Learned — D&D in Review! CLASSES:
Fighter, Wizard, Rogue, Cleric, Ranger and more — each plays differently HIT
POINTS (HP): Your health bar. Reach 0 and you are defeated (unconscious). ARMOR
CLASS (AC): How hard you are to hit. Higher = better defense. d20
CHECKS: Roll a 20-sided die + modifier vs. a Difficulty Class (DC) to
succeed. COMBAT:
Roll to attack (d20 + modifier vs. AC). Hit = roll damage dice. SAVING
THROWS: Roll to resist damage, spells, traps, and hazards. SKILLS:
Stealth, Arcana, Persuasion, Perception, and many more. MAGIC
ITEMS: Potions, rings, weapons — rewards for clever adventuring. ROLEPLAY:
Speaking and acting as your character is half the fun! THE
DM: The storyteller who brings the whole world to life. |
|
D&D LESSON: Start Your Own Adventure — Right Now! Here
is how to play your FIRST REAL game of D&D: FREE
RULES: Download D&D Basic Rules free at DnDBeyond.com STARTER
SET: 'D&D Starter Set: Dragons of Stormwreck Isle' is $14 and has
everything. CHARACTER
CREATION: Use DnDBeyond.com/characters to build your hero for free. FIND
PLAYERS: Ask 2-4 friends. You need one Dungeon Master (brave person needed!). FIRST
SESSION: The DM reads the adventure. Everyone else makes a character. THEN:
Roll dice, make choices, and see what happens. That is D&D! |
Your adventure is just beginning.
Roll for initiative.
|
SECTION 40 For Teachers & Parents — Discussion Guide |
This section is for adults using this book as an
educational resource. The following guide outlines the D&D concepts taught
in each section and suggests discussion questions.
|
D&D LESSON: Concepts by Section S1:
Introduction to D&D, classes, character creation S2-3:
Fighter vs. Wizard — comparing classes, stats, HP, AC S6:
Encounters — combat vs. social solutions S7-8:
Stealth checks, Arcana, ability checks, DCs S9:
How combat rounds work, attack rolls, damage S10:
Social skills — Animal Handling, rewards for non-violence S11:
Disadvantage, stealth in armor S13-14:
Intelligence checks, monster immunities, fire bolt S15:
Looting, exploration rewards S17:
Perception vs. Investigation S18:
Traps, pressure plates, saving throws S21:
Challenge Rating, monster stat blocks S22:
Environmental hazards, dungeon design S24:
NPCs, talking to non-enemies S26:
Magic item rarities, attunement S27:
D&D dice, how a session works S28:
Puzzles, environmental storytelling S29:
Healing, the Cleric class S30:
Three Pillars of D&D (combat, exploration, roleplay) S33:
The BBEG, boss design, moral choices S34:
Role of the Dungeon Master, how to start playing S35:
Roleplay and character voice S36:
Boss fight strategy, weak points S37:
Moral alignment, consequences of choices S39:
Full review, how to start playing for real |
|
D&D LESSON: Discussion Questions 1.
What class would YOU choose — Fighter, Wizard, or another? Why? 2.
The book has multiple endings. Which ending do you think is 'best' and why? 3.
Why might a DM make some enemies immune to certain damage types? 4.
How is D&D similar to and different from video games you have played? 5.
What skills from real life might make someone a great Dungeon Master? 6.
Virellin Koss made a terrible mistake trying to forge a soul. Do you feel sympathy for him? Does a good intention
excuse a harmful result? 7.
The book shows fighting AND non-violent paths. When is each better? |
|
D&D LESSON: Branch Map — Complete Path Guide SECTION
1 --> Choose: Section 2 (Fighter)
or Section 3 (Wizard) SECTION
2 --> Choose: Section 6 (door) or
Section 7 (passage) SECTION
3 --> Choose: Section 6 (door) or
Section 8 (runes) SECTION
6 --> Choose: Section 9 (fight rat)
or Section 10 (befriend) SECTION
7 --> Choose: Section 11 (sneak) or
back to Section 6 SECTION
8 --> Choose: Section 13 (sleep
rune) or Section 14 (fire bolt-BAD) SECTION
9 --> Choose: Section 15 (search)
or Section 16 (flee-BAD) SECTION
10 --> Section 17 | SECTION 11 --> Section 18 SECTION
13 --> Section 18 | SECTION 15 --> Section 22 SECTION
17 --> Section 22 | SECTION 18 --> Section 26 (good) or 25
(BAD) SECTION
22 --> Section 30 or Section 24
| SECTION 24 --> Section 30 SECTION
26 --> Section 35 | SECTION 30 --> Section 35 or 36 SECTION
35 --> Section 33 or 34 | SECTION 33 --> Section 36 or 37 SECTION
36 --> GREAT ENDING | SECTION 37 --> GREAT ENDING SECTION
38-39 --> Good/Great Endings | S12,14,16,19,23,25,31 --> BAD ENDS |













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