White Box Adventures The Wererat's Well
White Box Adventures The Wererat's Well
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.
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.
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
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 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.
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
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).
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.
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.
Rust Monster
Armor Class: 3 [16]
Hit Dice: 4
Attacks: See Below
Special: Rust Touch
Move: 12
HDE/XP: 4/240
COPYRIGHT NOTICE
The introduction and flavor or descriptive text in this product is Copyright of Barrel Rider Games © 2015 and is not open content.