White Box Omnibus Swords Wizardry

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    White Box OmnibusPlayer & Referee Options

    for use with Swords & Wizardry WhiteBox

    Written byJames M. Spahn

    Art byLuigi Castellani

    Jeff FreelsDyson Logos

    William McAuslandBradley . McDe!itt

    Cartography byMatt Jac"sonDyson Logos

    Published by

    S#ords $ Wi%ardry& S$W& WhiteBo'& and Mythmere (ames are thetrademar"s of Matthe# J. Finch. Barrel )ider (ames is not affiliated #ithMatthe# J. Finch or Mythmere (ames*. +his product is compati,le #ith therules of S#ords $ Wi%ardry- WhiteBo'.

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    IntroductionWho/d ha!e thought such a simple little game as Swords & Wizardry

    WhiteBox could lead to so much fun0 ot me.2 ha!e a confession to ma"e- When 2 first read WhiteBox years ago& 2

    hated it. 2t #as too simple& too streamlined. Where #ere the options0 Where#ere the e'tras0 Where #ere the fiddly ,its0 +hat/s #hat made a game cool right0

    Well& 2 used to thin" that. +hen 2 disco!ered the old school gamingcommunity and the freedom to create. +hat/s #hat Swords & WizardryWhiteBox means to me 3 it means freedom. 2 #as free to ta"e this frame #or" and turn it into the game 2 #anted. 2 #anted ,ards& paladins& rangers andthie!es. So& 2 #rote them. 2 "ept it clean. 2 "ept it simple. Most of all& 2 tried to

    "eep it fun and #ithin #hat 2 thought #ere the intentions of Mythmere(ames.

    White Box Omnibus is a compilation of si' pre!iously pu,lishedproducts- White Box Companion, White Box Bestiary, White Box Treasures,White Box Adventures: The Wererat's We , White Box Adventures: TheWizard's Tower and White Box Adventures: The !ra"on's #oard$ But a fe#e'tras ha!e ,een added. 2n addition to cleaning things up a ,it& there are afe# ne# things you/ll find.

    +he Mon" has ,een added as a player character class. 2t is #ritten inthe spirit of Arneson/s Supplement 22& ,ut streamlined to fit WhiteBox$ 4ou/llfind simple& easy to implement rules for introducing po#erful magicalartifacts into your campaign along #ith ne# monsters in the ,estiary.

    +he three ad!entures featured in White Box Omnibus ha!e no# ,eenaugmented ,y an appendi' 3 +he Willo# 5alley (a%etteer. 2t/s a mini6campaign setting #hich can ,e used to tie the three ad!entures together& ore!en continue ha!ing ad!entures in that region.

    Li"e #hat you see0 (reat7 Don/t li"e it0 +hat/s fine too. 2t/s all a,outfreedom. So please& ta"e this !olume and ma"e it your o#n. Change #hatdoesn/t #or" for you and ma"e it your o#n. Because that/s #hat this ,oo"&and in my opinion& #hat Swords & Wizardry WhiteBox is all a,out- ma"ing ityour o#n.

    6James M. SpahnBarrel )ider (ames

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    Table of Contents

    Section I: Class Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

    Section II: agical Ite!s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

    Section III: "estiary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8:

    Section I#: The Wererat$s Well . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ; . . 98

    Section #: The Wi%ard$s Tower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ;. .

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    Section I

    Class Options

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    'ouse Rules for +(isting White"o( Classes

    Cleric

    'ealer: While clerics are holy #arriors ,y nature& there are some#ho are more dedicated to easing the suffering of others and tending the#ounded. +hese healers may& once per day& touch a #ounded indi!idual andheal them for a num,er of hit points e ual to t#ice the cleric/s current le!el.

    o#e!er& ,ecause they are not as focused on martial a,ilities& healers suffera permanent 61 penalty to their Base it Bonus.

    ,ndead Slayer: Many clerics dedicate their li!es to ,attling theundead. At character creation a cleric may choose to roll all Banish Gndeadattempts as if he #ere t#o le!els higher. +hus a 1 st le!el cleric #ould turnundead as if he #ere a 8 rd le!el cleric. o#e!er& his dedication to directlycom,ating the undead forces him to neglect his piety and he may not cast 9 th

    le!el cleric spells.

    War-Priest: Some clerics are dedicated to martial deities that re uire ,loodshed. At character creation a cleric may elect to forgo theira,ility to e!er cast 9 th le!el cleric spells for their entire ad!enturing career.

    +hough their spell casting a,ilities are diminished& they are permitted to#ield any melee or ranged #eapon they choose.

    .ighterar*s!an: At character creation a fighter may choose to recei!e a

    H1 ,onus to his ,ase hit ,onus #hen he is #ielding any ranged #eapon toreflect his e'pert training as an archer and mar"sman. o#e!er& ,y focusingon ranged com,at& he has neglected his a,ilities in melee com,at and suffers

    a 61 penalty to his ,ase hit ,onus #hen #ielding any melee #eapon.

    Swashbuc*ler: At character creation a fighter may elect topermanently forgo the use of plate armor or shields for his entiread!enturing career in fa!or of a lighter and more agile fighting style. Fighters#ho gi!e up the use of plate armor and shields are instead trained in t#o6#eapon fighting and may #ield a dagger or short s#ord in their off6hand inaddition to #hate!er #eapon they are #ielding in their primary hand.Fighting in this fashion grants the fighter an additional attac" e!ery com,at round #ith their off6hand #eapon.

    Weapon Speciali%ation: At character creation a fighter may elect tospeciali%e one #eapon type such as long ,o#& long s#ord& or ,attle a'e 3 ,ut

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    not ,road groups li"e Is#ords& I,o#s or Ia'es. When #ielding theirspeciali%ed #eapon& they recei!e a H1 ,onus to their ,ase hit ,onus anddamage.

    agic-userIllusionist: Wi%ards #ho focus their studies on chicanery and

    phantasms are called 2llusionists. Whene!er they cast a spell #hich isintended to charm& confuse or decei!e a target& the potential !ictim of that spell suffers a 6 penalty to their sa!ing thro# to resist these effects 3 if anysuch sa!e is allo#ed. o#e!er& the illusionists/ focused studies render hisother spells less effecti!e and any !ictim of his spells entitled to a sa!ingthro#s made to resist spells #hich do not charm& confuse or decei!e recei!e

    a H1 ,onus to their roll.

    /ecro!ancer: +here are #i%ards #ho focus their arcane studies onthe undead. +hese necromancers may Banish Gndead Kust li"e a cleric of e ual le!el. Gndead #ho are ,anished in this fashion are ,rought to heel asminions and ser!ants. o#e!er& ,ecause of these studies they may only learna limited num,er of 9 th and < th le!el spells. +he only 9 th and < th le!el spellthey are capa,le of learning are Animate !ead, %a"i ar, and !eath Spe .

    Scholar: All magic6users study the arcane& ,ut scholars are mastersof hidden "no#ledge. +hey may ma"e use of the Lore a,ility as if they #ere a,ard of e ual le!el. o#e!er& their focus on the academic impacts thepotency of their spells. All potential !ictims of spells cast ,y the scholarrecei!e a H1 ,onus to their sa!ing thro#s made to resist the spells/ effects.

    :

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    /ew Classes

    "ard+ra!eling minstrels and #andering storytellers& the ,ard learns a a

    great many things in his Kourneys. Bards li!e on the road& mo!ing from to#nto to#n #here they sing for ,oth their supper and the delight of peasantsand "ings ali"e. +hey easily ta"e up the call for ad!enture and #ill oftengladly Koin a party of ad!enturers in hopes of #itnessing tales of glory first6hand.

    Bards are not front6line com,atants& nor are they masters of thearcane. 2nstead they touch upon ,oth& and learn a ,it of e!erything ,ut master no single s"ill. As such& ,ards are useful to ad!enturing parties #honeed a uic" and dirty fi' to a pro,lem #here a more speciali%ed professionis not a!aila,le. no#ledge and !ersatility are the stoc" and trade of the,ard& and that ma"es him in!alua,le.

    Table I: "ard Class & Spell Ad0ance!ent

    1e0el

    2P ' "'" ST 1ore3 st

    1e0elSpells

    4 nd

    1e0elSpells

    5 rd

    1e0elSpells

    1 ? 1 H? 19 1 3 3 3

    1& 9? 1H1 H? 1E 1 1 3 3

    8 &9?? H? 18 3 3

    E 9&??? H1 H1 1 1 3

    9 1?&??? 8 H1 11 8 3

    < ?&??? 8H1 H 1? 8 1: E?&??? E H = E

    > >?&??? EH1 H8 > E 8

    = 1

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    1ore: Whene!er a ,ard encounters a magical item& he may e'amine it inorder to discern its history. +he referee rolls 1d< and if the roll is e ual to or,elo# the ,ard/s rating in their Lore a,ility& the ,ard can recall someinformation regarding the item/s history or use. +his may or may not re!ealspecific magical properties of that item& at the referee/s discretion.

    Spell Casting 74 nd 8: Beginning at nd le!el& a ,ard may cast spells in a fashione'actly li"e a magic6user. o#e!er& unli"e the magic6user& the ,ard does not ,egin play #ith the fore"no#ledge of any spells. +hey must find magic6usersto instruct them or reco!er spells from scrolls or other sources. 2nstead they,egin play #ith a ,lan" ,oo" in #hich to inscri,e any spells the ,ard

    disco!ers. )eading from the ,oo"& the ,ard presses his chosen spell formulaeinto his mind& Ipreparing these spells. nce a prepared spell is cast& it disappears from the ,ard/s a,ility to cast until it is prepared again . 2t ispossi,le to prepare a spell multiple times using the a!aila,le Islots in a,ard/s memoryNcapa,ility. 2f the ,ard finds scrolls of spells #hilead!enturing they can copy them into their spell ,oo".

    Sa0ing Throw: A ,ard recei!es a H to ,onus to any sa!ing thro#s made !s.magic.

    2P "onus for Charis!a: +his class ,onus is due to a high charismaattri,ute.

    House Rule: Charmer With the referee/s permission& any time the ,ard casts Charm (erson,

    Charm %onster or Con)usion & the target or targets suffer a 6 penalty to theirsa!ing thro# to resist these effects.

    House Rule: Inspiring Performer With the referee/s permission& the ,ard may attempt to inspire his

    allies in ,attle instead of casting a spell or attac"ing. +he ,ard must ,e a,leto spea"& and in most cases ma"es use of a musical instrument to use thisa,ility. While using this a,ility& all of the ,ard/s allies #ithin thirty feet of the,ard recei!e a H1 ,onus to their Base it Bonus and any sa!ing thro#s theyattempt. +his ,onus remains in effect for as long as the ,ard is performing.

    House Rule: Bardi !hie"ery With the referee/s permission& the ,ard may ma"e use of the

    +hie!ery a,ility in a manner e'actly li"e the thief class. o#e!er& all of the

    =

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    ,ard/s uses of the +hief a,ility function as if the ,ard #ere a thief three le!elslo#er than his actual le!el& to a minimum of one. +hus a E th le!el ,ard #ouldha!e a +hie!ery a,ility of 1& Kust li"e a 1 st le!el thief.

    ruidWhile clerics ser!e gods and dra# po#er from their faith& Druids

    ser!e the !ery essence of nature itself. +hey are as much of the earth as theyare upon it. By communing #ith the natural #orld they are a,le to dra#po#er from its agelessness and #ea!e po#erful magic. +his& com,ined #iththeir "no#ledge of the #ilderness& gi!es them a uni ue s"ill set.

    While druids do often #ander the #orld& they rarely do so as part of a group of ad!enturers. When they do Koin a party of ad!enturers& they ser!eas ad!isers& healers and guides. +hey are not particularly com,ati!e& thoughpo#erful druids are capa,le of #ea!ing earth6,ending magic.

    Table II: ruid Class Ad0ance!ent

    1e0el 2P ' "'" ST .orestry

    1 ? 1 H? 1E

    1&9?? H? 18

    8 8&??? 8 H? 1

    E &??? < H > E> = H9 9 9

    1?

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    Table III: ruid Spell Ad0ance!ent

    ruid1e0el

    3 st 1e0elSpells

    4 nd 1e0elSpells

    5 rd 1e0elSpells

    9 th 1e0elSpells

    th 1e0elSpells

    1 3 3 3 3 31 3 3 3 3

    8 3 3 3 3

    E 1 3 3 3

    9 1 3 3

    < 1 1 3

    : 1 1

    >

    = 8 8 8

    1? 8 8 8 8 8

    Weapon6Ar!or Restrictions: Druids are not com,ati!e ,y nature and limit

    themsel!es to simple #eapons made primarily of natural su,stances. +heymay only #ield the follo#ing #eapons- clu,& dagger& hand a'e& sling& spear&and staff. +hey may #ear leather armor only and do not use shields.

    .orestry: Druids are most at home in the #ilderness& among the flora andfauna of the #orld. is forestry a,ility may ,e used to trac" ,oth humanoidsand animals in natural en!ironments. When in these natural en!ironments&forestry may also ,e used to remain ,oth unseen and silent. Finally& #hen a

    druid encounters a natural #ild ,east he may utili%e this a,ility in anattempt to sooth and calm such an animal. +o use the a,ility& the referee rolls1d

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    gods might ha!e entirely different sets of spells as determined ,y the referee&,ut the standard druid has the standard cleric spell list.

    2P "onus for Wisdo!: +his class ,onus is due to a high #isdom attri,ute.

    House Rule: #ruid $lignment At the referee/s discretion and if alignment is ,eing used& druids may

    ,e restricted to the neutral alignment only to reflect their connection anddedication to the forces of nature and the ,alance of the #orld.

    House Rule: #ruidi %anguage

    With the referee/s permission& all druids automatically spea" ashared language "no#n simply as Druidic. 2t is ne!er taught to outsiders andis used ,y druids to communicate pri!ately on matters that concern onlythem.

    House Rule: #ruidi rdersAt the referee/s discretion& #hen a druid reaches : th le!el or higher

    they must find another druid of the same le!el and defeat him in singlecom,at 6 though not necessarily slay him 3 in order to ad!ance in le!el. +hismust ,e done again for each additional le!el the druid gains past : th andreflects the druid pro!ing himself capa,le and #orthy in the great druidicorder of the #orld.

    on* Mon"s are #arriors dedicated to physical and mental perfection.

    +hey forgo physical trappings in fa!or of discipline& constantly testing ,oth,ody and spirit. While most mon"s spend their li!es in hidden monasteries&some choose to #ander the #orld in hopes of finding ne# challenges to test their training.

    While a mon" is neither as martial as a fighter nor as stealthy as athief& they are ne!ertheless #elcome in many ad!enturing companies fortheir di!erse s"ill set and the the fact that they do not typically rely on alarge num,er of magic items for sur!i!al. A mon" is concerned& first and

    foremost& #ith achie!ing enlightenment ,oth #ithin and #ithout.

    1

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    Table I#: on* Class Ad0ance!ent

    1e0el 2P ' "'" ST Stealth ,nar!eda!age

    AC "onus

    1 ? 1 H? 1 1d

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    e ual to or ,elo# the mon"/s stealth a,ility& he has succeeded and remains,oth unnoticed and unheard until he ta"es an action that #ould re!eal him.

    editation 79 th 8: When a mon" reaches E th le!el he may enter a meditati!estate once per day in an effort to reco!er from any one of a num,er of inKuries. +his meditation lasts one minute and if it is interrupted the ,enefitsare lost and the mon" must #ait until tomorro# to try again. When themeditation successfully ends& the mon" can choose one of the follo#ing,enefits to apply to himse ) on y: healing d

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    Table #: Paladin Class & Spell Ad0ance!ent

    1e0el 2P ' "'" ST3 st

    1e0elSpells

    4 nd

    1e0elSpells

    5 rd

    1e0elSpells

    1 ? 1H1 H? 1 3 3 3

    &9?? H1 11 3 3 3

    8 9&??? 8 H 1? 3 3 3

    E 1?&??? E H = 1 3 3

    9 ?&??? 9 H8 > 3 3

    < E?&??? < HE : 1 3: >?&??? : HE < 1

    > 1

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    House Rule: Paladin $lignment At the referee/s discretion and if alignment is ,eing used & a paladin

    man ,e restricted to a (oodNLa# alignment only. +raditionally paladins areholy "nights ,ound ,y a strict code of piety and honor. 2f this house rule isused& the referee determines the e'act details of the paladin/s code. +hereferee also determines #hat penalties the paladin suffers for ,rea"ing theircode& #hich can include temporary or e!en permanent loss of any classa,ilities.

    House Rule: Paladin WealthAt the referee/s discretion& a paladin may ,e re uired to donate up to

    =?O of their #ealth to a charity or church of (oodNLa# alignment. 2n

    addition& the paladin is typically restricted in the num,er of magical itemsthey are permitted to carry. +his normally includes no more than fourmagical #eapons& one set of magical armor& one magical shield and ten othermiscellaneous magical items& though the e'act details of this restriction aredefined ,y the referee.

    House Rule: !urning )ndead With the referee/s permission& a aladin of third le!el or higher may

    turn undead in a manner e'actly li"e a cleric of t#o le!els lo#er than thepaladin/s le!el.

    Ranger)angers are #oodsmen& trac"ers& and hunters #ho #ander the #ild

    places of the #orld. +hey ha!e learned to li!e off the land as #ell as ,eingtrained as s"illed #arriors. +ra!eling light& they hunt giants and go,lins inthe dangerous places of the #orld 3 slaying them #here e!er these !ilecreatures are found.

    +he ranger is a #elcome addition to an ad!enturing party& ,ecause inaddition to their com,at pro#ess they are s"illed #hen it comes toidentifying the dangers of the #ilderness as #ell as trac"ing do#n elusi!efoes. +hey prefer the life of an ad!enturer and rarely settle in a singlelocation. +he rare ranger #ho chooses to retire often does so in a #ild andsecluded area #here he can remain far from the reach of the ci!ili%ed #orld.

    1

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    House Rule: Ranger $lignment At the referee/s discretion and if alignment is ,eing used& a ranger

    may ,e limited in their alignment selection. 2n many settings& rangers areser!ants of the forces of (oodNLa#& and as such may not ,e of !ilNChaosalignment.

    House Rule: Ranger WealthAt the referee/s discretion& a ranger may ,e limited in the amount of

    #ealth they are allo#ed to hoard. +his reflects the nomadic nature of theranger. 2f this rule is used& a ranger may not retain more coins& !alua,les& ormagical items than they are a,le to carry on their person.

    House Rule: Spell*Casting RangersWith the referee/s permission& a ranger may cast ,oth cleric andmagic6user spells #hen he reaches 9 th le!el& using the chart ,elo#. )angerspray for and cast cleric spells in a manner e'actly li"e a normal cleric. Magic6user spells are learned and cast in a manner e'actly li"e a magic6user andrangers must maintain a spell ,oo" from #hich they memori%e their magic6user spells each day. 'actly #hich spells are in the spell ,oo" is determined,y the referee.

    Table #II: Ranger Spell Ad0ance!ent

    Ranger1e0el

    3 st

    1e0el-,

    Spells

    4 nd

    1e0el-,

    Spells

    5 rd

    1e0el-,

    Spells

    3 st

    1e0elClericSpells

    4 nd

    1e0elClericSpells

    5 rd

    1e0elClericSpells

    9 1 3 3 3 3 3

    < 3 3 1 3 3

    : 1 3 3 3

    > 1 3

    = 1 3

    1? 1

    House Rule: !wo*Weapon +ightingWith the referee/s permission& a ranger may fight #ith a one6handed

    melee #eapon in each hand. +his grants him a second attac" each com,at round& #ith the damage inflicted determined ,y the #eapon #ielded.

    1>

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    Thief While there are many #ho #ield s#ord and spell #hile e'ploring

    tom,s and dungeons& the thief hopes to reco!er lost riches through the useof guile and stealth. +hough trained in arms& he is not a com,atant ,y trade.2nstead he stri"es from the shado#s and his "een eyes see dangers that hiscompanions do not. +hie!es are rarely no,le& ,ut are more often pragmaticprofessionals loo"ing for opportunities to rapidly amass great #ealth. Still&their uni ue s"ill set ma"es them !ery useful to dungeoneers and e'plorersand there are some among their il" #ho hold to a code of Ihonor amongthie!es.

    +hie!es often go e uipped #ith ,ut a fe# #eapons and only light armor& ,ut instead rely on pic"s and tools for sur!i!al. When com,at does

    arise& they fade into the dar"ness& ready to plunge a dagger into the ,ac"s of unsuspecting foes #ho are other#ise occupied. +he rare thief #ho managesto amass fortune and glory is li"ely to retire and start a guild of others #ithsimilar s"ills. 2n return for a cut of their ta"e& he pro!ides security& protectionand ne#s of ripe pic"ings Kust #aiting to ,e plundered.

    Table II2: Thief Class Ad0ance!ent

    1e0el 2P ' "'" ST Thie0ery

    1 ? 1 H? 1E 1

    1& 9? 1H1 H? 18 1

    8 &9?? H? 1

    E 9&??? H1 H1 11

    9 1?&??? 8 H1 1? 8

    < ?&??? 8H1 H = 8

    : E?&??? E H > E

    > >?&??? EH1 H8 : E

    = 1

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    uic"ness o!er hea!y armor #hich impedes their other a,ilities. +hey mayonly #ear leather armor.

    "ac* Stab: +hie!es prefer to catch their foes una#are and stri"e frompositions of ad!antage. Any time a thief attac"s an opponent #ho is una#areof their presence& the thief recei!es a H ,onus to their Base it Bonus. 2f theattac" is successful& the thief may roll his #eapon damage t#ice to calculatedamage from the ,ac" sta,.

    Sa0ing Throw: +hie!es recei!e a H ,onus to any sa!ing thro# made toreduce or a!oid the effects of any trap& magical or mundane.

    Thie0ery: +hie!es are stealthy and light6footed. +he thie!ery a,ility may ,eused for any num,er of clandestine or stealth6,ased actions. From pic"ingpoc"ets or loc"s& disco!ering and disarming traps& remaining silent andhidden #hile mo!ing or e!en clim,ing #alls free6handed 3 these talents arereflected in the a,ility of thie!ery. +he referee has the final say as to #hetheran action falls under the pur!ie# of thie!ery or not. When the thief attemptsto use this a,ility they referee rolls 1d

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    a,out illegal acti!ities #ithout ,eing understood ,y outsiders. 2f this a,ilityis used& its use is automatic. As long as ,oth the spea"er and listener arethie!es and they are a,le to hear one another& they can communicateeffecti!ely 3 though only in matters directly related to their profession.

    House Rule: #e ipher %anguagesWith the referee/s permission& a thief may use his +hie!ery a,ility to

    decipher maps& scripts and un"no#n languages. 2n the case of scripts andlanguages& the thief is only a,le to glean the general meaning of the te't #hen he successfully uses this a,ility. 2n addition& if the referee allo#s it& theDecipher Languages a,ility may ,e used to read Cleric and Magic6Gser spellsfrom scrolls in order to cast them. 2f a thief fails #hen attempting to cast

    spells from a scroll& the scroll is #asted& its magic e'pended& and in allli"elihood there is a spectacular magical ,ac"lash that #ill li"ely endangerthe thief or others. +he details of this magical ,ac"lash are determined ,ythe referee.

    House Rule: Poison )seWith the referee/s permission& a thief may ,e "no#ledgea,le

    regarding the uses of poison. 2f he has access to poison he can apply it to his#eapons #ithout any fear of accidentally poisoning himself and recei!es aH ,onus to any sa!ing thro# made to resist the effects of a poison.

    House Rule: Profi ient Clim-er With the referee/s permission& a thief may ,e more s"illed a free6

    handed clim,ing than at other uses of the +hie!ery a,ility. 2f this option isused& the thief is considered to ,e E le!els higher #hen +hie!ery chec"s aremade to clim, in this fashion& to a ma'imum effecti!e le!el of 1?.

    1

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    Ar!or and Shieldsach of the armor ans shields descri,ed ,elo# is considered to ,e

    Gnusual #hen he referee is rolling to determine treasure placement in anad!enture.

    "ear-S*in: +his magical suit of leather armor allo#s the #earer totransform into a ,ear once per day for up to ten com,at rounds. While in,ear form their armor class is P1:Q and they may attac" three times perround #ith their massi!e cla#s and dangerous ,ite. +hese attac"s inflict 1d<points of damage.

    "one ail: A ,i%arre set of plate armor #hich is literally made from plates of

    ,one& Bone Mail grants its ,orro#er the a,ility to Banish Gndead once perday& e!en if they are not a cleric. o#e!er& these any undead #hich aresuccessfully turned are ,rought to heel as if the #earer of the Bone Mail#ere of !ilNChaotic alignment. ach time this a,ility is used& the playermust roll 1d1??. 2f the result is 9 or less& the #earer of the armor ,ecomes

    !ilNChaotic in alignment. 2f alignments are not used& the character #ill findthemsel!es ,ound under a po#erful Ruest spell of the referee/s design.

    Carapace Plate: Crafted from the shell of a giant ant or similar monstrousinsect& the #earer of this armor #ill ne!er ,e attac"ed ,y insects unless heattac"s them first. +his includes giant fire ,eetles& giant centipedes& and e!engiant spiders.

    ragon Scale ail: +his set of scale armor is crafted from the dragon hide.2t is e'traordinarily rare and re uires an e'pert armor to craft. 2t pro!idesthe protection of plate armor& ,ut only #eighs 19 l,s.

    warf-forged Plate: D#arf6forged steel is incredi,ly strong and !ery light.D#arf6forged plate pro!ides a modifier of 6: PH:Q to the #earer/s armor classand #eighs only 8? l,s. 2t can only ,e #orn ,y d#ar!es.

    +l0en Chain ail: l!en smiths craft this armor from special sil!er #hichhas ,een "issed ,y starlight. 2t functions li"e normal chain mail& ,ut #eighsonly 9 l,s and el!es are a,le to cast spells #hile #earing el!en chain mail.Almost all el!en chain is made to fit el!es& though suits made to fit other

    races are crafted on rare occasions.

    .lesh-Stitched 1eather: +his maca,re armor is crafted from human flesh#hich has ,een stitched together and enchanted #ith dar" magic. 2t grantsthe same protection as normal leather armor. Damage inflicted

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    by lightning heals the wear, and he is slowed by fire and cold spells. No othertype of spell than lightning, fire, or cold affects a wearer of flesh-stitched mail.Finally, only +1 or better magic weapons can harm the wearer while they are cladin this foul raiment.

    'oly Ar!or: +his shining plate mail functions as if it #ere ( ate %ai - andradiates light at a radius of fi!e feet #hen #orn ,y a character of(oodNLa#ful alignment. 2n addition& any undead creatures #ho come #ithinthirty feet of a (oodNLa#ful are immediately su,Kect to a Banish Gndeadaffect& as if they #ere facing a 9 th le!el cleric. nce they ha!e resisted thiseffect& they are not su,Kect to it again for one day. oly armor functions assimple ( ate %ai . for haracters #ho are not (oodNLa#ful alignment.

    Ice ail: +his set of perpetually fro%en chain mail armor protects its #earerfrom all forms of fire damage& ,oth magical and mundane& #hile it is #orn.Fire,alls si%%le and are snuffed out around him and la!a cools and hardensunder his footfall. ther#ise it functions as normal chain mail armor.

    1eaf Wal*er Ar!or: Wo!en of ,ar" and lea!es then enchanted ,ymysterious fey magic& the #earer of this leather armor lea!es no trace oftheir passage #hen tra!eling in #ild en!ironments. +hey cannot ,e trac"ed,y magical or mundane means as long as they are outside of man6madeplaces& such as cities and !illages. What e'actly constitutes a man6madeplace is up to the referee.

    Shadow 1eather: +his ,lac" leather armor has ,een enchanted #ithillusionary magic. 2t can turn the #earer in!isi,le for up to once hour eachday& per the spell /nvisib e /$

    Shield of edusa: +his po#erful shield is fore!er etched #ith the image of aterri,le medusa. nce per day& the shield ,earer can command its eyes open&petrifying a single foe of their choosing #ho can see the shield as theTrans)orm // spell.

    Throwing Shield: +his magical shield may ,e thro#n as a missile #eapon#ith a range of thirty feet. 2t inflicts 1d< points of damage and returns to its#ielder. Any round in #hich the shield is thro#n the #ielder does notrecei!e he armor class ,onus it normally grants.

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    PotionsAll magical potions ha!e a duration of 1d

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    Protection Scrollsisease: +he reader is immune to diseases& ,oth magical and mundane& for

    one hour. Any diseases in his system are immediately cleansed.

    ragon "reath: All #ithin a ten6foot radius around the reader are immuneto the effects of all types of dragon ,reath for E? minutes.

    )oblinoids: Bug,ears& go,lins& and ho,go,lins are una,le to inflict damageon the reader& #hether ,y #eapons or magical means& for one hour.

    Illusions: +he reader automatically succeeds any sa!ing thro# made toresist Charm %onster, Charm (erson and identifies #a u inatory Terrain, and

    (hantasma 0or e as falsehoods for one hour. 2n addition& the reader can seeall in!isi,le foes for one hour.

    agical Weapons: +he reader is immune to damage from magical #eapons,ut not mundane #eapons for one hour.

    undane Weapons: +he reader is immune to damage from mundane

    #eapons ,ut not magical #eapons for one hour.

    /egati0e +nergy: +he reader is immune to the le!el6draining effects of#ights& !ampires and other undead as #ell as a ,anshee/s shrie" for onehour.

    Petrification: +he reader is immune to the petrifying ,reath of the gorgon&the ga%e of a medusa and the effects of Trans)orm // for E? minutes.

    Positi0e +nergy: +he reader is immune to Cure Wounds / &Cure Wounds // and cannot ,e turned ,y a cleric/s Banish Gndead a,ility for one hour.

    #er!in: All insects and !ermin #ill ignore the reader for one hour. +hisincludes mundane insects and arachnids& giant fire ,eetles& giant centipedes&giant rats& giant slugs& and giant spiders. For the duration the reader is alsounaffected ,y the /nse t ( a"ue spell.

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    Staffs"lessing: +his staff casts B ess at the cost of one charge.

    "ow: Gpon command at the cost of one charge & this staff transforms into along,o# and t#enty arro#s appear. +he #ielder of the staff can use the ,o#&regardless of their class.

    +thereal: At the cost of one charge& the staff ,earer can (asswa & li"e thespell for one turn.

    .ire: +he #ielder can cast 0ireba 1 charge& 9d< damage &Wa o) !e)ense / charges& fire only &Wa o) !e)ense // 8 charges& fire only .

    Plants: +he #ielder can cast Sti 1s to Sna1es 1 charge or Spea1 with ( ants charges .

    Poison: +his staff can create the effects of a C oud1i spell charges or*eutra ize (oison 1 charge .

    Protection: +his staff can cast (rote tion )rom Chaos / 1 charge &(rote tion

    )rom Chaos // charges & grant its carrier a H8 ,onus to Armor Class 8charges for one turn& or im,ue the #ielder #ith a H9 ,onus to all sa!ingthro#s 9 charges for one turn.

    Security: +he staff6,earer can cast 2no 1 or Wizard 3o 1 at the cost of onecharge.

    Shadows: +his staff allo#s the carrier to cast 3i"ht / Dar" only for onecharge&3i"ht // Dar" only for t#o charges& and !ar1 4ision for t#o charges.

    Spiders: +his staff allo#s the #ielder to summon 1d

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    WandsAll #ands descri,ed ,elo# are considered to ,e greater #ands.

    Wand of etection< e0il: Detects e!il creatures at a range of ? feet. +hisincludes characters of !ilNChaotic alignment& demons& and the undead.Al#ays acti!e #hen held& does not use charges.

    Wand of etection< in0isible: Allo#s the #ielder to detect in!isi,le o,Kectsand creatures at a range of ? feet. Al#ays acti!e #hen held& does not useuse charges.

    Wand of Incineration: n command this #and launches a ray of searing fire

    that unerringly stri"es a single target #ithin 8? feet& inflicting Ed< points offire damage& +hey may attempt a sa!ing thro# to reduce the damage ,y half.Carries 1? charges.

    Wand of 1ight: +his #and radiates light e'actly as the 3i"ht / spell. Al#aysacti!e #hen held& does not use charges.

    Wand of the Radiant "lade: When acti!ated& a ,eam of energy three feet in

    length springs from the tip of this #and for one turn& or until #illed a#ay ,ythe #ielder. 2t can ,e #ielded ,y the carrier as a Sword - #hich radiateslight #ith a 1? foot radius. Carries 1? charges.

    Wand of Restoration: With a touch and ,y e'pending one charge this#and can restore any lost le!els to a character ,itten ,y a !ampire& struc" ,ya #ight& or #ho has similarly suffered a le!el6draining effect. Carries 1?charges.

    Wand of Storage: +his #and may ,e touched to any single non6li!ing o,Kect#eighing up one6hundred pounds. +hat o,Kect !anishes from e'istence& onlyto reappear the the #ielder/s command. ach time an o,Kect reappears& onecharge is e'pended. Carries 1? charges.

    Wand of the To!b Robber: +his #and can transform into a cro#,ar& ten6foot pole& or sho!el for up to si' hours at the cost of one charge. Carries 1?charges.

    Wand of Truth: +his #and flares #ith a red light #hene!er an intelligentcreature "no#ing spea"s a falsehood #ithin ?/. Al#ays acti!e #hen held&does not use charges.

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    Weapons"attle A(e of indlessness: +he #ielder of Batt e Axe . is o!ercoming ,y asingle6minded rage #hen in com,at. +hey are immune to all fear effects andcharm spells #hile in ,attle.

    Club of the Treant: +his simple cudgel normally functions li"e a C ub 5& ,utupon command it can transform into a : it Dice +reant for one turn. Afterone turn has passed& the treant transforms into a normal& non6magical clu,.

    agger of the Assassin: +his !a""er 5 inflicts dou,le damage #hen asuccessful attac" is made against an una#are foe.

    .lail of Threshing: +his 0 ai . is ,ar,ed #ith long& #ic"ed spi"es that forceanyone struc" ,y it to ma"e a sa!ing thro# or suffer an additional point ofdamage for the ne't 1d< rounds as their #ounds ,leed profusely.

    'and A(e of Cli!bing: Gpon command this #and Axe . sprouts a 9? footlength of rope from its handle and may ,e thro#n and secured li"e agrappling hoo".

    'alberd of edication: +his al,erd . grants its #ielder and all allies#ithin 8? feet of him a H1 ,onus to all sa!ing thro#s.

    'ea0y Crossbow of the Siege: +his #eavy Crossbow 5 destroys any #oodenor stone door it is fired at #ith a single ,olt.

    1ight Crossbow of istance: +his 3i"ht Crossbow . has a range of 1 ? feet.

    1ong "ow of Infinite Arrows: When the string of this 3on" Bow . is dra#n an arro# immediately appears on the string& ready to fire.

    ace of Piety: A %a e . that allo#s any cleric #ielding to cast B ess onceper day.

    orning Star of the Rising Sun: As long as this %ornin" Star . is ,eingheld in6hand& the #ielder cannot ,e ,linded. 2t radiates light at a radius of 9feet.

    Short "ow of Conceal!ent: +his Short Bow . can ,e folded o!er se!eraltimes until it is merely si' inches in length and can then ,e easily concealed.

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    Short Sword of the 'alfling: +his functions as a Short Sword . #hen#ielded ,y anyone other than a halfling. 2n the hands of a halfling it isconsidered a Short Sword - and the #ielder is a,le to !ete t 6vi as the clericspell. 2t radiates light at a radius of fi!e feet #hen it detects e!il.

    Sling of the ee*: +his #eapons functions as a S in" - #hen #ielded ,yunarmored com,atant. 2n addition& if the unarmored #ielder rolls a natural&unmodified ? on their attac" roll the target must ma"e a sa!ing thro# or ,eimmediately slain.

    Spear of the 'unter: +his Spear . inflicts dou,le damage against all naturalanimals in com,at.

    Staff of the Peasant: Most of the time& this item functions as a mundanestaff. When the #ielder is carrying 9? gold pieces or less in coins and Ke#elryit functions as a Sta)) -$

    Sword< 'oly A0enger: When #ielded ,y a (oodNLa#ful character #ho isdedicated to a religious order or no,le ideal the #o y Aven"er functions as aSword - and grants the #ielder a H9 ,onus to all sa!ing thro#s made toresist magic. 2n the hands of others& it is considered to ,e a Sword7. & thoughit can ,e put do#n #ithout the aid of a 8emove Curse spell.

    Two-'anded Sword of ecapitation: +his Two7#anded Sword - decapitates a foe #hen a natural& unmodified ? is rolled #hen the #ielderma"es an attac"& instantly causing death to any foe #hose anatomy #ould ,eeffected ,y the loss of their head.

    Warha!!er of the =otun: ormally& this #eapon functions as a

    Warhammer 5 & ,ut #hen it stri"es a giant that creature must ma"e a sa!ingthro# or ,e instantly slain.

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    iscellaneous agic Ite!sach miscellaneous magic item is either lesser& medium& or greater as

    defined ,elo#.

    A!ulet of ar* #ision 71esser8: While #earing this amulet a character cansee perfectly& e!en in complete dar"ness. Gsa,le ,y- All classes.

    A!ulet of Wellness 7)reater8: While #earing this amulet an indi!idual isimmune to all diseases and poisons. Gsa,le ,y- All classes.

    Arrow of Trap etection 71esser8: When set on a flat surface this arro##ill spin to point in the direction of the nearest trap #ithin 1 ? feet. Gsa,le

    ,y- All classes.

    "oots of the .eatherfoot 7)reater8: +hese ,oots grant the #earer ane'traordinarily light footstep. e lea!es no footprints& can #al" on #ater& andhis passage #ill not set off pressure sensiti!e traps& li"e pressure plates.Gsa,le ,y- All classes.

    "oots of Silence 7 ediu!8: While #earing these ,oots& the #earer mo!es

    in perfect silence. Gsa,le ,y- All classes.

    Cloa* of .lying 7)reater8: +his cloa" allo#s the #earer to cast 0 y threetimes per day on themsel!es. Gsa,le ,y- All classes.

    Cloa* of Poc*ets 7 ediu!8: +his cloa" contains a do%en small poc"etsse#n into its inner lining. ach of these magical poc"ets can store up tot#enty pounds in a tiny e'tra6dimensional space to ,e dra#n out later.Stored o,Kects are #eightless. Gsa,le ,y- All classes.

    ust of +(plosions 7 ediu!8: +his dust can ,e tossed up to ten feet at atarget. +he target can then ,e easily ignited ,y a torch& 0ireba spell or otherflame. +he dust goes up in a ,all of fire& inflicting 8d< points of damage onthe target. Gsa,le ,y- All classes.

    ecanter of 'oly Water 71esser8: +his container fills #ith holy #ater eachday& up to the e ui!alent of three small !ials. Gsa,le ,y- Cleric only.

    .igurine of the Arcane .eline 7 ediu!8: +his crystal figure transformsinto #hat appears to ,e an ordinary house cat. 2t is highly sensiti!e to magicand #ill cry out #hene!er it is #ithin 1 ?/ of any form of magic #hether it

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    ,e a magical item& a spell& or e!en a magical trap. Gsa,le ,y- lf and magic6user only.

    .ur of the Winter Wind 7)reater8: +his fur mantle ma"es its #earerimmune to all cold damage& ,oth mundane and magical. Gsa,le ,y- Allclasses.

    )auntlets of the 1oc*s!ith 7 ediu!8: +hese gauntlets allo# the #earerto automatically pic" any loc" he finds& pro!ided he has the proper tools.Gsa,le ,y- All classes.

    )lasses of 1anguage 71esser8: While #earing these glasses one can read all

    mundane languages. Gsa,le ,y- All classes.

    'el! of the .earso!e Warrior 7 ediu!8: When the #earer of thisfearsome metal helm rolls a natural& unmodified ? #hen ma"ing a to6hitroll& the foe they ha!e struc" must roll a sa!ing thro# or flee the ,attlefieldin fear. Gsa,le ,y- D#arf and fighter only.

    'orn of Ally Su!!oning 7)reater8: Before ,lo#ing this horn& the usermay name any indi!idual #hom they regard as an ally. nce the horn is,lo#n& that ally hears the call and is immediately teleported to the horn6,lo#er/s side. 2f the ally does not #ish to ,e teleported& the horn does not#or". Gsa,le ,y- All classes.

    anual of e!on Su!!oning< "aalrog 7)reater8: +his foul tome can ,eused to summon a Baalorg& #ho is ,ound ,y the ritual to perform one deedfor the reader ,efore returning to its o#n plane of e'istence. Gsa,le ,y-Cleric or magic6user only.

    as* of isguise 7)reater8: While #earing this mas"& an indi!idual cannot,e identified ,y magical di!ination. +hose #ho see him #ill also ha!e trou,lerecalling or remem,ering #hat he loo"s li"e. Gsa,le ,y- All classes.

    Pipes of Char!ing 7 ediu!8: When played& all indi!iduals #ithin thirtyfeet of the performer must ma"e a sa!ing thro# or fall under the effects of aCharm (erson spell for one day. Gsa,le ,y- All classes.

    Robe of Infinite Wardrobes 71esser8: +his ro,e can& at the #earer/scommand& change its appearance to match any non6magical raiment that isnot armor.

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    8

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    Section III

    "estiary

    8:

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    Angel< CherubArmor Class- P1:Q

    it Dice- 8Attac"s- Short Bo# 1d

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    Ani!ated WeaponArmor Class- E P19Q

    it Dice 8H8Attac"- 1d<Special- Flight Mo!e- 1 flight only

    D N EN:9.Weapons are sometimes enchanted ,y po#erful magic to operateindependently and defend a location under specifically circumstances. +heseare called animated #eapons and in most cases are enchanted to defend aspecific location& such as room or "eep. +hey are typically created to attac"intruders and fight until destroyed.

    "ee< )iant ?illerArmor Class- : P1 Q

    it Dice- 1Attac"s- Sting 1d<Special- oisonMo!e- 19 flying

    D N - N8?+hese massi!e ,ees are any#here ,et#een t#o and fi!e feet long& #ith

    ueens ,eing as large as ten feet. +hey ,uild massi!e hi!es on cliff #alls andancient trees. +hey are !ery aggressi!e and #ill attac" in large s#arms anycreature #ho inad!ertently distur,s their hi!e or their ueen. +heir sting ispainful and contains a deadly poison. Anyone stung ,y a giant "iller ,ee must ma"e a sa!ing thro# or die. (iant "iller ,ee ueens are rarely lea!e their

    hi!es& ,ut are massi!e an fearsome. +hey ha!e three hit dice& attac" as threehit die creatures and all sa!es against their poison is made at a 6 penalty.)eferees are encouraged to lend special properties to he honey of giant "iller,ees as suits their indi!idual games.

    "rain 1ordArmor Class- 8 P1

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    +hese ,i%arre humanoids appear to ,e to ha!e the head of an octopus andtheir ,odies are co!ered in fish6li"e scales. +hey are highly intelligent&spea"ing only through telepathic communication 3 #hich they can do #ithany indi!idual #ithin 1 ? feet. +hey ,elie!e all races other than themsel!esto ,e inferior and #ish to su,Kect them to thralldom through a com,inationof po#erful mental a,ilities and charm spells. +hey a!oid physical com,atand instead prefer to attac" #ith a "ind of psychically proKected energy&#hich they can target at any indi!idual #hich they can see. +argets mustma"e a sa!ing thro# or suffer d< points of damage and permanently loseone point from either their 2ntelligence& Wisdom& or Charisma attri,utes.Any time a Brain Lord reduces a target to 1 in any of these attri,utes& thesu,Kect ,ecomes a mindless thrall in the ser!ice of its ne# master. All BrainLords are also capa,le of casting Charm (erson once per day.

    eath ?night Armor Class- 61 P 1Q

    it Dice- 1?Attac"s- +#o6 anded S#ord 1d

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    ser!e as sla!es to greater demons or ser!ants of po#erful e!il clerics andmagic6users. 2mps are immune to magical #eapons and fire and can cast!ete t %a"i at #ill and /nvisibi ity once per day 3 ,oth as a magic6user.+heir tail has a moderately po#erful poison #hich can "ill if a sa!ing thro#is not successful& though the !ictim recei!es a HE ,onus to their roll.

    e!on< SuccubusArmor Class- E P19Q

    it Dice- <Attac"s- Bite 1d

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    .airie ragonArmor Class- E P19Q

    it Dice- Attac"s- Bite 1d

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    pointed noses. +hey are peaceful ,y nature& see"ing only to mine for gemsand other !alua,les& engage in the occasional pran". (nomes are natural foesof go,lins and "o,olds& as #ell as s"illed illusionists. All gnomes can cast(hantasma 0or e once per day.

    )ole!< )lassArmor Class- < P18Q

    it Dice- =Attac"s- fist or #eapon 1d<Special- See Belo#Mo!e- =

    D N - =N1:??Whether crafted from animated stained glass& or massi!e piles of Kaggedshards& these ,ehemoths are sometimes animated to protect churches andother holy sites. +hey are immune to non6magical #eapons and ta"e onlyone point of damage from attac"s made #ith magical #eapons #hich are not ,lunt. +hey ta"e half damage from fire spells& ,ut reduce their mo!ement ,yhalf for one round after suffering it. +hey are immune to all other forms of

    magic.

    )ole!< WoodArmor Class- 9 P1EQ

    it Dice- 1?Attac"s- fist 1d<Special- See Belo#

    Mo!e-

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    ?ra*enArmor Class- P1:Q

    it Dice- 19Attac"s- +entacle d< or Bite Ed<Special- S#allo# WholeMo!e- 19 s#imming

    D N - 19N8 ??+hese massi!e sea monsters resem,le unimagina,ly large s uids #ith eight

    or more #iggling appendages. +hey attac" entire !essels& ripping themapart and s#allo#ing cre# #hole #ith their massi!e& tooth filled ma#. Whena "ra"en attac"s& it gra,s a target #ith one of its tentacles on round one&attempts to ,ite them on round t#o& and then s#allo#s them #hole onround three. A target #ho has ,een s#allo#ed #hole is slain. ra"enstypically ha!e eight tentacles and can ma"e an attac" #ith each one of theme!ery com,at round.

    1a0a +le!entalArmor Class- P1:Q

    it Dice- =Attac"s- Stri"e d<Special- ngulf& ignite materialsMo!e- 8

    D N - =N1&E??Similar to fire elementals and nati!e to the same plane& la!a elementalsappear as massi!e animated pools of la!a. +hey attac" ,y engulfing theirfoes. nce a la!a elemental has made a successful attac" against a target he

    continues to engulf the target& inflicting d< points of damage each rounduntil the target is dead. +hey also ignite materials in the same manner as afire elemental.

    1eech< )iant Armor Class- < P18Q

    it Dice- 8Attac"s- Bite 1d<Special- Suc" BloodMo!e- <

    D N - 8N=9

    EE

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    Massi!e gray6green leeches are found in s#amps and stagnant #aters ofe'traordinary si%e. +hey gro# as large as a horse and #ill attac" li!ingcreatures that dra# close #ith their terri,le ,ite. nce a giant leech hasmade a successful attac" it remains attached to its target& suc"ing ,lood.

    ach round& they automatically inflict 1d< points of damage in this #ay.

    i!icArmor Class- 9 P1EQ

    it Dice- <Attac"s- Slam 1d<Special- +ransformationMo!e- E

    D N - EN1:9Mimics are a ,i%arre creature that has adapted to dungeon d#elling ,ytransforming itself into the shape of o,Kects commonly found there such astreasure chests& doors& or e!en pieces of flooring. When transformed in thisfashion mimics are undetecta,le as monsters. When they come in contact#ith any li!ing foe& they instincti!ely lash out #ith a pseudopod6li"e lim,.

    /ightsteedArmor Class- P1:Q

    it Dice- 9H9Attac"s- Flaming oo!es d<Special- Fearful CryMo!e- 19 1> #hen flying

    D N - 9N

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    Rust onsterArmor Class- 8 P1

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    lose one le!el. 2n addition& shade lords radiate an aura of fear. Any foe of 8 orfe#er le!els or hit dice #ho comes #ithin 8? feet of a shade lordautomatically flees in terror. +hose #ho do not flee are still co#er and sha"ein terror& suffering a 6 penalty to all attac" rolls #hile in melee com,at #iththem. Shade lords are immune to damage from non6magical #eapons andcannot ,e ,anished ,y a cleric.

    Sha!bling oundArmor Class- P1>Q

    it Dice- >Attac"s- Slam 1dN1E??Sham,ling mounds are large humanoid plant6li"e creatures. +hey are all ,utin!isi,le in #ild areas& surprising their foes on a 16E on 1d

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    S*eleton< .la!ingArmor Class- < P18Q

    it Dice- Attac"s- Flaming Slam 1d

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    lungs. ach round the target suffers 1d< points of damage and must ma"e asa!ing thro# or dro#n to death. Water #eirds hide in pools of #ater #herethey are undetecta,le until they stri"e.

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    9

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    Section I#

    The Wererat$s Well

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    Introduction

    The Wererat's We is an dungeon cra#ling ad!enture for si' to eightSwords & Wizardry White Box characters ,et#een 1 st and 8 rd le!el. +he playercharacters ha!e ,een hired ,y the mayor of Willo#ford disco!er and snuffout the source of a plague #hich has ,een ra!aging the local populous. +hemayor& after consulting #ith the local priest& has determined that the sourceof the disease is the #ater source of the to#n- the #ell. +he to#n consta,lerecently died of the plague and the to#nsfol" are paraly%ed #ith fear. +husthe player characters ha!e ,een hired to in!estigate the #ell and sa!e theto#n.

    Preparing for the Ad0enture

    +he referee is encouraged to read o!er this ad!enture ,efore runningit. The Wererat's We dra#s on material found in Swords & Wizardry WhiteBox along #ith the addition of a fe# ne# monsters detailed on in the Section222- Bestiary. layers should ha!e their characters prepared. o#e!er& TheWererat's We is deadly module& and the referee should encourage players to,e cautious and thin" a,out their actions ,efore charging in ,lindly.

    2n addition to the dungeon itself& a fe# details are pro!ided on the!illage of Willo#ford. +hese include information on Mayor Daran& the highpriest Arden of the Sil!er Light& and the local #atering hole 3 +he FrothingMug. Detailed information on Willo#ford can ,e found in Appendi' 2- Willo#5alley (a%etteer on page 1?:.

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

    connected ad!entures that also includes The Wizard's Tower and The!ra"on's #oard$ +he !illage of Willo#ford ser!es as a staging ground for allthree ad!entures and the !illage #ill ,e gi!en an in depth #rite6up in WhiteBox Omnibus$

    ach location in the dungeon is gi!en a description #hich ishighlighted in gray ,o'ed te't. Details on each encounter includesa,,re!iated non6player character statistics& treasure& and other surprises.

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    The #illage of Willowford Synopsis

    Willford is a small !illage nestled in idyllic rolling hills surrounded ,ylight #oodlands that e!entually gi!e #ay to#ering mountains to the north.Most local citi%ens are fishermen or farmers. +he !illage is almost de!oid ofdemihumans. +he only prominent one runs the local ta!ern& the FrothingFlagon. Mayor Daran ser!es as the !illage/s leader and Father Arden of theSil!er Light is spiritual council for the citi%enry. Gntil recently the !illageconsta,le #as a the Baldas& #ho died a fe# #ee"s ago of the plague that no#holds Willford in its grip.

    ayor aran: Daran is a proud man in his mid6E?s #ith salt and pepper

    hair and a stout frame. e is firm& ,ut fair& #ith the locals and #ell6li"ed. ehas offered a re#ard of 9?? gold pieces to anyone #ho can stop the plaguetrou,ling Willo#ford& #hich is #hat has dra#n the player characters to the!illage. e is ,arely educated& only a,le to read and #rite. e& li"e FatherArden& ,elie!es the source of the plague is the !illage/s #ater source 3 the#ell on the north end of to#n. Mayor Daran is neutral in alignment and hasstatistics identical to a uman Soldier as found in Swords & Wizardry WhiteBox$

    rus*: +his surly d#arf is the o#nerNoperator of the Frothing Flagon& thefinest ta!ern and inn in Willo#ford. Drus" is a no nonsense ,usinessman. edemands all #eapons e'cept daggers ,e peace6,onded #hen entering hisesta,lishment and #ill not negotiate prices for food or lodging. +heoccasional ,ra#l doesn/t ,other him& ,ut as soon as steel is dra#n Drus"goes for his a'e. A meal at the Frothing Flagon costs se!en copper pieces&#hich includes ,eer& ale or #ine. A night/s lodging costs = sil!er pieces for aroom& 8 sil!er to sleep in the common room& or 9 copper pieces to sleep inthe sta,le. Drus" is a le!el one d#arf and he "eeps a ,attle a'e under the ,arif things get rough in the Flagon.

    .ather Arden: Father Arden is a young priest of the Sil!er Light. +he Churchassigned him the small parish in Willo#ford after the pre!ious priest died ofold age. Arden has only ,een here a fe# years and is a ,it o!er#helmed ,ythe pro,lem at hand. 2n spite of his dou,ts& his "een mind and dedicationha!e lead him to disco!er the source of the plague has come from the to#n/s

    #ell. Father Arden is a second6le!el cleric of La#ful alignment. e #ill aidthe party #ith his meager magic& ,ut #ill not accompany them on theirad!enture. Sil!er is holy metal to those of the Sil!er Light faith and FatherArden #ill sell sil!er #eapons to the party at the follo#ing prices.

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    Weapon Cost

    Arro#& Sil!er 1? 1? gp

    Bolt& Sil!er 1? 1? gp

    Dagger& Sil!er ? gp

    oly Sym,ol& Sil!er 9gp

    Long S#ord& Sil!er 8? gp

    Short S#ord& Sil!er 9 gp

    Sling Stones& Sil!er 1? 1? gp

    Other Townsfol*: +he referee is encouraged to add other locals toWillo#ford to suit their o#n game. Most of the fol"s #ho li!e here are simplefarmers& lum,erers& and fisherman. Most are in their o#n homes ,y nightfalland sleep #ith their doors ,arred or loc"ed. +he to#n is protected ,y half ado%en human men6at6arms as sho#n in the Swords & Wizardry White Boxrules. +hey are summoned in the e!ent that anyone is caught in the act ofassault& thie!ery& and other #orse crimes.

    +here is a general store in to#n& Finch $ Breig Supply& #hich has a:9O chance to ha!e any item for sale found in the Swords & Wizardry WhiteBox rule ,oo". All items are sold at 11?O of listed cost.

    )eferees #ho #ant more detailed information on the !illage ofWillo#ford should see Appendi' 2- Willo# 5alley (a%etteer ,eginning onpage 1?:.

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    ap of the Wererat$s Well

    Rando! +ncounters in the Wererat$s Well: +here are no #anderingmonsters in this dungeon. o#e!er& if the player characters foolishly decideto camp o!ernight there is a :9O chance that they #ill encounter a party of1d8H1 #ererats patrolling the passages.

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    The Wererat$s Well+he locations on the map on page 9: are detailed ,elo#. Also

    included is the #ell itself as the characters approach it ,efore descendinginto the dungeon itself.

    1ocation @: The Willowford Well 9not shownWillo#ford/s #ell is located on the northern edge of to#n and is

    protected ,y a small #ooden shac" that has seen ,etter days. 2ts stones are,uilt to a,out three feet high and a #ooden ,uc"et is secured to an oa" archa,o!e the opening and dangles from an old& slightly tattered rope that isspun a,out it and can ,e lo#ered ,y a rusty hand cran".

    2t is forty feet to the ,ottom of the #ell. o# the player characterschoose to descend into the #ell is up to them. )opes #ith hoo"s can ,esecured to the stone #ell itself and ,egin repelling do#n #ithout muchtrou,le. 2f the party attempts to clim, do#n using the rope and ,uc"et of the#ell& they run the ris" of a dangerous fall. 2f more than thirty pounds of#eight are put on the rope it snaps and any characters #ho are using it fall tothe ,ottom of the #ell& suffering Ed< points of damage in the process.

    1ocation 3: "otto! of the Well+he great o,long pool that ser!es as a #ater source for the !illage ofWillo#ford runs thirty feet in length and is easily ten feet across. 2ts cold&still #aters rise to your #aist and are set into a plateau of mud and stonethat surrounds it on all sides in the center of a huge underground hollo#.

    +he #ater here has recently ,een infested #ith four rot #orms.Characters #ho fall from Location ?- +he Willo#ford Well and sur!i!e areimmediately attac"ed ,y 1dE of these parasites. +he rot #orms are difficultto see in the #ater& and surprise anyone #ho stays in the #ater for morethan one round on a 16E on 1d P11Q& D- 161& At"- 1d

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    #estern #all& splitting off in t#o different directions and a simple stair#ellof stone pea"s out of the eastern side of the ca!e.

    +he cham,er itself is de!oid of monsters& sa!e for one #ererat. +hislone slin"er is in rat form #hen the players ,egin e'ploring the location andimmediately scurries a#ay to Location 1 - +he all of the )at (od to informhis allies of intruders.

    +here is a small noo" in the northern part of the room the #ereratsha!e ,een using as a toilet. 2t is filled #ith a massi!e pile of rat e'crement.

    Characters #ho ma"e an effort to listen for noises in the cham,erha!e a 16 on 1d< chance of hearing a lo#& painful moaning coming from thesouth eastern corner of the cham,er. +his is coming from the human trapped

    in Location 8a- +he Cell.Wererat: AC ; = cp.

    1ocation 5: The Writhing Roo!+here is a narro#6faced man #ith greasy hair slin"ing in the corner

    of this room. e sits on a #ooden crate in the northern corner of the roomand has a made a small coo" fire #here he appears to ha!e some "ind ofmeat set upon a spit. 2t smells !aguely of por". +he far corners of the roomare filled #ith stone and scattered detritus& #hile you can hear scratchingand pounding against the door to the south& as if someone or something isclamoring to get free.

    +he narro#6faced man introduces himself as I(ren& and tells theplayer characters that he is a nati!e of Willo#ford #ho is li!ing in the ca!esand scrounging a li!ing ,y catching and eating rats and other sca!engers. 2n

    truth& (ren is a #ererat and the meat he is coo"ing is human flesh. e is#atching o!er a ne#ly ,itten !ictim #ho is due to go through their firstchange any day. Gntil then& (ren "eeps #atch o!er the poor #retch and feedsthem coo"ed human flesh once per day.

    (ren #ill tell the characters that a terri,le ,east is "ept ,ehind thedoor and he is fearful to open it. e #elcomes the party to in!estigate. 2f theyturn their ,ac" on him& he transforms into his man6rat form and attac"s forone round ,efore fleeing to Location 18- +he +hrone )oom to carry ne#s of

    the intruders to the )at ing. e lea!es ,ehind the prisoner/s gear #henfleeing& #hich is meager.Wererat hp : - AC < P18Q& D- 8& At"- 1d< #eapon & Sp- Control rats&

    lycanthropy& M!- 1 & D N - EN1 ?.

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    Treasure: Long s#ord& dagger& shield& sil!er pieces& 9?/ of rope& torches& flint and steel& amethyst gem 1 gp & S ro o) Cure Wounds /$

    1ocation 5a: The Cell+his small s uare room ser!es as the prison of a young #oman #ho

    is dressed in tattered leather armor and has a desperate loo" in her eyes. Aslight fills the room from your torches and lamps& she co#ers and ,egins toplead for freedom.

    +he #oman is Freyla& a tom, ro,,er #ho ,egan to e'plore the #ellafter hearing rumors of hidden #ealth from a local patron at the FrothingFlagon. She #as ,it ,y (ren #ithin a fe# hours of in!estigation and has ,een

    inflicted #ith lycanthropy 3 though she does not yet "no# it. She #ill offer toKoin the party for an e ual share of the treasure. She is true and honest forthe first Ed< hours #ith the party& after #hich her first transformationoccurs and she immediately ,ecomes an e!il #ererat loyal to the others #hod#ell in the ca!e.

    0rey a 9Wererat hp = - AC < P18Q& D- 8& At"- 1d< #eapon & Sp-Control )ats& lycanthropy& M!- 1 & D N - EN1 ?.

    Treasure: one.

    1ocation 9: The Alco0eA set of crude stairs rise a fe# feet into #hat appears to ha!e ,e a

    hollo# in the stone. +he ceiling dips lo#& ,arely fifteen feet high and theinterior is draped in dar"ness. +he cham,er has the damp& putrid smell ofrotting meat and the dar"ness is only ,ro"en ,y the occasional flic"er of redlight.

    +he far end of the dar" hollo# is filled #ith ,ones and corpses that

    are in a state of decay. Four giant fire ,eetles nest here& feeding on thecarrion. +hey approach and attac" any #ho distur, the ,ones. Gn"no#n tothe #ererats there is a trap door against the #all of this cham,er that opensup into a !ast ca!ern #hich ends in a cliff that drops 8? feet into Location ?-+he igh Landing.

    Beet e, +iant 0ire E& hp E& 9& 9& : - AC E P19Q& D- 1H8& At"- 1d< ,ite &M!- 1 & D N - 1N19.

    Treasure: >: gp& 1 E cp&Boots o) 6 ven 2ind

    1ocation 9a: The Tunnel+his long tunnel descends do#n ten feet and is dar"& dan" and smells ofmold.

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    +his tunnel runs ,eneath Location 1< ,efore opening into Location 1>. +hereare no monsters& though com,at is difficult and the characters #ill need tomarch single file #hen going ,eneath Location 1

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    pit floor and any #ho clim, do#n #ill ,e attac"ed. nce slain& the party canreco!er the !alua,les from the remains of the slain intruders #ho died here.

    +e atinous Cube hp - > P11Q& D- E& At"- 1d< stri"e & Sp-araly%ing stri"e sa!e or ,e stunned for 1 hour & M!-

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    are immune to fear and #ill fight until slain. 2f the sounds of com,at areheard& the )at ing in Location 18- +he +hrone )oom prepares for ,attle ,yma"ing use of the treasures he carries.

    Wererats & hp 18& 1E - AC < P18Q& D- 8& At"- 1d< #eapon & Sp-Control rats& lycanthropy& M!- 1 & D N - EN1 ?.

    1ocation 35: The Throne Roo!+his cham,er is empty sa!e for a throne made solely of human

    ,ones. Gpon it sits a great and terri,le #ererat& easily se!en feet in heightand clutching a pitted long s#ord. e stands as you approach. is red eyest#in"le and his #his"ers t#itch in anticipation.

    2f the )at ing "no#s the party is coming& he #ill ma"e use of his(ipes o) the Sewer and fill the throne room #ith giant rats ,efore retreatingto Location 1E- +he ing/s Cham,er. nce there he #ill drin" his (otion o)/nvisibi ity and #ait to am,ush the party. Should the party attempt to parlay#ith the )at ing& he #ill offer to turn them into #ererats if they #ill ser!ehim. 2f they turn his Ioffer do#n& he #ill attempt to slay them.

    8at 2in" hp 1> - AC 9 P1EQ& D- 8& At"- 1d< #eapon & Sp- Control)ats& lycanthropy& M!- 1 & D N - 9N E?.

    Treasure: 3on" sword ., 8in" o) (rote tion ., (ipes o) the Sewer,(otion o) /nvisibi ity, gold and ru,y ring 9E8 gp & >9 gp.

    1ocation 39: The ?ing$s Cha!berA stone floor has ,een set in this cham,er. A large ,ed has ,een set in

    the far corner #ith a hea!y oa" chest at its foot. +he southern #all isdominated ,y a ,eautiful& if faded& tapestry depicting the !illage ofWillo#ford.

    +he )at ing/s personal cham,ers are simple& ,ut fine. e sleeps in afine ,ut flea infested ,ed and "eeps his !alua,les in a trapped oa" chest.Any attempt to open the chest triggers a trap #hich fills the room #ith apoison gas. Characters in the room #ho fail their sa!ing thro# fall to theground and immediately cho"e to death. 2nside they find >9? gold pieces&1 8 sil!er pieces& E8= copper pieces& a (otion o) Cure !isease & scrolls of(rote tion )rom Chaos and Wizard 3o 1 & and aBa" o) #o din"$ A mundaneitem includes the )at ing/s Kournal #hich sho#s that the )at ing himself

    has infected the to#n of Willo#ford #ith the mysterious plague and that it isincura,le as long as the )at ing li!es. e is doing so at the ,idding of an e!ilnameless #i%ard #ith #hom he has entered a reluctant alliance.

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    1ocation 3 : The Portcullis+he cham,er opens up to re!eal an old portcullis has ,een set

    against the #estern #all. A large armadillo6li"e creature #ith long antennaeand a ,ea" appears to actually ,e eating a#ay at the metal. As you approachit turns and slo#ly approaches you and your companions.

    +his is a #andering rust monster& dra#n to the player characters asthey enter the cham,er ,y their metal gear. 2t #ill attempt to eat thee uipment of the most metal6clad party mem,er.

    8ust %onster hp 1= - AC- 8 P1

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    +his !ast& flat cham,er is nearly featureless and silent. +he onlyo,Kects of note are the ,ones scattered a,out the room in half a do%en smallpiles. A long cliff drops fifty feet straight do#n on it/s #estern side.

    +he ,ones are that of three ad!enturers #ho once attempted toe'plore the ca!ern in the early days of Willo#ford. What sle# them isun"no#n and has long since departed the area. 2f distur,ed they rise ass"eletons and attac".

    S1e eton: AC > P11Q& D- 1& At"- 1d< #eapon & M!- 1 & D N - 1N19.Treasure: E sp&Wand o) 3i"ht 1 charges $

    After!ath and .urther Ad0entures

    2f the party returns to Willo#ford after successfully defeating the )ating and his ser!ants the plague soon su,sides. +hey are heralded as heroes

    ,y the locals. +hey are re#arded ,y the mayor #ith a payment of 9?? goldpieces. o#e!er& ,oth the Mayor and Father Arden are concerned if theyhear ne#s of the #ererat/s mysterious master 3 an un"no#n #i%ard andhum,ly re uest that the party in!estigate this matter further. Father Arden"no#s that there #as once a #i%ard #ho d#elt in a "eep se!eral miles from

    the !illage& though he had ,elie!ed until this ne#s that the to#er #asa,andoned.)eferees are encouraged to consult Appendi' 2- Willo# 5alley

    (a%etteer on page 1?: to further de!elop their campaign& #hich is continuedin The Wizard's Tower$

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    Section #

    The Wi%ard$s Tower

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    Introduction

    The Wizard's Tower is an dungeon cra#ling ad!enture for si' to eightSwords & Wizardry White Box characters ,et#een E th and < th le!el. Aftersa!ing the !illage of Willo#ford from a mysterious plague& the playercharacters ha!e disco!ered that the plague may ha!e ,een fa,ricated ,y amysterious #i%ard #ho resides in a to#er some miles from the !illage. Afteroutfitting themsel!es in the !illage& they ha!e set off into the (allo#s#oodForest and come to the #i%ard/s to#er& #hich #as until recently& ,elie!ed to,e a,andoned.

    Preparing for the Ad0enture

    +he referee is encouraged to read o!er this ad!enture ,efore runningit. The Wizard's Tower dra#s on material found in Swords & Wizardry WhiteBox along #ith the addition of a fe# ne# monsters detailed in Section 222-Bestiary. layers should ha!e their characters prepared. o#e!er& TheWizard's Tower is deadly module& and the referee should encourage playersto ,e cautious and thin" a,out their actions ,efore charging in ,lindly.

    2n addition to the dungeon itself& a fe# details are pro!ided on thesurrounding #ilderness. +hese include information on the (allo#s#oodForest is pro!ided& including nomadic ,and of el!es #ho d#ell in these#oodlands.

    The Wizard's Tower is the first chapter in a trilogy of looselyconnected ad!entures that also includes The Wererat's We and The!ra"on's #oard$ +he el!ish encampment in the (allo#s#ood Forest gi!es the

    player characters the opportunity for roleplaying& information gathering ande!en potential allies. 2t #ill ,e gi!en an in depth #rite6up in White BoxOmnibus$

    ach location in the dungeon is gi!en a description #hich ishighlighted in gray ,o'ed te't. Details on each encounter includesa,,re!iated non6player character statistics& treasure& and other surprises.

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    The )allowswood .orest

    amed for the early and maca,re uses of its lum,er ,y early humansettlers& in the modern day the (allo#s#ood Forest has ,ecome o!ergro#nand #ild. 2t is rarely tra!eled ,y locals and the roads that once ran through itha!e ,ecome reduced to deer trails and pitted paths. 2t is no# home to fey&,easts and a small clan of el!es "no#n as the erenth.

    +he erenth hold no lo!e for the humans #ho li!e in the near,y!illage of Willo#ford& ,ut nor do they #ish them ill #ill. +hey simply see" toli!e a peaceful coe'istence #ith the natural #orld. )ecently& ho#e!er& theyha!e ,een trou,led ,y the gro#ing num,er of monsters that ha!e appeared

    in the (allo#s#ood. Bug,ears and go,lins are mo!ing across the forest atnight& and e!en a manticore is said to hunt in their #oods. +hey are too fe#to stand up directly to the ,easts intruding in their homeland. 2nstead theyuse their magic to pass unseen and stri"e from am,ush. +he leader of the

    erenth& an elf "no#n as /saeya is deeply concerned. She has noticed dar"lights flic"ering in a long a,andoned to#er that lies deep #ithin the(allo#s#ood and ,elie!es it to the source of this gro#ing e!il.

    Characters passing through the (allo#s#ood Forest ha!e a 1 in 1d

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    to#er and may e!en pro!ide them #ith food& #ater& and a fe# (otions o) CureWounds /$

    Tra0el and Rando! +ncounters+he Kourney from Willo#ford to the #i%ard/s to#er ta"es fi!e days on

    foot. As pre!iously stated& the characters ha!e a 1 in 1d< chance of ha!ing arandom encounter each day and a 16 in 1d< chance each night. +he refereeshould roll randomly on the chart ,elo# to determine e'actly #hat thecharacters encounter. Monsters are generally hostile& though cle!ercharacters may find #ays to a!oid com,at. Fey creatures are curious& ,utmay turn hostile if attac"ed. 2n either case& these creatures are li"ely to flee if the encounter ,egins to go ,adly for them. 2f el!es are countered they #ill

    approach cautiously #ith #eapons at the ready.+he (allo#s#ood Forest is dense and difficult to na!igate. Withoutthe aid of the el!es or a character familiar #ith forestry there is a ?Ochance that they #ill lose their #ay and spend a day tra!eling #ithoutma"ing any progress.

    )allowswood Rando! +ncounters

    Roll 73d 8 Creature /u!ber

    Appearing1 Centaur 1d<

    Dryad 1

    8 lf 8d<

    E (o,lin )aidersV See Belo#V

    9 Manticore 1

    < +roll 1dE

    V2n the e!ent of a go,lin raiding party& there #ill ,e one ,ug,ear& 1dEho,go,lins and d

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    ap of the Wi%ard$s Tower

    :8

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    The Wi%ard$s Tower+he locations on the map on page :8 are detailed ,elo#. ach

    location is num,ered ,ased on its floor& follo#ed ,y the location on thatfloor. So Location 161 is on the first floor of the to#er and is the first locationdescri,ed. Location B6 is in the ,asement and the second location. FinallyD68 is in the dungeon le!el& descri,ing location three.

    1ocation 3-3: Tower +ntrance)ising from the ground ,efore you is a dilapidated stone to#er that

    has ,een ,attered ,y time and lac" of attention. 2ts e'terior #alls areo!ergro#n #ith moss and you can see arro# slits set along the second floor.+he to#er itself rises four stories into the air& not uite ,rea"ing the treeline

    of the (allo#s#ood Forest #hich surrounds it. +he only !isi,le entrance is asingle stone door from #hich springs a #orn set of stairs that run along therounded edge of the to#er.

    +he to#er door is magically sealed. 2t can only ,e unloc"ed #ith a!ispe %a"i or 2no 1 spell. A 2no 1 spell is not completely effecti!e&ho#e!er 3 and does not disarm the magical trap set here. 2f the door isforced opened or opened !ia a 2no 1 spell& a0ireba e'plodes from the door

    and inflicts 9d< points of damage on any character #ithin t#enty feet of thedoor& though a successful sa!ing thro# reduces the damage ,y half. nce thetrap has ,een triggered or a !ispe %a"i spell has ,een cast& the door can ,eopened.

    Treasure: one.

    1ocation 3-4: +ntrance 'all+his long& narro# hall runs thirty feet to a hea!y #ooden door on the

    far side. ach side is flan"ed ,y ominous murder holes cut into the stone oneach side. +he cham,er is silent& sa!e for the occasional echo of a #ailing#ind.

    +hough there is no !isi,le creature standing guard at the murderholes of the entrance hall& the nameless #i%ard #ho d#ells here hassummoned t#o 2n!isi,le Stal"ers to protect his hall. +hey are charged #ithIslaying anyone #ho enters this hall if 2 am not #ith them. ne of 2n!isi,leStal"ers #ait in ,oth Location 168- Armory and Location 16E- Construct

    Storage& prepared to attac" from their positions at the murder holes as soonany potential !ictim passes.

    /nvisib e Sta 1er & hp 8

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    1ocation 3-5: Ar!ory+his room is co!ered in a thin layer of dust& its #alls lined #ith rac"s

    of #eaponry and se!eral suits of plate armor. +he air in this room is thic"and there is the faint scent of mold lingering in the air that contrasts the,eautiful array of martial trappings on display.

    +his room once ser!ed as an armory #hen the #i%ard "ept mortalguards& ,ut he has long since a,andoned that mundane practice. +he armoryhas remained unused for decades and in spite of the ,eautiful items here& themoisture of the #oodlands and lac" of cleaning has infested the room #ith4ello# Mold. 2f either of the t#o sets of plate mail here are displayed& thespores inside ,urst forth and fill the room #ith deadly spores. nce the mold

    has ,een dealt #ith& the #eapons and armor can ,e easily reco!ered. Moredetails on yello# mold can ,e found on page =8 of the Swords & WizardryWhiteBox rules E th printing .

    ?e ow %o d - AC- NA& D- NA& At"- Special spores & Sp-oisonous spores& M!- ?& D N - 8N

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    tapestries depicting images of dueling #i%ards engaged in magical com,at. Ado%en candles float at a height of a,out se!en feet& their flames casting theroom in a soft glo#. A stair#ell set into the #estern #all #inds up#ard.

    +his room is safe& for the most part 3 a respite for the nameless#i%ard #here he once hosted guests and friends. 2t has ,een years since sucha thing happened. +he tapestries and to,acco Kar are uite !alua,le& thoughthere are no coins or gems in this room. 2f& for any reason& the characterssnuff out one of the floating candle the fire in the hearth springs to life as afire elemental and attac"s e!eryone present.

    0ire 6 ementa hp 8? - AC- P1:Q& D- >& At"- d< stri"e & Sp- 2gnitematerials& M!- 1 & D N - =N1&1??.

    Treasure: Set of to,acco pipes and Kar 9? gp & tapestries & 89? gp&98 gp & rug 189 gp . 1ocation 4-3: Archer$s 'ollow

    +hree long archer slits run half the length of the southern stone #allin this room. +his room loo"s as though it hasn/t ,een used in years and afine layer of dust co!ers the floor. Beside each of the arro# slits you see a#eapon rac" upon #hich rests a polished hea!y cross,o#& coc"ed and at theready should an archer enter the room along #ith a ,undle of ,olts.

    Should the characters approach #ithin ten feet of the hea!ycross,o#s all three of them animate and ,egin to attac" !ia an enchantment laid on them long ago. +hey are enchanted to fire at an accelerated rate&firing once per round. +hey can ,e destroyed ,y con!entional #eapons& ,ut if the rac"s upon #hich they rested are destroyed& the hea!y cross,o#s nolonger animate and fall to the floor 3 though their enchanted speed remains.

    Animated Weapon 8& hp ?& 1E& 1 - AC E P19Q& D 8H8& At"- 1d

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    it on as a familiar. 2f the players agree to this& it #ill ser!e them loyally 3 ,utal#ays try to con!ince them to turn to#ards demonic influence for po#erand t#ist good6natured commands to an e!il end. 2f attac"ed& it #ill attemptto flee com,at if possi,le. +he li,rary itself has do%ens of ,oo"s. Characters#ho do a thorough search ha!e a 1 in 1d< chance of finding a %anua o)+o ems$

    /mp hp 18 - AC- 8 P1 P11Q& D 8& At"- 1d< stri"e & M!- 1& Sp-

    2mmune to spells& heat& cold& and ,lunt #eapons& items touched must ma"esa!ing thro# or ,e destroyed& D N - 9N E?.

    Treasure: (otion o) #ea in" &(otion o) 0ire 8esistan e, (otion o)/nvisibi ity$

    1ocation 4- : Parlor+his land feels li"e an e'tension of the room ,elo#. 2t is decorated

    similarly& #ith fine tapestries and rugs adorning the stone #alls and floors. A

    couch is set against the north #all and a pair of chairs flan" a chess ta,le set#ith pieces car!ed of i!ory and accented #ith gleaming gems.

    +he chess set is magical and if the #ord Iplay is uttered #ithinthirty feet of it& the pieces #ill animate and the game #ill play itself 3 the

    ::

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    pieces #ill e!en articulate and fight. 2f any piece is mo!ed more than 9 feeta#ay from the ,oard it #ill teleport ,ac" to the ,oard. +he player characters#ill need to someho# steal ,oth the game ta,le and the pieces if they #ishto ta"e it 3 though it #ill fetch an ama%ing price if they can find the right,uyer.

    Treasure: Magical Chess Board 9??? gp .

    1ocation 5-3: aster "edroo!Large and lush& this room is dominated ,y the huge canopy ,ed in its

    center& set upon a raised platform of stone. A large mahogany #ardro,e #ithetched lettering is set against the northern #all. Beside it is a large roll topdes" #hich sits closed #ith a tiny loc" in its front. A great iron chandelier

    hangs from the ceiling& unlit. A small #ooden door is set into the #estern#all 3 li"ely a closet& #hile a larger door leads south.

    +hough there are no monsters here& the #i%ard/s ,edroom ise'tensi!ely trapped. Any attempt to open the roll top des" #ithout a "ey setsof a surge of magical energy that does d< damage to e!eryone in the room.+his enchantment remains in place until a !ispe %a"i is cast. 2f opened& theroll top des" contains ,oth the #i%ard/s spell,oo" and his Kournal. See theentry on the #i%ard on page >< 6 andout ne for information on theseitems.

    +he lettering on the #ardro,e reads I pen to the Master in thelanguage of magic and can ,e deciphered #ith the casting of a 8ead %a"ispell. 2f an attempt is made to open it #ithout spea"ing the #ord any #hotouch it are teleported to Location B6 - Jail& #ithout any of their gear. 2nsteadtheir e uipment is teleported to Location 868- Safe and they arri!e in theroom na"ed. 2f the characters manage to ,ypass this enchantment& they ha!e1 in 1d< 16 in 1d< for d#ar!es& el!es and halflings of disco!ering the

    hidden door that leads to Location 868- Safe.2n addition& any attempt to open the #estern door acti!ates the Flesh

    (olem in Location 86E- idden Sentry. 2t #ill attempt to slay any intruders itfinds.

    Treasure: Journal& spell,oo".

    1ocation 5-4: Closet +his large #al"6in closet contains ro,es and cloa"s of the finest

    uality hanging on pegs along #ith a fe# uartersta!es and #al"ing stic"s.

    +a"ing the time to dig through this room #ill re!eal a surprising lac"of threats and a fe# minor magic items.

    Treasure: C oa1 o) (rote tion ., uartersta)) .$

    :>

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    1ocation 5-5: Safe+his plain stone cham,er is empty and undecorated e'cept for a

    coffin6si%ed metal chest #ith reinforced iron ,ands and a large loc" on thefar end of the room.

    +he chest is trapped ,oth mechanically and magically. 2t is co!ered#ith in!isi,le magical runes #hich can only ,e re!ealed through the use of a8ead %a"i spell& though if !ete t %a"i is cast on the chest& it is re!ealed to,e magical. +he magical trap can ,e disarmed #ith a !ispe %a"i spell. +hechest can ,e opened #ith either a "ey carried ,y the #i%ard or a 2no 1 spell.

    2f the magical trap is acti!ated a ,all of electricity fills the room&

    inflicting 9d< points of damage on e!eryone present. +hey can ma"e a sa!ingthro# for half damage. +he mechanical trap& triggered if an attempt is madeto pic" or force the loc"& launches a needle coated #ith a deadly poison. +heperson attempting to open the chest is struc" ,y the needle and must ma"e asa!ing thro# or die instantly from its poison. 2n addition to the treasurelisted ,elo#& anyone #ho has fallen !ictim to the trapped #ardro,e #ill ha!etheir gear here.

    Treasure: (otion o) #ea in", +aunt ets o) Swimmin" & C imbin", 8in"o) 78ay 4ision, Wand o) Co d, 8E E gp.

    1ocation 5-9: 'idden Sentry+he stair#ell here ends in a hea!y #ooden door on a stone landing.

    +he southern #all here contains a "eenly hidden door noticed onlyon a 1 in 1d< chance & ,ehind #hich there hides a Flesh (olem. +he door can,e opened #ith a catch hidden in the #all& and #ill automatically open thedoor if the entrance to Location 861- Master Bedroom is forced open. +he

    door to Location 861- Master Bedroom is loc"ed& ,ut can ,e opened ,yuttering the ridiculously easy command #ord I pen Sesame or a 2no 1spell is cast on it.

    0 esh +o em hp 8= : AC- = P1?Q& D- 1 & At"- 1d< fist & Sp- 2mmune tomundane #eapons& slo#ed ,y fire& healed lightning damage& slo#ed ,y fireand cold& immune to other all other magic& M!- >& D N - 1 N &???.

    Treasure: one.

    1ocation 9-3: 'all of irrorsSet into three alco!es along the south#estern #all of this room arestanding mirrors in sil!er frames of an o,!iously magical nature. +hey castno reflection& ,ut are instead are filled #ith a thic"& s#irling mist.

    :=

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    +hese mirrors are used ,y the #i%ard to ga%e into other planes ofe'istence. nly a #i%ard of great po#er can ma"e use of them. 2f any playercharacter touches them they must succeed in a sa!ing thro# or ,e suc"edinto another plane of e'istence. +he mirrors are immune to mundanedamage& ,ut can easily ,e destroyed ,y a ,lo# from a magical #eapon. +heyare magically rooted to their current location.

    Treasure: one.

    1ocation 9-4: )a%ing Pool+his room is empty sa!e for an in"y ,lac" pool at the center. 2t is

    easily large enough for a giant to immerse himself in and radiates a chillingair. +hrough its #aters you can see the occasional glitter of gold or dull

    reflection of stone.

    Gsing the ga%ing pool the #i%ard is a,le to communicate #as a,le topre!iously communicate #ith the #ererats ,eneath Willo#ford andcurrently communicates #ith Agathareon& the )ed Death of the West 3 adragon of immense po#er. Characters #ho attempt to ga%e into its depthsmust ma"e a sa!ing thro# to focus their #ill. 2f successful& they catch a ,riefglimpse of the sleeping #yrm ,efore his serpentine eye flies open& he lets out a terri,le roar that echoes through the cham,er and then the image !anishes3 ne!er a,le to ,e reconKured. Characters #ho distur, the #aters or touchthem feel a cold chill shoot through their ,ody& ,ut suffer no damage.Gnfortunately& they permanently destroy the enchantment of the pool 3 it#ill ne!er ,e