Harnly's Hole: An Adventure for S&W WhiteBox

UPDATE on 2014-02-03: An updated version of this adventure in PDF format can now be found on the downloads page!




Why do I like Swords & Wizardry WhiteBox? It's deadly, that's why! It makes for gritty, dangerous dungeon crawls at low-level where the spectre of death is ever-present.

This scenario was created using only the monsters found in the WhiteBox ruleset. My preferred version of these rules is the no-longer-available 2nd printing by Brave Halfling Publishing, although you should have no problem running it with the freely available 3rd printing PDF from the Swords & Wizardry website. The stat block are for the monsters as found in the 2nd print and differ slightly from those found on d20swrd.com.

This scenario is a grind; there is much risk and slight reward in the way of treasure (but there are treasures!). It is also designed to have 2 of the player characters join the game after their discovery; the DM may opt to run these as NPCs. The Hs beneath monster entries are for keeping track of that particular monster's hit points during play.

Harnly's Hole

A Swords & Wizardry WhiteBox Scenario
for 4-5 low-level characters
(pre-generated characters included)

Map made with Dave's Mapper.




Fort Harnly wasn't much of a fort. It wasn't anything more than just a glorified one-room guardhouse in the middle of nowhere. In fact, it was so far away from the Baron's stronghold that he tended to forget about it and, eventually, he stopped posting a trio of guards there altogether. After many years, Fort Harnly fell into disrepair and nearly faded into memory.

Off all the guards who served at the frontier post, only Harnson Groot is still alive. Now a one-legged sergeant and pole-arms trainer in the Baron's mercenary force, he regales green recruits with stories of encounters with bugbears, goblins, kobolds, and gnolls who roamed the hills at the Barony's edge (although what he recalls most vividly are wasting away the hours on cool, pleasant evenings swimming in the pond behind the fort).

He remembers those years fondly (as those who are up in years are wont to do), so much so that he has requested permission from the Baron to retire to the run-down fort and start a farm when he resigns his commission at the Baron's mandated 40 years of service limit. The Baron has agreed to this request, and has even agreed to let Harnson send a few recruits out on a training exercise/scouting mission to begin preparing the area for Harnson's return.

Harnson has charged three recruits to venture to Fort Harnly. After some thought, he also asked the Baron's priest if there was an acolyte he could spare to accompany his men. Father Noaventure agreed to this request and sent along one of his slightly more worldly clerics.

The party set out on mules from the Baron's keep two weeks ago and have just arrived at Fort Harnly. Along the way they recruited a few villagers as torch-bearers, porters, and men-at-arms (see hirelings list, below). A shipment of building supplies and a relief party left a week after the party's departure. The recruits' mission is to secure the area, clean up the fort, and investigate any strange goings-on in preparation of the fort's renewal.

WANDERING MONSTERS
(1d6; below ground only)

1. Giant Spider
2. Small Giant Centipede
3. Ghoul
4. Gnoll
5. Lemure Demon
6. 2 Giant Rats



1. A dryad inhabits this tree. A naked dwarf is tied up here and the dyrad will begin to feed on his life force soon. The dwarf, Virlek Gyndulfson (see pre-gen list, below), has been seduced with a Charm spell and protected by the dryad and somehow tied himself up. His equipment is all in good working order and is in a tidy pile a few steps away from the tree.

A heavy iron chain dangles into the depths of a pit here, ending on a small cairn of rock on an outcropping below. This was the pond old Harnson remembers, although it has collapsed and there is no trace of a water source. The pit does not appear to be natural, nor does it appear to be the handiwork of any known race.


Dryad: HP 9; AC 9 [10]; Atk 1 wooden dagger (1d4); Move 12; Save 16; HDE/XP 3/60; Special: Charm person (-2 save).

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2. This one-room guardhouse has fallen to ruin; 2 ragged looking gnolls have taken shelter for the night. The gnolls are heavily injured but will fight to the death if provoked. They are exhausted and terror-plagued and will rave nonsensically about a "horror below the earth" but not mention any specifics.

If treated well, the gnolls will explain they are the last survivors of an expedition that breached the column in Area 4 to explore the depths below. They were ambushed by bandits as they came scrambling out of the pit in area 1 while some unknown enemy "breathing fire" chased them to the surface.


2 Gnolls: HP 4, 5; AC 5 [14]; Atk 1 bite (2d4) or weapon (1d10); Move 9; Save 16; HDE/XP 2/30; Special: None.

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3. This pit is filled with the recently dead bodies of 3 gnolls and 7 human bandits. The gnolls appear to have put up a ferocious fight despite severe burn wounds that appear several days old. Also, tied up and knocked unconscious beneath one of the dead bandits is Raafan Autuk, a 1st level Magic User (see pre-gen list). He's the seventh son of a seventh son; his father is a rich merchant specializing in rare pipeweed who bought his son's way into the magic academy. Raafan was being held for ransom, having been ambushed on his way home for a visit. He'll come around after some strong drink is poured down his gullet.

Between all the dead bodies, there's 27cp, 34sp, and 73gp. There are several swords of various lengths, clubs, bows, and daggers laying about.



4. The broken column is an entrance to the largest cavern in the complex. The column appears to be of gnomish design and is engraved with ancient gnomish script and warnings which have been scratched out beyond decipherability. A Read Magic spell will reveal various inscriptions (most of them gnomish graffiti) and one message that stands out from the rest: "Beware the One Who Sleeps Below!"

The tunnel to Area 12 is empty, but the ground is worn smooth of dust and debris—except around the column, where the remains of the broken column is scattered.



5. These stairs do not appear to have been carved by any earthly hand, and have been carved from the bottom up. The gentle slope ends in a twisting stone staircase which also isn't of any known design. There is a 30% chance that the spiral staircase contains 3–5 giant rats.

A faint howling, screeching sound can be heard coming up from the depths. The sounds get louder near Area 6, but then become inaudible further down.


3–5 Giant Rats: HP 4, 4, 3, 4, 3, 2, 4, 1; AC 7 [12]; Atk 1 bite (1d3); Move 12; Save 18; HDE/XP 1/10; Special: 5% are diseased.

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6. Two dead gnolls lay at the entrance to this room, their bodies burnt and horribly disfigured. They carry a total of 6 gp, 2 cudgels, and 1 spear.

Further in, a giant slug's bulk blocks the way to Area 11. It will attack if disturbed. It is always disturbed. Inside the slug are the digested remains of 2 gnolls and 75gp worth of coins in various denominations.

As the party ventures closer to Area 11, the howling & screeching sounds heard in Area 5 get louder.


Giant Slug: HP 16; AC 8 [11]; Atk 1 bite (1d12) or acid; Move 6; Save 3; HDE/XP 13/2,300; Special: Spit acid (2d6).

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7. Another dead gnoll blocks the entryway here. His trappings and hide patterns indicate he was someone of rank. There are 3cp, 12sp, and 6gp in a pouch at his waist. A heavy, wicked-looking cutlass (treat as long sword +1) lays close to his outstretched hand.

Also in this room are twelve brittle, inanimate gnome skeletons. Among the bones are 2 emeralds worth 68gp total. Hidden in a hollow shin bone is a scroll of Protection from Chaos.



8. At the bottom of the stairs, blocking entrance to the room, is a Hell Hound carcass with a dead gnoll gripped in its jaws. Pieces of a broken sword and a splintered cudgel scatter the floor, as do 150cp and 75sp, making the floor near the entrance treacherous (20% chance someone falls while moving through this area).

Two more Hell Hounds are anxiously pacing around the room. The Hell Hounds will attack on sight.


2 Hell Hounds: HP 11, 10 ; AC 4 [15]; Atk 1 bite (1d6); Move 12; Save 13; HDE/XP 5/240; Special: Breathe fire (8 hp).

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8a. A narrow stone staircase spirals up to Area 8b. The door to Area 9 is locked and warded; Dispel Magic will have no effect. It can only be opened with the right magical key. The door and lock are covered with a thick layer of yellow mold.


Yellow Mold: HD n/a; AC n/a; Atk 1d6 damage + spore cloud; Move 0; Save n/a; HDE/XP 3/60; Special: Poisonous spore cloud, killed by fire.



8b. This is evidently a storage room, stuffed with rusted weaponry; miscellaneous gears, thinning, spotted sheets of waxy grey metal, slow leaking, near empty vinegar barrels; rotted portraiture, and other such items. Everything is covered in a fine layer of non-toxic yellow dust.

Dangling from the corner of a picture frame at the back of the room is an iron key ring with the special keys to the doors in Areas 8a & 10. The keys will glow with a faint purple aura under a Detect Magic spell.

Inside one of the vinegar barrels is the ancient, desiccated corpse of a dead halfing. He has a cleric's Ring of Spell Storing in his pocket and an Amulet against Scrying on a normal chain around his neck. A +1 Short Sword is in a finely engraved sheath at his side. He also has 52gp in various coinage in his trouser pockets.



9. The smell of sulfur is strong in this stone staircase, despite a gentle downward wind coming from above. A continual stream of shadows march downward as well, two abreast. They will not attack unless attacked and will step aside to let the party pass. The shadows will keep coming, pair after pair after pair. (DM Note: use the same HP for each pair during combat).

It is not possible to find the end of the staircase; it keeps going down and down. Anyone attempting to go downward off the map will find themselves walking downward for an eternity. If they are off the map and turn around to go up, they will instantly find themselves between the doors to Area 8a and Area 10.

The top of the stairs dead-ends in rock, and yet the shadows emerge from the rock and march down nonetheless.

The door to Area 10 is locked & warded and requires a special magical key to open.


2 Shadows: HP 8, 12; AC 7 [12]; Atk 1 touch (1d4 + strength drain); Move 12; Save 16; HDE/XP 4/130; Special: Drain 1 point str with hit, hit only by magic weapons.

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10. The bodies of three dead gnolls lay in a gnarled heap, blocking entrance to the room.

A congregation of 1d8 lemure demons and 1d6 ghouls are screeching and dancing and feeding on the bodies of another 2 dead gnolls. There is another gnoll, barely alive, gnashing and howling in agony as he is being eaten alive. The demons and ghouls will attack on sight.

The sides of the cavern walls are slick and wet, and appear to be sweating. This is actually grey ooze.

At the end of this area, the floor suddenly gives way to an endless pit. Anyone falling in will fall into darkness forever and ever without end. The smell of sulfur wafts strongly up from the hole. Any PC within 5 feet of the pit must Save vs. Poison or suffer a –1 to all melee attacks due to severe nausea.

In a small niche above the pit is a small, jewel encrusted bronze statue of a demon laughing in its sleep. The idol is worth 1,000gp. Removing the statue will summon another 1d8 lemure demons out of the pit (same stat block as first group).


1–8 Lemure Demons: HP 7, 6, 7, 8, 9, 10, 9, 10 ; AC 7 [12]; Atk 1 claw (1d3); Move 3; Save 14; HDE/XP 4/120; Special: Regenerate (1hp/round).

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1–6 Ghouls: HP 9, 12, 5, 7, 11, 7; AC 6 [13]; Atk 2 claws (1d3), 1 bite (1d4); Move 9; Save 16; HDE/XP 3/60; Special: Immunities, paralyzing touch.

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Grey Ooze: HP 9; AC 8 [11]; Atk 1 strike (2d6); Move 1; Save 14; HDE/XP 5/240; Special: Acid, immune to spells, heat, cold, and blunt weapons.

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Gnoll: HP 1; AC 5 [14]; Atk 1 bite (2d4) or weapon (1d10); Move 9; Save 16; HDE/XP 2/30; Special: None.

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11. This bridge of rope and wood plank looks hastily built, but it is in good condition. Still, there's a 5% chance a board gives way and the PC falls down to Area 10.

The ceiling above the bridge contains 2 giant spiders. They will attack if the light carried by the party is brighter than 3 torches.

Walking across the bridge stirs up the demons and ghouls and their screeches and howls will echo through the caverns.

On the other side of the bridge is a pit trap tainted with poisoned barbs. The trap can hold the weight equivalent of a normally-encumbered human in chainmail; anything heavier and the floor will give way. Falling in the trap causes 1d6 damage from the fall, plus Save vs. Poison or take 1d6 poison damage as well. Additionally, PCs take 1hp impaling damage per round until they can escape the pit.

There's also a black pudding skulking beneath the spikes of the trap. It will not move to attack but will digest any PC who is fully impaled or dies in the trap. Under the black pudding is about 2,162gp in various coinage

It's possible to break through the thin wall at the end of this area into the stairway in Area 12.

The smell of sulfur is strong throughout this part of the complex.


2 Giant Spiders: HP 7, 9; AC 6[13]; Atk 1 bite (1d6 + poison); Move 18; Save 16; HDE/XP 5/240; Special: lethal poison, 5 in 6 chance to surprise prey.

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Black Pudding: HP 22; AC 6 [13]; Atk 1 attack (3d8); Move 6; Save 5; HDE/XP 11/1,700; Special: Acidic surface, immune to cold, divides when hit with lightning.

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12. The small tunnel of Area 4 opens into a tremendously large cavern that glitters with iridescent rock. The floor here is smooth and devoid of rock and debris and slopes gently downward. This area is the nest of a purple worm and her 3 new hatchlings. They can be encountered anywhere in Area 12, including the stairway, but they will not enter Area 13 or the stairways going to Area 13.

The hatchlings prefer to group on the outcrop above the stairway. The pit on this rocky outcrop appears to be filled with a sickly-looking pool of water. It is actually a grey ooze.


Purple Worm: HP 37, 7, 5, 5; AC 6 [13]; Atk 1 bite (2d6), 1 sting (1d6 + poison); Move 9; Save 3; HDE/XP 17/3,500; Special: Poison sting, swallow whole. (Note: no XP for defeating hatchlings.)

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Grey Ooze: HP 9; AC 8 [11]; Atk 1 strike (2d6); Move 1; Save 14; HDE/XP 5/240; Special: Acid, immune to spells, heat, cold, and blunt weapons.

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13. Anyone entering Area 13 will find themselves walking on the ceiling and be filled with a sense of impending doom. Rest here is possible, but spellcasters have only a 75% chance of properly preparing their spells.

The room itself is empty, and the stairs carved in the floor and ceiling of stairway do not appear to have been carved by any known craftsmanship. The bottom step is removable stonework and reveals a secret crawl way to Area 14.



14. Two Hell Hounds are napping on either side of a trap door to a rickety spiral staircase that leads to Area 15. Everything in this area, including the Hell Hounds and trapdoor, is covered in a thick layer of normal grey dust. The Hell Hounds will not awaken unless the trap door is touched.

In a niche at the back of the cave is a wooden chest with a poison needle-trapped lock (Save vs. Poison or take –2 damage). Inside the chest are 2 Potions of Extra Healing, a silver dagger, a demi-human sized War Hammer +1 vs. Ghouls, and a Whip +1 vs. Demons.


2 Hell Hounds: HP 13, 13; AC 4 [15]; Atk 1 bite (1d6); Move 12; Save 13; HDE/XP 5/240; Special: Breathe fire (8hp).

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15. The jale-colored column holding up a small crumbling outcrop beneath the stairway is not of human or demi-human design; engraved with ragged, barely legible letters in ancient gnomish is the message "Today our realm ends here." It's possible to tunnel through the rock pile to reach Area 16 with a few rounds of heavy digging.

The floor of this area, from the column to the short staircase, is littered with the bones of many gnomes. If the bones are dishonorably disturbed (kicked, picked-up, pushed out of the way, etc.), they will assemble into 47 animated gnome skeletons and attack. They can be gently walked on without triggering this effect.

At the top of the short stairway is a small statue of the Jale God carved from a hunk of nearly weightless, jale-colored, obsidian-like rock that is not of this world. The statue is surrounded with hundreds of bones from various humaniod races: bugbears, goblins, hobgoblins, kobolds, orcs—even an owlbear or two. Scattered among the bones are various coins worth 400gp.

The statue is worth 1,500gp. However, the PC who removes the statue from its altar must Save v. Spell or suffer the effect of a Quest spell. The Jale God will send the victim on a quest to carry his image to a shrine located in another realm.

This quest can be averted with a Remove Curse spell cast by a cleric of at least 10th level. If this is done, however, the Jale God will manifest and attempt to gamble for the victim's soul.

Anyone who makes a successful save upon picking up the statue will find they can never be rid of it. Every time the statue is sold or given away, it will reappear in the PC's possession again soon after. This cycle can be stopped by placing the statue in a shrine dedicated to any of the petty gods in the Jale God's retinue.


47 Gnome Skeletons: HP 1 each; AC 8 [11]; Atk 1 strike (1d6); Move 12; Save 17; HDE/XP 1/15; Special: Immune to sleep and charm spells.

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16. After tunneling through Area 15, the party will find themselves facing another support column. This column made of ulfire-colored stone is similar in design to the column in Area 15, but is smooth and unblemished despite the message that seems to be carved in its surface: "The Sleeper Who Sleeps Sleeps Below."

A rusty iron chain dangles down to a ledge where 2 small giant centipedes rest on a clutch of 1d20 eggs. The eggs are worth 5gp apiece to the right collector.

The ledge abuts what appears to be an endless pit. It is not. Anyone or anything falling in will fall roughly 60 feet and land on the back of a Baalrog Demon who's been sleeping for a thousand years; he will immediately wake up if something falls on him.

If the Baalrog is awakened, he can be put back to sleep by placing the demon idol from Area 10 in the centipede nest and singing "Hush Little Baby" as the PCs make their escape.


2 Giant Centipedes (small): HP: 2, 2; AC 9 [10]; Atk 1 bite (0 + poison); Move 13; Save 18; HDE/XP 1/15; Special poison bite (+4 save or die)

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Baalrog Demon: HP 36; AC 2 [17]; Atk 1 sword or whip (1d6); Move 6 (Fly 15); Save 5; HDE/XP 10/1,400; Special: Magic Resistance (75%), surrounded by flame (3d6), magic weapon required to hit, unaffected by spells from casters lower than 6th level.

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PRE-GENERATED CHARACTERS
(Pre-gens tweaked from Ramanan Sivaranjan's LLB Character Generator)


Arquen Fordhart
1st Level Female Fighter

HP: 7 AC: 3 [16] XP: 0

STR: 11
INT: 10
WIS: 6
DEX: 9
CON: 9
CHA: 12

Saving Throw: 14 (+2 vs. death or poison)

Weapons: Two-Handed Sword (1d6+1), 3 Daggers (1d6-1)
Armor: Plate mail
Equipment: 6 Torches, backpack, waterskin, 1 week Iron Rations, 50' Rope, 2 flasks oil, 9gp

Languages: Common, Alignment

Optional Appearance: Young, Scrawny



Filk Laroosh
1st Level Male Fighter

HP: 6 AC: 3 [16] XP: 0

STR: 12
INT: 7
WIS: 10
DEX: 10
CON: 15 (+1)
CHA: 11

Saving Throw: 14 (+2 vs. death or poison)

Weapons: Flail (1d6), Dagger (1d6-1), Short bow (1d6-1)
Armor: Plate mail
Equipment: Quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week Iron Rations, 50' rope, small sack, 10gp

Languages: Common, Alignment

Optional Appearance: Young, Spit-and-Polished



Kelkek Pigsherd
1st Level Male Fighter

HP: 8 AC: 5 [14] XP: 0

STR: 15
INT: 8
WIS: 13
DEX: 9
CON: 17 (+1)
CHA: 10

Saving Throw: 14 (+2 vs. death or poison)

Weapons: Spear(1d6), Light Crossbow (1d6-1)
Armor: Chainmail
Equipment: Case with 30 quarrels, 6 torches, backpack, waterskin, 1 week Iron Rations, 50' rope, 11gp.

Languages: Common, Alignment

Optional Appearance: Drab Clothing, Tall



Hernvixen Clavershell
2nd Level Female Cleric

HP: 7 AC: 4 [15] XP: 1,501

STR: 8
INT: 11 (+1)
WIS: 13
DEX: 10
CON: 16 (+1)
CHA: 9

Saving Throw: 15 (+2 vs.poison or paralysis)

Weapons: War Hammer (1d6)
Armor: Chainmail, Shield
Equipment: 6 torches, backpack, waterskin, waterskin of holy water, 1 week Iron Rations, 10' Pole, Holy Symbol, Scroll of Cure Light Wounds, 4gp

Languages: Common, Alignment, Halfling

Optional Appearance: Drab Clothing, Pretty

Turn Undead:
Skeleton: 7
Zombie: 10
Ghoul: 10
Wight: 13

Spells Prepared:
Level 1: Light



Virlek Gyndulfson
1st Level Male Dwarf

HP: 7 AC: 2 [17] XP: 0

STR: 10
INT: 17 (+7)
WIS: 13
DEX: 5 (-1)
CON: 12
CHA: 15 (+1)

Saving Throw: 14 (+4 vs. magic; +1 vs. death and poison)

Weapons: Long Sword (1d6), Dagger (1d6-1)
Armor: Plate mail, shield
Equipment: 6 torches, backpack, waterskin, 1 week Iron Rations, 10' pole, 4gp

Languages: Common, Alignment, Gargoyle, Halfling, Human Dialect, Kobold, Lizard Man,

Optional Appearance: Mature, Fancy Clothing



Raafan Autuk
1st Level Male Magic-User

HP: 6 AC: 9 [10] XP: 0

STR: 12
INT: 17 (+7)
WIS: 5
DEX: 12
CON: 8
CHA: 11

Saving Throw: 15 (+2 vs. Spells)

Weapons: Dagger (1d6-1)
Armor: None
Equipment: Lantern, 4 flasks oil, backpack, waterskin, 1 week Iron Rations, 50' silk rope, 77gp.

Spellbook contents
Level 1: Read Magic, Light, Sleep, Detect Magic

Spells Prepared:
Level 1: Read Magic

Languages: Common, Alignment, Gnoll, Gnome, Human Dialect, Kobold.

Optional Appearance: Youthful, Elaborate Attire



HIRELINGS
(courtesy of Greg Gillespie's Meatshield Generator)

Pick up to 4:

Name: Peltik Ratcatcher, 0-level male porter
HP: 3
AC: 0 [19]
Weapon: Dagger (1d6-1)
Armor: None
Background: Peasant
Posessions & Knowledge: A large bar of soap
Notable Features: None
Suggested rate of pay: 5sp/day


Name: Bargarda Counts, 0-level female porter
HP: 3
AC: 0 [19]
Weapon: Dagger (1d6-1), Club (1d6)
Armor: None
Background: Escaped convict
Posessions & Knowledge: Makes a mean stew
Notable Features: Wears hair in pigtails.
Suggested rate of pay: 5sp/day


Name: Marton Martinson, 0-level male torch-bearer
HP: 3
AC: 0 [19]
Weapon: Dagger (1d6-1)
Armor: None
Background: Only survivor of a goblin massacre
Posessions & Knowledge: Speaks goblin
Notable Features: Large scar on back of skull
Suggested rate of pay: 5sp/day


Name: Dardic Faversham, 0-level female torch-bearer
HP: 3
AC: 0 [19]
Weapon: Club (1d6)
Armor: None
Background: Miller's daughter
Posessions & Knowledge: Set basic traps
Notable Features: Emaciated
Suggested rate of pay: 5sp/day


Name: Kilstad Killstab 0-level male man-at-arms
HP: 3
AC: 0 [19]
Weapon: Dagger (1d6-1), Hand-axe (1d6)
Armor: None
Background: TPK survivor
Posessions & Knowledge: Eidetic memory
Notable Features: Tattoo of bird on left hand
Suggested rate of pay: 1gp/day


Name: Relix Yunk, 0-level female man-at-arms
HP: 3
AC: 0 [19]
Weapon: Spear (1d6)
Armor: None
Background: Deserter
Posessions & Knowledge: Sock full of marbles
Notable Features: Honest to a fault
Suggested rate of pay: 1gp/day




EXPERIENCE TOTAL
approx. 14,355

TREASURE TOTAL
approx. 5,355gp

 MAGIC ITEMS AVAILABLE
 Scroll of Protection from Chaos
 Ring of Spell Storing (Cleric)
 Amulet Against Scrying
 +1 Short Sword
 2 Potions of Extra Healing
 Silver Dagger
 War Hammer +1 vs. Ghouls
 Whip +1 vs. Demons