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White Box Adventures The Wererat's Well

The Wererat's Well is a dungeon crawling adventure for 1st to 3rd level characters in the Swords & Wizardry: White Box system, where players investigate a well believed to be the source of a plague affecting the village of Willowford. The adventure includes various locations, encounters with wererats, and a rich backdrop of village life and NPCs, including Mayor Daran and Father Arden. This module is part of a trilogy and emphasizes caution as it is designed to be deadly for unprepared players.

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0% found this document useful (0 votes)
55 views18 pages

White Box Adventures The Wererat's Well

The Wererat's Well is a dungeon crawling adventure for 1st to 3rd level characters in the Swords & Wizardry: White Box system, where players investigate a well believed to be the source of a plague affecting the village of Willowford. The adventure includes various locations, encounters with wererats, and a rich backdrop of village life and NPCs, including Mayor Daran and Father Arden. This module is part of a trilogy and emphasizes caution as it is designed to be deadly for unprepared players.

Uploaded by

Anonymous FU8Jqi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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White Box Adventures

The Wererat's Well


An Adventure for between six and eight
characters of 1st to 3rd level

Written by
James M. Spahn

Art by
Bradley K. McDevitt

Cartography by
Matt Jackson

Published by

Swords & Wizardry, S&W, WhiteBox, and Mythmere Games are the
trademarks of Matthew J. Finch. Barrel Rider Games is not affiliated
with Matthew J. Finch or Mythmere Games™. This product is
compatible with the rules of Swords & Wizardry: WhiteBox.
Introduction
The Wererat's Well is an dungeon crawling adventure for six to
eight Swords & Wizardry White Box characters between 1st and 3rd level.
The player characters have been hired by the mayor of Willowford
discover and snuff out the source of a plague which has been ravaging
the local populous. The mayor, after consulting with the local priest, has
determined that the source of the disease is the water source of the
town: the well. The town constable recently died of the plague and the
townsfolk are paralyzed with fear. Thus the player characters have been
hired to investigate the well and save the town.

Preparing for the Adventure


The referee is encouraged to read over this adventure before
running it. The Wererat's Well draws on material found in Swords &
Wizardry White Box along with the addition of a few new monsters
detailed on page 17. Players should have their characters prepared.
However, The Wererat's Well is deadly module, and the referee should
encourage players to be cautious and think about their actions before
charging in blindly.

In addition to the dungeon itself, a few details are provided on


the village of Willowford. These include information on Mayor Darran,
the high priest Arden of the Silver Light, and the local watering hole –
The Frothing Mug.

The Wererat's Well is the first chapter in a trilogy of loosely


connected adventures that also includes The Wizard's Tower and The
Dragon's Hoard. The village of Willowford serves as a staging ground
for all three adventures and the village will be given an in depth write-
up in White Box Omnibus.

Each location in the dungeon is given a description which is


highlighted in gray boxed text. Details on each encounter includes
abbreviated non-player character statistics, treasure, and other surprises.
The Village of Willowford
Willford is a small village nestled in idyllic rolling hills
surrounded by light woodlands that eventually give way towering
mountains to the north. Most local citizens are fishermen or farmers.
The village is only devoid of demihumans. The only prominent one
runs the local tavern, The Frothing Flagon. Mayor Daran serves as the
village's leader and Father Arden of the Silver Light is spiritual council
for the citizenry. Until recently the village constable was a the Baldas,
who died a few weeks ago of the plague that now holds Willford in its
grip.

Mayor Daran: Daran is a proud man in his mid-40s with salt and
pepper hair and a stout frame. He is firm, but fair, with the locals and
well-liked. He has offered a reward of 500 gold pieces to anyone who
can stop the plague troubling Willowford, which is what has drawn the
player characters to the village. He is barely educated, only able to read
and write. He, like Father Arden, believes the source of the plague is the
village's water source – the well on the north end of town. Mayor Daran
is neutral in alignment and has statistics identical to a Human Soldier as
found in Swords & Wizardry White Box.

Drusk: This surly dwarf is the owner/operator of the Frothing Flagon,


the finest tavern and inn in Willowford. Drusk is a no nonsense
businessman. He demands all weapons (except daggers) be peace-
bonded when entering his establishment and will not negotiate prices
for food or lodging. The occasional brawl doesn't bother him, but as
soon as steel is drawn Drusk goes for his axe. A meal at the Frothing
Flagon costs seven copper pieces, which includes beer, ale or wine. A
night's lodging costs 9 silver pieces for a room, 3 silver to sleep in the
common room, or 5 copper pieces to sleep in the stable. Drusk is a level
one dwarf and he keeps a battle axe under the bar if things get rough in
the Flagon.

Father Arden: Father Arden is a young priest of the Silver Light. The
Church assigned him the small parish in Willowford after the previous
priest died of old age. Arden has only been here a few years and is a bit
overwhelmed by the problem at hand. In spite of his doubts, his keen
mind and dedication have lead him to discover the source of the plague
has come from the town's well. Father Arden is a second-level cleric of
Lawful alignment. He will aid the party with his meager magic, but will
not accompany them on their adventure. Silver is holy metal to those of
the Silver Light faith and Father Arden will sell silver weapons to the
party at the following prices.

Weapon Cost
Arrow, Silver (10) 10 gp
Bolt, Silver (10) 10 gp
Dagger, Silver 20 gp
Holy Symbol, Silver 25gp
Long Sword, Silver 30 gp
Short Sword, Silver 25 gp
Sling Stones, Silver (10) 10 gp

Other Townsfolk: The referee is encouraged to add other locals to


Willowford to suit their own game. Most of the folks who live here are
simple farmers, lumberers, and fisherman. Most are in their own homes
by nightfall and sleep with their doors barred or locked. The town is
protected by half a dozen human men-at-arms as shown in the Swords
& Wizardry White Box rules. They are summoned in the event that
anyone is caught in the act of assault, thievery, and other worse crimes.

There is a general store in town, which has a 75% chance to


have any item for sale found in the Swords & Wizardry White Box rule
book. All items are sold at 110% of listed cost.
Map of the Wererat's Well

Random Encounters in the Wererat's Well: There are no wandering


monsters in this dungeon. However, if the player characters foolishly
decide to camp overnight there is a 75% chance that they will encounter
a party of 1d3+1 wererats patrolling the passages.
The Wererat's Well
The locations on the map on page six are detailed below. Also
included is the well itself as the characters approach it before
descending into the dungeon itself.

Location 0: The Willowford Well (not shown)


Willowford's well is located on the northern edge of town and is
protected by a small wooden shack that has seen better days. Its stones
are built to about three feet high and a wooden bucket is secured to an
oak arch above the opening and dangles from an old, slightly tattered
rope that is spun about it and can be lowered by a rusty hand crank.

It is forty feet to the bottom of the well. How the player


characters choose to descend into the well is up to them. Ropes with
hooks can be secured to the stone well itself and begin repelling down
without much trouble. If the party attempts to climb down using the
rope and bucket of the well, they run the risk of a dangerous fall. If
more than thirty pounds of weight are put on the rope it snaps and any
characters who are using it fall to the bottom of the well, suffering 4d6
points of damage in the process.

Location 1: Bottom of the Well


The great oblong pool that serves as a water source for the
village of Willowford runs thirty feet in length and is easily ten feet
across. Its cold, still waters rise to your waist and are set into a plateau
of mud and stone that surrounds it on all sides in the center of a huge
underground hollow.

The water here has recently been infested with four rot worms.
Characters who fall from Location 0: The Willowford Well and survive
are immediately attacked by 1d4 of these parasites. The rot worms are
difficult to see in the water, and surprise anyone who stays in the water
for more than one round on a 1-4 on 1d6. Characters who search
through the water for treasure discover some minor treasure, but are
certain to draw the attention of the rot worms if they haven't already.
It is a ten foot climb from the plateau and pool of water to
Location 2: The Great Chamber.
Rot Worms (4, hp 4, 2, 2, 1): AC 8 [11], HD: 1-1, Atk: 1d6-3
(bite), Sp: Infect, Mv: 3 (swim 12), HDE/XP: < 1/10.
Treasure: Silver ring (15 gp), 2 gp, 17 sp, 43 cp.
Location 2: The Great Chamber
This vast cavern is bound by walls of stone and earth. A rocky
cliff on the north wall is split by a wide, dark fissure. A wide hall opens
along the western wall, splitting off in two different directions and a
simple stairwell of stone peaks out of the eastern side of the cave.

The chamber itself is devoid of monsters, save for one wererat.


This lone slinker is in rat form when the players begin exploring the
location and immediately scurries away to Location 12: The Hall of the
Rat God to inform his allies of intruders.
There is a small nook in the northern part of the room the
wererats have been using as a toilet. It is filled with a massive pile of rat
excrement.
Characters who make an effort to listen for noises in the
chamber have a 1-2 on 1d6 chance of hearing a low, painful moaning
coming from the south eastern corner of the chamber. This is coming
from the human trapped in Location 3a: The Cell.
Wererat:AC 6 [13], HD: 3, Atk: 1d6 (weapon), Sp: Control rats,
lycanthropy, Mv: 12, HDE/XP: 4/120.
Treasure: 32 gp, 89 cp.

Location 3: The Writhing Room


There is a narrow-faced man with greasy hair slinking in the
corner of this room. He sits on a wooden crate in the northern corner of
the room and has a made a small cook fire where he appears to have
some kind of meat set upon a spit. It smells vaguely of pork. The far
corners of the room are filled with stone and scattered detritus, while
you can hear scratching and pounding against the door to the south, as if
someone or something is clamoring to get free.

The narrow-faced man introduces himself as “Gren,” and tells


the player characters that he is a native of Willowford who is living in
the caves and scrounging a living by catching and eating rats and other
scavengers. In truth, Gren is a wererat and the meat he is cooking is
human flesh. He is watching over a newly bitten victim who is due to
go through their first change any day. Until then, Gren keeps watch over
the poor wretch and feeds them cooked human flesh once per day.
Gren will tell the characters that a terrible beast is kept behind
the door and he is fearful to open it. He welcomes the party to
investigate. If they turn their back on him, he transforms into his man-
rat form and attacks for one round before fleeing to Location 13: The
Throne Room to carry news of the intruders to the Rat King. He leaves
behind the prisoner's gear when fleeing, which is meager.
Wererat (hp 7): AC 6 [13], HD: 3, Atk: 1d6 (weapon), Sp:
Control rats, lycanthropy, Mv: 12, HDE/XP: 4/120.
Treasure: Long sword, dagger, shield, 22 silver pieces, 50' of
rope, 2 torches, flint and steel, amethyst gem (12 gp), Scroll of Cure
Wounds I.

Location 3a: The Cell


This small square room serves as the prison of a young woman
who is dressed in tattered leather armor and has a desparate look in her
eyes. As light fills the room from your torches and lamps, she cowers
and begins to plead for freedom.

The woman is Freyla, a tomb robber who began to explore the


well after hearing rumors of hidden wealth from a local patron at the
Frothing Flagon. She was bit by Gren within a few hours of
investigation and has been inflicted with lycanthropy – though she does
not yet know it. She will offer to join the party for an equal share of the
treasure. She is true and honest for the first 4d6 hours with the party,
after which her first transformation occurs and she immediately
becomes an evil wererat loyal to the others who dwell in the cave.
Frelya (Wererat) (hp 9): AC 6 [13], HD: 3, Atk: 1d6 (weapon),
Sp: Control Rats, lycanthropy, Mv: 12, HDE/XP: 4/120.
Treasure: None.

Location 4: The Alcove


A set of crude stairs rise a few feet into what appears to have be
a hollow in the stone. The ceiling dips low, barely fifteen feet high and
the interior is draped in darkness. The chamber has the damp, putrid
smell of rotting meat and the darkness is only broken by the occasional
flicker of red light.

The far end of the dark hollow is filled with bones and corpses
that are in a state of decay. Four giant fire beetles nest here, feeding on
the carrion. They approach and attack any who disturb the bones.
Unknown to the wererats there is a trap door against the wall of this
chamber that opens up into a vast cavern which ends in a cliff that drops
30 feet into Location 20: The High Landing.
Beetle, Giant Fire (4, hp 4, 5, 5, 7): AC 4 [15], HD: 1+3, Atk:
1d6 (bite), Mv: 12, HDE/XP: 1/15.
Treasure: 87 gp, 124 cp, Boots of Elven Kind
Location 4a: The Tunnel
This long tunnel descends down ten feet and is dark, dank and smells of
mold.

This tunnel runs beneath Location 16 before opening into Location 18.
There are no monsters, though combat is difficult and the characters
will need to march single file when going beneath Location 16.

Location 5: The North-Eastern Hall


The fissure opens into a broad chamber with an some ascending
stairs. The chamber splits, going both east and west with a third, smaller
passage in the northern wall. The sound of gently lapping water can be
heard to the west.

This room is empty.

Location 6: Underground Pond


A small pool of water is nestled in the chamber. Its water is
surprisingly clear.

The water is perfectly safe and quite potable. There are no


monsters or traps.

Location 7: Hidden Exit


The hall opens to a larger chamber. There walls are damp and
long vines run along the southern wall.

This chamber actually contains a secret exit that can be


discovered on a 1 (or 1-2 for elves, dwarves and halflings) on 1d6. The
wererats have dug a narrow hole in the the southern wall that leads up
to a hollowed tree stump that can be moved away. This is how they
enter and exit the cavern. There is a 65% chance that a wererat will be
here, guarding the exit. If present, he will be hidden in the vines and
attack when the players approach. He is stealthy and surprises
opponents on a 1-5 on 1d6.
Wererat: AC 6 [13], HD: 3, Atk: 1d6 (weapon), Sp: Control
rats, lycanthropy, Mv: 12, HDE/XP: 4/120.
Treasure: 12 gp.

Location 8: The Garbage Pit


The stairs wind slowly upward and come to a landing before
continuing their ascent. There is a bubbling noise and a foul odor
coming from the darkness below and the pit itself descends beyond the
light of your torches and lanterns.

The pit serves as a garbage disposal for the wererats. It goes


down sixty feet, and a gelatinous cube makes its lair in the bottom. It
fills the entire pit floor and any who climb down will be attacked. Once
slain, the party can recover the valuables from the remains of the slain
intruders who died here.
Gelatinous Cube (hp 22): 8 [11], HD: 4, Atk: 1d6 (strike), Sp:
Paralyzing strike (save or be stunned for 1 hour), Mv: 6, HDE/XP:
5/240.
Treasure: Rusted weapons and armor (useless), 122 gp,
diamond (735 gp), sapphire (625 gp).

Location 9: Torture Chamber


This room is one out of nightmare. Long tables are decorated
with manacles and chains and a rusted iron maiden is sitting in the far
corner. A sallow-faced humanoid and a rat-like humanoid are sitting on
opposite sides of one of these tables, casually playing cards. They stand
and draw wicked blades from their belt as you enter.

This room can only be entered via a secret door which can be
discovered on a 1-2 on 1d6, but opening the door makes enough noise
to alert the wererats present. They attack as soon as the characters enter.
The door to the west is trapped with a poison needle. When the door is
opened the need fires. The target must make a saving throw or become
inflicted with lycantropy. In 1d6 turns they will be transform into a
wererat if the saving throw is failed.
Wererats (2, hp 10, 8): AC 6 [13], HD: 3, Atk: 1d6 (weapon),
Sp: control Rats, lycanthropy, Mv: 12, HDE/XP: 4/120.
Treasure: 132 gp, 45 cp, Potion of Healing, Sling+1

Location 10: The Great Hall


This long chamber is held up by crude stone columns and at its
center is a great table which is covered with maps, markers and a few
small hand weapons. A pair of large black rats are gnawing at a human
bone which serves as a paper weight. Three wererats, plague-ridden rats
somehow stretched into humanoid forms are around the table and
chittering in their own language. Beside them is a goblin clad in leather
armor.

The wererats, goblin and rats attack as soon as the party enters.
The maps are crude drawings of Willowford and the surrounding area.
If the goblin is not slain outright, he flees after suffering a single point
of damage. The goblin is a messenger for an evil wizard who has bound
the wererats to his service – see White Box Adventures: The Wizard's
Tower for more information – and will attempt to escape to his master at
the first opportunity. The goblin carries a letter from his master and a
crude map that can be used to locate the tower. If the battle appears to
be going against the wererats, one of them will flee to Location 13: The
Throne Room to alert the Rat King that intruders have found their lair.
Giant Rats (2, hp 3, 2): AC: 7 [12], HD: 1-1, Atk: 1d6 (bite),
Sp: 5% are diseased, Mv: 12, HDE: < 1/10.
Goblin (hp 3): AC: 6 [13], HD: 1-1, Atk: 1d6 (weapon), Sp: -1
“to hit” in sunlight, Mv: 9, HDE/XP: < 1/10.
Wererats (3, hp 14, 10, 8): AC 6 [13], HD: 3, Atk: 1d6
(weapon), Sp: Control rats, lycanthropy, Mv: 12, HDE/XP: 4/120.
Treasure: 189 gp, 32 sp, 539 cp, garnet (200 gp).

Location 11: The Reflecting Pool


An unnatural cold fills this room in spite of the many large
candles whose flames ring a massive pool of still black water here. The
pool itself is reminiscent of a cloudless midnight sky.

This magical spring serves as a two way communication device


between the wererats and their wizard master. As long as the candles
remain lit anyone who approaches it immediately sees the image of a
wizard's laboratory in the still waters. If any of the candles are blown
out, the image immediately disappears and relighting the candles does
not restore communication. Characters who drink from the pool must
make a saving throw or immediately begin to go insane. The details of
insanity are left to the referee. If a character is foolish enough to touch
or immerse themselves in the water they are immediately sucked into its
depths and reappear in the infinity of the Astral Plane. They are lost
forever.
If the characters gaze into the pool for one turn they see a robed
figure, face hidden in shadow, approach the pool and across its magical
divide at them. He immediately begins a magical incantation which
ends the pool's communicative abilities.

Location 12: Hall of the Rat God


The walls of this large stone-walled room are painted in blood
with terrible imagery. Giant rats consuming live humans are depicted on
a massive scale, some being eaten whole. A great bonfire painted in
sickening red shows human-rat hybrid creatures dancing around a fire
fueled by burning corpses. Two rat-headed humanoids dressed in black
shrouds are standing on the far side of the room, flanking the western
exit. They cold wickedly curved blades in their hand and approach
menacingly towards you.

The mural is a dedication to the unholy god of wererats and


empowers the Rat King's bodyguards who reside here. Any wererats in
this room receive a +1 bonus to all attack, damage and saving throw
rolls. They are immune to fear and will fight until slain. If the sounds of
combat are heard, the Rat King in Location 13: The Throne Room
prepares for battle by making use of the treasures he carries.
Wererats (2, hp 13, 14): AC 6 [13], HD: 3, Atk: 1d6 (weapon),
Sp: Control rats, lycanthropy, Mv: 12, HDE/XP: 4/120.

Location 13: The Throne Room


This chamber is empty save for a throne made soley of human
bones. Upon it sits a great and terrible wererat, easily seven feet in
height and clutching a pitted long sword. He stands as you approach.
His red eyes twinkle and his whiskers twitch in anticipation.

If the Rat King knows the party is coming, he will make use of
his Pipes of the Sewer and fill the throne room with giant rats before
retreating to Location 14: The King's Chamber. Once there he will drink
his Potion of Invisibility and wait to ambush the party. Should the party
attempt to parlay with the Rat King, he will offer to turn them into
wererats if they will serve him. If they turn his “offer” down, he will
attempt to slay them.
Rat King (hp 18): AC 5 [14], HD: 3, Atk: 1d6 (weapon), Sp:
Control Rats, lycanthropy, Mv: 12, HDE/XP: 5/240.
Treasure: Long sword+1, Ring of Protection +1, Pipes of the
Sewer, Potion of Invisibility, gold and ruby ring (543 gp), 85 gp.

Location 14: The King's Chamber


A stone floor has been set in this chamber. A large bed has been
set in the far corner with a heavy oak chest at its foot. The southern wall
is dominated by a beautiful, if faded, tapestry depicting the village of
Willowford.

The Rat King's personal chambers are simple, but fine. He


sleeps in a fine (but flea infested) bed and keeps his valuables in a
trapped oak chest. Any attempt to open the chest triggers a trap which
fills the room with a poison gas. Characters in the room who fail their
saving throw fall to the ground and immediately choke to death. Inside
they find 850 gold pieces, 1232 silver pieces, 439 copper pieces, a
Potion of Cure Disease, scrolls of Protection from Chaos and Wizard
Lock, and a Bag of Holding. A mundane item includes the Rat King's
journal which shows that the Rat King himself has infected the town of
Willowford with the mysterious plague and that it is incurable as long
as the Rat King lives. He is doing so at the bidding of an evil nameless
wizard with whom he has entered a reluctant alliance.

Location 15: The Portcullis


The chamber opens up to reveal an old portcullis has been set
against the western wall. A large armadillo-like creature with long
antennae and a beak appears to actually be eating away at the metal. As
you approach it turns and slowly approaches you and your companions.

This is a wandering rust monster, drawn to the player characters


as they enter the chamber by their metal gear. It will attempt to eat the
equipment of the most metal-clad party member.
Rust Monster (hp 19): AC: 3 [16], Atk: Special (no damage),
Sp: Rust Touch see page 17), Mv: 12, HDE/XP: 4/240.
Treasure: None.

Location 16: The Resting Wren


The floor of this room is covered with tattered, dirty mats of
cloth and straw. They may have once been bedrolls or sleeping mats at
some point, but have long since been ruined.

This is the sleeping chamber of the wererats who dwell here.


There is only one wererat currently present, though he is in rat form.
Four giant rats are also hiding amongst the bedrolls. They are likely to
surprise the party, with a 1-3 chance on 1d6. They attack any non-
wererat who enters the chamber.
Giant Rat (4, hp 4, 3, 2, 2): AC: 7 [12], HD: 1-1, Atk: 1d6
(bite), Sp: 5% are diseased, Mv: 12, HDE: < 1/10.
Wererat:AC 6 [13], HD: 3, Atk: 1d6 (weapon), Sp: Control rats,
lycanthropy, Mv: 12, HDE/XP: 4/120.
Treasure: 156 gp, 26 sp, Mace+1, Leather Armor+1, Scroll of
Bless.
Location 17: The Birthing Chamber
The withering floor of this crude, hollow chamber is a mystery
to you. It is only when the light of your torches and lanterns fills the
room that you see the chamber floor is covered by tiny, hairless rats.
They writhe and twist, their shrill screams filling the room as they
awaken in the light.

This chamber is where natural wererats are left to nest. They do


not attack the party because they are too young to be aggressive.
However, should any member of the party enter they will be bitten 2d4
times each round they are in it. Each bite is small and does not inflict
damage, but requires a saving throw or the character will be inflicted
with lycanthropy.

Location 18: The Common Area/Storage


Pressed against walls of this cavern are lined with barrels,
crates, and all manner of supplies. Where wine casks, storage chests, or
burlap sacks, this appears to be some kind of storage chamber. There is
a large table in the center of the room with crockery, dice and iron
flatware strewn haphazardly about. Two thin-faced men dressed in
ragged clothing are arguing at the table while a third is kneeling before
a stone door on the southern wall, clearly trying to pick the lock. When
they take note of you, they draw cudgels and daggers and advance.

One of these men is a wererat, while the other two are nefarious
locals from Willowford who have allied with the wererats. If the
wererat is slain, the other two will surrender and attempt to barter their
lives in return for information about the Rat King. They tell the party
that he has orchestrated the plague and that he's both the most powerful
wererat and the leader.
Wererat (hp 9): AC 6 [13], HD: 3, Atk: 1d6 (weapon), Sp:
Control rats, lycanthropy, Mv: 12, HDE/XP: 4/120.
Bandits (hp 4, 3): AC 7 [12], HD 1, Atk: 1d6 (weapon), Mv: 12,
HDE/XP: 1/15.
Treasure: 54 gp, emerald (200 gp), Dagger+1.

Location 19: The Forgotten Tomb


The door of this chamber is ancient stone and has the image of
a star set upon its center, inlaid in silver. There is a small handle, also
crafted of silver. The door appears and its markings appear undaunted
by time or wear.
The door can only be opened by a cleric of the Silver Light
other lawful cleric. Inside the characters find the entombed body of a
knight who has long since become little more than bones and dust. All
that remains are his weapons, armor and holy symbol – all of which are
powerful artifacts of the Church of Silver Light. Characters who are
chaotic in alignment who attempt to take these treasures summon the
angry spirit of the knight, who attack as a wight and cannot be turned.
Wight (hp 12): AC 5 [14], HD 3; Atk: 1 level (claw), Sp: level
drain, Mv: 9, HDE: 5/240.
Treasure: Silver Chain Mail+1, Silver Long Sword +1, +4 vs.
Lycanthropes, Silver Holy Symbol.

Location 20: The High Landing


This vast, flat chamber is nearly featureless and silent. The only
objects of note are the bones scattered about the room in half a dozen
small piles. A long cliff drops fifty feet straight down on it's western
side.

The bones are that of three adventurers who once attempted to


explore the cavern in the early days of Willowford. What slew them is
unknown and has long since departed the area. If disturbed they rise as
skeletons and attack.
Skeleton: AC 8 [11], HD: 1, Atk: 1d6 (weapon), Mv: 12,
HDE/XP: 1/15.
Treasure: 224 sp, Wand of Light (12 charges).

Aftermath and Further Adventures


If the party returns to Willowford after successfully defeating
the Rat King and his servants the plague soon subsides. They are
heralded as heroes by the locals. They are rewarded by the mayor with a
payment of 500 gold pieces. However, both the Mayor and Father
Arden are concerned if they hear news of the wererat's mysterious
master – an unknown wizard and humbly request that the party
investigate this matter further. Father Arden knows that there was once
a wizard who dwelt in a keep several miles from the village, though he
had believed until this news that the tower was abandoned.
Referees are encouraged to develop both Willowford and this
adventure hook to suit their campaign or make use of White Box
Adventures: The Wizard's Tower to continue their campaign.
New Monsters
Rot Worm
Armor Class: 8 [11]
Hit Dice: 1-1
Attacks: Bite [1d6-3]
Special: Infect
Move: 3 (12 while swimming)
HDE/XP: < 1/10
These large, slimy worms seek to attach themselves to a host. When
they make a successful attack they burrow under the skin they attempt
to bore their way to the target's heart and devour it. Targets have 1d4
rounds from the time of a successful attack before the rot worm reaches
their heart.

Rust Monster
Armor Class: 3 [16]
Hit Dice: 4
Attacks: See Below
Special: Rust Touch
Move: 12
HDE/XP: 4/240

These armadillo-like creatures appear to have plated hides of yellow or


brown and two large, feathery antennae as well as a long beak. They
feed on metal, which rusts at the touch of their antennae. When they
succeed in an attack the rust monster strikes at a metal weapon, armor,
or shield and his touch immediately causes that object to crumble to
rust. A character wearing or wielding a magical item may make a saving
throw to avoid this effect.
DESIGNATION OF PRODUCT IDENTITY
Barrel Rider Games™ is copyright 2012, James M. Spahn. The Barrel Rider Games™ logo is copyright 2012, James M. Spahn.
Art is copyright 2006, Bradley K. McDevitt. Used with permission. Map is copyright Matt Jackson 2014 ©, used with permission.

COPYRIGHT NOTICE
The introduction and flavor or descriptive text in this product is Copyright of Barrel Rider Games © 2015 and is not open content.

DESGNATION OF OPEN CONTENT


All rules, charts, and house rules are open content.

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All
Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;
(b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell,
broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the
methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement
over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work
covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity.
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"Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of
Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may
only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms
may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be
applied to any Open Game Content distributed using this License.
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt,
based on original material by E. Gary Gygax and Dave Arneson.
Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 2008-2011 Matthew J. Finch.

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