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Castle Adventure

1
You are dastardly Sir Dylan and you have been locked in this
dungeon for five long years, eating rats and drinking the dirty
water that runs down the walls.
But one day you find a loose stone in the wall. You push on the
stone and hear a loud noise. Its the sound of a stone door opening
slowly. You have found a secret passage out of the dungeon!
Carefully you walk into the tunnel. Its dark and you cant see
very much, but you walk slowly along it and, about 10 metres to
the North, you find a large room.
Go to 5

Castle Adventure
2
You walk carefully down the passage to the East. Its dark and
smells really bad. There is something moving on the floor and you
can feel a spider tickling your neck. Its very scary!
After fifteen metres, you find a small round room. In the middle
is a very ugly monster - half dog* half dragon. Its a dradog!
Behind the angry dragog is a rope.
If you want to go back, go to 5
If you want to try to fight the dradog, go to 14
If you want to try to take the rope then roll 2 dice:
Get 2 - 7, go to 9
Get 8 - 12, go to 11

Castle Adventure
3
The key fits into the metal door perfectly. You unlock the door and
open it. Behind the door, a big dark passageway leads North.
Carefully you start walking that way.
Its very quiet in here. Your heart sounds loud like a drum and you
are breathing quickly.
After about 10 metres, there is an intersection. Will you turn left
or right?
To turn left, go to 13
To turn right, go to 7

Castle Adventure
4

Theres a flash of light* a bang* and a bad smell like an old toilet.
Oh no! When you open your eyes* youre back in the dungeon
again.
Go to 1

Castle Adventure
5
You are in a large square room with a big statue of teacher Max in
the centre. Hes very handsome!
There are three passages leading out of this room. To the South is
the dungeon - you dont want to go that way! There are other
passages to the East and West.
In the middle of the North wall is a big metal door.
If you want to go East, go to 2
If you want to go West, go to 8
If you want to try to open the metal door, go to 10

Castle Adventure
6
The evil dradog laughs at you and moves the rope away.
Ha ha! it says* Grr!
What will you do?
If you want to go back, go to 5
If you want to try to fight the dradog, go to 14
If you want to try again to take the rope then roll 2 dice:
Get 2 - 7, go to 11
Get 8 - 12, go to 9

Castle Adventure
7
You walk about 5 metres and reach a small room with a magic
silver door in the middle.
Will you go through the door?
If yes, go to 15
If no then go back to the intersection and try the other way,
go to 13

Castle Adventure
8
You walk West down a nice clean passageway for about 20
metres. It smells of flowers here. You turn a corner to the left and
walk south for about 5 metres.
Suddenly you get to a big hole. There are dangerous metal spikes
in the bottom, and some bones too.
If you want to go back, go to 5
If you have a rope then add (+) the number on the rope to the
number of this place ( 8 ) and go to the number you get.

Castle Adventure
9
The evil dradog is too quick for you and jumps on the rope so you
cant get it.
Grr! it says.
Its very scary. What do you do?
If you want to run away, go to 5
If you want to try again then roll 2 dice:
2 - 7 go to 6
8 - 12 go to 11

Castle Adventure
10
The metal door is very big, very heavy and very locked!
Do you have a small golden key?
If you do then go to the number on the key
If you dont then go and look for one. Go back to 5

Castle Adventure
11
Yes! You got the rope. Well done.
It has the number 4 written on it in big red writing.
The dradogs really angry now.
Grr! he says* Grr! Ruff!
Hes going to try to bite your head off.
If you want to stay and fight, go to 14
If you want to run away, go to 5

Castle Adventure
12
Well done! The rope works really well and you swing over the big
hole. You walk a bit further down the passageway, which turns
to the right.
Its a dead end! Theres nowhere to go! But then you see a golden
key on the floor. Its got a number 3 printed on it.
You pick up the key and go back.
Go to 5

Castle Adventure
13
You walk about 5 metres and reach a small room with a magic
silver door in the middle.
Will you go through the door?
If yes, go to 4
If no then go back to the intersection and try the other way,
go to 7

Castle Adventure
14
Oh no! You die! Try the
adventure again by
going back to number 1
and be more careful this
time!

Castle Adventure
15
Whoo hoo! You have
escaped from the dungeon
and you can go home again.
Congratulations! You have
won the Castle adventure.

statue
spikes

chains

passageway

rats

dungeon

skeleton

rope

sword

Castle Adventure Map


Draw a map of your adventure.

secret passageway
dungeon

Teachers Notes
Before the class:

Put up pp.2-15 around the teaching centre and mark each number
clearly on a map.
Print one copy of the map, p.1 and p.17 for each team

In class:

Put the students into teams and tell them they are going to play a
game called* castle adventure. Ask them to predict what kinds of
things they will find in the game. Give them one or two examples,
and then a time limit to come up with 10 more per team.
Feedback to board. Check meaning and drill pron.
Hand out copies of p.16. Match words to pictures. How many did
they predict? Check meaning and drill pron.
Show the students the map of the teaching centre on the board.
Elicit what it is. Ask how many numbers are marked. Ask them
where they think no.1 is.
Show them a copy of p.17 and say* draw the map. Let each team
choose a cartographer. Elicit If you have no map* can you win? (No)
Show the class p.1 (but close up not so they can read it) and say* This
is number 1. Is number 2 next?
When they say* Yes! shake head and say* read number 1.
Distribute copies of p.1, p.17 and the map to each group face down.
When every group has a copy* say* Turn over and read.
Before they leave* make sure theyre on their way to number 5.

As follow-up

Check the maps are correct, elicit the numbers on the rope and the key,
etc.
Ask them if they enjoyed doing it.
It goes without saying that they now design and write their own
adventure game books.

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