TEXT: 1
  
  White Box Gothic
  Adventures in Horror & Shadow
  for use with 
  Swords & Wizardry WhiteBox
  Written by
  James M. Spahn
  Edited by
  Brandon Goeringer
  Art by
  Luigi Castellani
  Jeff Freels
  William McAusland
  Bradley K. McDevitt
  Special Thanks
  Jeremy Friesen
  Published by
  Swords  &  Wizardry,  S&W,  WhiteBox,  and  Mythmere  Games  are  the 
  trademarks of Matthew J. Finch. Barrel Rider Games is not affiliated with 
  Matthew J. Finch or Mythmere Games™. This product is compatible with the 
  rules of Swords & Wizardry: WhiteBox.
  2
  
  Table of Contents
  Introduction
  4
  Heroes Against the Darkness (Classes)
  5
  Staring into the Abyss (Optional Rules)
  18
  Sorcery Most Foul (Magic Items & Spells)
  25
  Children of the Night (Monsters)
  40
  OGL
  49
  3
  
  Introduction
  “No man knows till he has suffered from the night how sweet and dear to his 
  heart and eye the morning can be.” 
  -Bram Stoker, Dracula
  A low fog hangs, clinging to countless stone graves which rise like 
  broken teeth from the rolling fields at the edge of a long forgotten village. 
  The light of the full moon only serves to stretch and distort the shadows into 
  wicked silhouettes which are cast in all directions. At the center of this 
  meadow of lamentation rises the towering edifice of a faith long abandoned. 
  Once a place of worship and hope, time and decay have broken its steeple, 
  shattered its once beautiful stained glass windows, and left its warped 
  wooden door hanging lifelessly from bent hinges. Now it is the home to an 
  evil which has risen again to threaten the peasants who still live in its 
  shadow.
  Gothic horror has long been a staple of both fantasy literature and 
  fantasy gaming.  White Box Gothic is a supplement for use with  Swords & 
  Wizardry WhiteBox (and other OSR games) which helps bring some of those 
  classic tropes to your gaming table. Whether it’s hordes of the shambling 
  dead, a suave vampire lord, or a player character who has looked too long 
  into the darkness only to find that they themselves have become a monster, 
  it’s all here - and more! Included in the pages of this supplement are new 
  classes, new rules, new monsters, new magic items, new spells, and several 
  new optional rules to infuse your game with a gothic flair.
  All of the information presented in White Box Gothic is optional and 
  can only be used by players with the permission of the referee. Players 
  should  not  assume  that  all  the  material  presented  here  is  available 
  automatically. Please consult with your referee before using the material in 
  White Box Gothic.
  4
  
  Chapter One
  Heroes Against the Darkness
  5
  
  Monster Hunter
  There are some warriors who dedicate their lives to hunting down 
  and exterminating the children of the night. Whether their farmstead was 
  destroyed by a raging werewolf or their lover was the victim of a vampire, 
  they have taken up arms against the evil things that lurk in the darkness and 
  dedicated themselves to the utter destruction of these creatures. Honing 
  their skills and mastering the necessary talents to defeat a specific servant of 
  evil, they are known as Monster Hunters.
  Though  not  as  extensively  trained  as  fighters,  Monster  Hunters 
  nevertheless possess a specialized skill set that is invaluable when hunting 
  their chosen prey. Their tracking abilities are also useful when exploring 
  wilderness areas and their broad range of martial training makes them 
  valued allies in any adventuring party.
  Monster Hunters may advance to 10th level.
  Monster Hunter Class Advancement
  Level
  XP
  HD
  BHB
  ST
  Tracking
  1
  0 
  1+1
  +0
  15
  2
  2
  2,500 
  2
  +1
  14
  2
  3
  5,000
  3
  +2
  13
  2
  4
  10,000
  4
  +2
  12
  3
  5
  20,000
  5
  +3
  11
  3
  6
  40,000
  6
  +4
  10
  3
  7
  80,000
  7
  +4
  9
  4
  8
  160,000
  8
  +5
  8
  4
  9
  320,000
  9
  +6
  7
  4
  10
  640,000
  10
  +6
  6
  5
  Weapon and Armor Restrictions: Monster Slayers are nearly as skillful as 
  fighters in battle and equally well trained. They may wield any weapon in 
  combat as well as utilize leather or chain armor and shields to protect 
  themselves.
  Alertness: A party containing a Monster Hunter is unlikely to be surprised, 
  with only a 1 in 6 chance.
  6
  
  Chosen Prey: Each Monster Hunter selects a specific creature which they 
  specialize in destroying and are typically known for their expertise when 
  dealing with terrors of that ilk. At 1st level the Monster Hunter selects either 
  Incorporeal  Terror,  Infernal  Creature,  Lycanthrope,  Restless  Dead,   or 
  Vampire as their chosen prey. When fighting creatures associated with their 
  chosen prey, a Monster Hunter may add his Base Hit Bonus to his weapon 
  damage. 
  Monster Hunter Chosen Prey
  Incorporeal Terror (Ghost Hunter): Banshee, Ghost, Shadow, Spectre, 
  Will-o-the-Wisp, Wraith.
  Infernal Creature (Demon Hunter): Demons (All), Hell Hounds.
  Lycanthrope  (Lycanthrope  Hunter):  Werebear,  Wereboar,  Wererat, 
  Weretiger, Werewolf.
  Vampire (Vampire Hunter): Dhampir, Giant Bats (All), Vampire, Wolf.
  Restless Dead (Zombie Hunter): Ghoul, Liche, Mummy, Skeleton, Wight, 
  Zombie 
  Tracking: Monster Hunters can track their targets across any distance, 
  finding traces of their passing and following rumors of their presence. To 
  use the ability, the referee rolls 1d6. If the number rolled is equal to or below 
  the ranger's Tracking ability, he has succeeded. 
  House Rule: Expanded Tracking
  With the referee’s permission a Monster Hunter may track creatures other 
  than its chosen prey, but this is more difficult. They must reduce their 
  Tracking ability by one point when doing so. 
  Unwavering Dedication: A Monster Hunter’s dedication to defeat their 
  chosen prey is nearly boundless. When actively engaged in battle with their 
  chosen prey they may remain up and fighting without penalty until they 
  reach a number of negative hit points equal to their level. If they exceed this 
  limit the monster hunter immediately drops dead. After the battle is over, 
  the monster hunter will die in 1d6 rounds unless he receives immediate 
  healing to restore him to at least one hit point.
  Saving Throw Bonus: Monster Hunters gain a +2 bonus on all saving throw 
  rolls against any abilities, spells or other effects used by their chosen prey.
  XP Bonus for Constitution: Monster Hunters with a Constitution of 15 or 
  higher receive a +5% bonus to all experience points earned.
  7
  
  Metaphysician
  A metaphysician is a man of all supernatural sciences. He studies 
  legends, folklore, theology and thaumaturgy in hopes of gaining deep insight 
  into the nature of evil so that he might combat it and bring that which is 
  dark  and  sinister  to  its  end. Metaphysicians  are looked  down  upon as 
  crackpots and madmen by most, for they study both the divine and the 
  blasphemous,  the  necromantic  and  the  arcane  –  all  with  equal  fervor. 
  Knowledge is their greatest weapon.
  Metaphysicians find themselves in high demand in an adventuring 
  party. Their exotic collection of knowledge and arcane secrets makes them 
  invaluable when unknown foes rise from the darkness.
  Metaphysicians may advance to 10th level.
  Metaphysician Class Advancement
  Level
  XP
  HD
  BHB
  ST
  Forsaken Lore
  1
  0
  1
  +0
  14
  2
  2
  2,500
  1+1
  +0
  13
  2
  3
  5,000
  2
  +0
  12
  2
  4
  10,000
  2+1
  +0
  11
  3
  5
  20,000
  3
  +1
  10
  3
  6
  40,000
  3+1
  +1
  9
  3
  7
  80,000
  4
  +2
  8
  4
  8
  160,000
  4+1
  +2
  7
  4
  9
  320,000
  5
  +3
  6
  4
  10
  640,000
  5+1
  +3
  5
  5
  8
  
  Metaphysician Spell Advancement
  Metaphysician
  Class
  Level
  1st 
  Level 
  Spells
  2nd 
  Level 
  Spells
  3rd 
  Level 
  Spells
  4th 
  Level 
  Spells
  5th 
  Level 
  Spells
  1
  – 
  –
  –
  –
  –
  2 
  1
  –
  –
  –
  –
  3 
  2
  –
  –
  –
  –
  4
  3
  1
  –
  –
  –
  5
  4
  2
  –
  –
  –
  6
  4
  2
  1
  –
  –
  7
  4
  2
  2
  –
  –
  8
  4
  3
  2
  1
  –
  9
  4
  3
  3
  2
  –
  10
  4
  3
  3
  2
  1
  Weapon  and  Armor  Restrictions: Metaphysicians  have  only  minimal 
  weapons training. They may wield clubs, daggers, and staffs in combat. They 
  do not wear armor and cannot use shields.
  Forsaken Lore: Metaphysicians have studied folklore, forgotten history and 
  all manner of dark texts and from these words they have gleaned keen 
  insights.  This  ability  may  be  used  to  achieve  several  different  effects. 
  Whenever the Metaphysician wishes to use Forsaken Lore the referee rolls 
  1d6. If the number rolled is equal to or under the number indicated on the 
  Metaphysician  Advancement  table,  then  the  attempt  is  successful.  The 
  Metaphysician  is  then  able  to  recall  the  lore  and  history  surrounding 
  creatures and objects associated with the undead, the infernal, curses, and 
  other forms of forbidden knowledge. This includes identifying the history of 
  certain magical items and the characteristics of some monsters such as 
  vampires  and  demons.  In  addition,  Forsaken  Lore  also  allows  a 
  Metaphysician to notice when an individual is under the influence of mind-
  affecting magic or suffering from a curse. 
  9
  
  House Rule: Decipher Languages 
  With the referee's permission, a Metaphysician may use his Forsaken Lore 
  ability to decipher maps, scripts and unknown languages. In the case of 
  scripts and languages, the Metaphysician is only able to glean the general 
  meaning of the text when he successfully uses this ability. 
  Turn Undead (3rd): At 3rd level a metaphysician may turn or banish 
  undead as a cleric two levels lower. They require a holy symbol to do so. 
  (See Swords & Wizardry WhiteBox, 3rd Print Edition, page 34 – Turning the 
  Undead)
  Academic Spellcaster (2nd): Beginning at 2nd level a Metaphysician can 
  begin to keep an Academic Journal. In the pages of this book he can record 
  magical incantations he has come across in his travels. This includes both 
  Magic-User and Cleric spell scrolls, both of which can be transcribed into the 
  Academic Journal. Reading from the book, the Academic presses his chosen 
  spell  formulae  (whether  Cleric  or  Magic  User  spell)  into  his  mind, 
  “preparing” these spells. Once a prepared spell is cast, it disappears from the 
  Metaphysician’s ability to cast (until it is prepared again). It is possible to 
  prepare  a  spell  multiple  times  using  the  available  “slots”  in  the 
  Metaphysician’s  memory/capability.  A  Metaphysician  cannot  cast  or 
  transcribe 6th level Magic-User spells.
  Saving Throw: Metaphysicians get +2 on saving throws vs. magic.
  XP Bonus for Intelligence: Metaphysicians with an Intelligence of 15 or 
  higher receive a +5% bonus to all experience points earned.
  Spiritualist
  Spiritualists possess a natural connection to the realm of the dead. 
  Whether through practice, focus or an unknown outlier they are able to 
  reach  across  the  intangible  barrier  between  life  and  death.  Powerful 
  Spiritualists are able to do far more than just perceive and speak with the 
  dead. Through sheer force of will they are able to both summon and banish 
  spirits who have moved beyond the realm of the living, obliging these 
  spectres to aid them in whatever endeavors they might undertake.
  Most Spiritualists are distrusted because of their gifts and as such 
  they often take up the wandering life of an adventurer because they are 
  unable to find acceptance in a community. Their powerful ability to serve as 
  a herald and ambassador to the dead gives them unusual gifts that can aid 
  adventuring parties in unlikely ways.
  Spiritualists may advance to 10th level.
  10
  
  Spiritualist Class Advancement
  Level
  XP
  HD
  BHB
  ST 
  1
  0
  1
  +0
  15 
  2
  1,250
  1+1
  +0
  14 
  3
  2,500
  2
  +0
  13 
  4
  5,000
  2+1
  +0
  12 
  5
  10,000
  3
  +1
  11 
  6
  20,000
  3+1
  +1
  10 
  7
  40,000
  4
  +2
  9 
  8
  80,000
  4+1
  +2
  8 
  9
  160,000
  5
  +3
  7 
  10
  320,000
  5+1
  +3
  6
  Weapon and Armor Restrictions: Spiritualists are not martial by nature, 
  but know how to protect themselves. They may wield clubs, daggers, heavy 
  crossbows, light crossbows, maces, slings, spears and staffs. They can wear 
  leather armor and may use shields.
  Sense the Unseen:  Spiritualists can automatically detect the presence of 
  undead, both corporeal and incorporeal within 60’, even if they are invisible 
  or otherwise concealed.
  Spectral Touch: Spiritualists are able to reach across the void between the 
  living and the dead. Any attacks they make, whether with a weapon or magic 
  item, are effective against  incorporeal targets who would otherwise be 
  immune. This ability does not extend to corporeal undead.
  Spiritual Guidance: Spiritualists may call upon slumbering ghosts who exist 
  in all places to aid them. This can achieve results similar to the powerful 
  magical incantations, but failure can cost a Spiritualist their very lives. To 
  use this ability successfully, the Spiritualist must succeed in a saving throw. 
  The saving throw is modified by the spell being mimicked by the ghosts and 
  spirits. If the saving throw is failed, the spell does not function and the 
  spirits extract a terrible price by draining a level from the Spiritualist. If a 
  Spiritualist is reduced to 0th level, they are slain.
  11
  
  Spiritual Guidance Saving Throw Modifier
  Spiritual Effect
  Saving Throw Penalty
  Levitate
  -2
  Locate Object
  -2
  Crystal Ball
  -4
  Fly
  -4
  Confusion
  -6
  Animate Dead
  -8
  Passwall
  -8
  Telekinesis
  -8
  Raise Dead
  -10
  House Rule: Weariness
  At the referee’s discretion the Spiritualist may suffer an additional -1 penalty 
  to their saving throw each time they attempt to use Spiritual Guidance after 
  the first in a given day. This means the Spiritualist would suffer -1 if they 
  attempt to use the ability twice in a single day, -2 if they attempt it three 
  times in a single day, and so on. This is in addition to the penalty imposed by 
  the Spiritual Effect they are attempting to activate.
  House Rule: Devoured by Spirits
  At the referee’s discretion a Spiritualist who is reduced to 0th level by failing 
  saving throws while using their Spiritual Guidance ability not only dies, but 
  their body fades from existence. 1d6 rounds after death they rise as a 
  Spectre.
  Turn Undead: A Spiritualist can attempt to Turn Undead as a Cleric of equal 
  level but may only turn Shadows, Wraiths, and Spectres. They do not need a 
  holy symbol to use this ability.
  Saving Throws: A Spiritualist receives a +2 bonus to all saving throws made 
  to resist death attacks and effects. This does not include the saving throw 
  required for Spiritual Guidance.
  XP Bonus for Wisdom: Spiritualists with a Wisdom of 15 or higher receive 
  a +5% bonus to all experience points earned.
  12
  
  Wanderer
  Whether cast out from their homeland by fearful villagers, forced to 
  travel the road endlessly due to some great curse or obligation, or simply 
  choosing to call no realm home, the Wanderer walks an endless road from 
  town to town. Life as a vagabond has taught them a unique collection of 
  skills that aid them in surviving the dangers of a transient life and in their 
  travels they inevitably pick up an odd collection of skills and abilities.
  Wanderers quite often join adventuring parties due to the mutually 
  transient lifestyle. The skills they bring gives allies a keen edge in the 
  dangers they face. Still, most Wanderers travel alone - joining adventuring 
  parties only for a brief time or when they happen to be traveling the same 
  roads.
  Wanderers may advance to 10th level.
  Wanderer Class and Spell Advancement
  Level
  XP
  HD
  BHB
  ST
  Keen 
  Senses
  First 
  Level 
  Spells
  Second
  Level 
  Spells
  Third
  Level 
  Spells
  1
  0
  1
  +0
  14
  2
  –
  –
  –
  2
  2,000
  2
  +0
  13
  2
  –
  –
  –
  3
  4,000
  3
  +0
  12
  2
  –
  –
  –
  4
  8,000
  3+1
  +1
  11
  3
  –
  –
  –
  5
  16,000
  4
  +1
  10
  3
  1
  –
  –
  6
  32,000
  5
  +2
  9
  3
  2
  –
  –
  7
  64,000
  6
  +2
  8
  4
  2
  1
  –
  8
  128,000
  6+1
  +3
  7
  4
  2
  2
  –
  9
  256,000
  7
  +4
  6
  4
  2
  2
  1
  10
  512,000
  8
  +5
  5
  5
  2
  2
  2
  Weapon/Armor Restrictions: Wanderers are able to wield clubs, daggers, 
  quarterstaff, short swords and slings. They may wear light armor, but do not 
  use shields.
  Keen Senses: Wanderers have to keep their eyes sharp and their ears open 
  to survive the dangers of the road. This ability allows a Wanderer to avoid 
  being surprised, detect ambushes, hear otherwise imperceptible noises and 
  13
  
  notice secret or concealed doors. Whenever Wanderer wishes to use Keen 
  Senses the referee rolls 1d6. If the number rolled is equal to or under the 
  number indicated on the Wanderer Advancement table, then the attempt is 
  successful.
  Scrape By: A Wanderer is always able to find just enough food and shelter 
  to survive, whether in urban environments, dungeons or the wilderness. 
  This is not necessarily comfortable or nice, but they’re not going to die from 
  lack of basic necessities.
  Traveler’s Trinkets: A Wanderer often picks up various useful pieces of 
  equipment in their travels that are forgotten until the right situation. When 
  the Wanderer or his allies need a piece of small, mundane, non-magical gear 
  that no one has on hand (such as flint and steel, a small empty sack, a knife 
  or other small hand tool) the Wanderer may spend five rounds looking 
  through his gear to see if he has such an item. If the Wanderer makes a 
  successful saving throw, they are able to produce the item. 
  House Rule: Rare Items
  At  the  referee’s  discretion,  the Wanderer  might  also  produce rare  and 
  valuable items in some cases, such as a silver holy symbol, spyglass, or vial 
  of holy water. When attempting to do so, the Wanderer suffers a -4 penalty 
  to their saving throw when using the Traveler’s Trinkets ability.
  Wanderer’s Luck: Once per day the Wanderer may re-roll any one failed 
  saving throw or “to-hit” roll.
  Spells (5th): Wanderers often pick up a few minor incantations in their 
  travels, jotting them down in crude spellbooks. Reading from the book, the 
  Wanderer presses his chosen spell formulae into his mind, “preparing” these 
  spells. Once a prepared spell is cast, it disappears from the Wanderer’s 
  ability to cast (until it is prepared again). It is possible to prepare a spell 
  multiple  times  using  the  available  “slots”  in  the  Wanderer’s 
  memory/capability.  If  the  Wanderer  finds  scrolls  of  spells  while 
  adventuring, he can copy them into his spellbook. Wanderers may only learn 
  Magic-User spells.
  Saving Throws: Wanderers get +2 on saving throws vs. environmental 
  hazards and death. 
  XP Bonus for Constitution: Wanderers with a Constitution of 15 or higher 
  receive a +5% bonus to all experience points earned.
  14
  
  Dhampir
  The  Dhampir  is  a  creature  born  into  darkness.  They  are  truly 
  children of the night - born of a union between a human and a vampire. 
  Appearing as normal human children, they begin showing signs of their dark 
  heritage  at  adolescence  as  their  features  sharpen  and  become  more 
  fearsome. Pointed ears and angular facial features along with dark hair and 
  eyes are hallmarks of the Dhampir and many who recognize them for what 
  they are typically brand them as spawn of evil and attempt to cast them out 
  or destroy them.
  The Dhampir is not bound to a path of evil, unlike their vampiric 
  parent. Because they are often cast out for the tainted blood in their veins, 
  they often take up with adventuring parties and spend their lives moving 
  from place to place. But their cursed blood is not without its benefits. Many 
  Dhampirs attempt to use their powers for the greater good, hoping that 
  through noble deeds that they can stave off the gnawing hunger in their soul.
  Dhampirs can advance to 7th level.
  Dhampir Class Advancement
  Level
  XP
  HD
  BHB
  ST
  1
  0
  1
  +0
  13
  2
  2,250
  2
  +1
  12
  3
  4,500
  3
  +2
  11
  4
  9,000
  4
  +2
  10
  5
  18,000
  5
  +3
  9
  6
  36,000
  6
  +4
  8
  7
  72,000
  7
  +5
  7
  Weapon and Armor Restrictions: Dhampirs can use any weapon they like, 
  but only wear leather armor. They can, however, use shields.
  One With the Shadows: A Dhampir can disappear into a shadow or other 
  area  of  darkness  large  enough  to  conceal  them,  remaining  effectively 
  invisible until they reveal themselves through movement or other obvious 
  acts, such as attacking.
  Keen Senses: Dhampirs can see perfectly in natural darkness at a range of 
  up to 120 feet. Their sharp senses also allow them to detect secret and 
  15
  
  concealed doors on a 1-4 on 1d6 when actively searching or 1-2 on 1d6 
  when simply passing near one.
  Negative Energy Protection: Dhampirs are immune to the level-draining 
  effects of undead creatures, such as the touch of a wight or bite of a vampire.
  Enemy of the Light: Though not vampires themselves, Dhampirs do have an 
  aversion to both sunlight and holy symbols. When exposed to the light of the 
  sun or in the presence of a character who successfully uses the Turn Undead 
  or Banish Undead ability they suffer a -1 penalty to all “to-hit” rolls and 
  saving throws.
  Saving Throws: Dhampirs have a +2 bonus to resist the spells and effects 
  used against them by any undead creature.
  Reanimated
  The Reanimated were not born, but created. Sewn together from 
  living parts and given life through terrible intellect, the Reanimated appear 
  as large corpses stitched together and returned to a false existence. They 
  speak in simple words and grunts and possess a prodigious strength. Their 
  monstrous appearance and simple psyche makes them the target of hatred 
  from most people they encounter, regardless of whether they are goodly or 
  not. 
  Reanimated  find  their  strength  put  to  good  use  in  adventuring 
  parties, who are willing to look past their unnatural state and see that they 
  too are living creatures with virtue and purpose all their own. As such, when 
  a  Reanimated  finds  their  place  in  such  a  group  they  are  often  overly 
  protective and zealously loyal.
  Reanimated may advance to 5th level.
  Reanimated Class Advancement
  Level
  XP
  HD
  BHB
  ST
  1
  0
  1+1
  +0
  14
  2
  3,000
  2+2
  +1
  13
  3
  6,000
  3+3
  +2
  12
  4
  12,000
  4+3
  +2
  11
  5
  24,000
  5+5
  +3
  10
  16
  
  Weapon and Armor Restrictions: Reanimated do not typically have the 
  training or intelligence to wield anything other than clubs, daggers, maces 
  and staffs. They do not wear armor or use shields.
  Inhuman Strength: Reanimated are extraordinarily powerful and capable 
  of amazing feats of strength. They receive a +2 bonus to all melee damage 
  rolls and inflict 1d6 points of damage when making an unarmed attack.
  Unnatural Tenacity: Reanimated do not need to sleep, eat, drink, or rest. 
  They are sustained by whatever foul incantation or formula brought them 
  into existence.
  Painless Body: Whenever a Reanimated suffers damage they may reduce 
  that damage by an amount equal to their level. 
  Saving Throw: This class receives a +2 bonus to all saving throws made to 
  resist all forms of magic. 
  17
  
  Chapter Two
  Staring Into the Abyss
  18
  
  Corruption
  Constant exposure to evil can have a lasting impact on a character. 
  Whether they are eventually driven mad by the horrors to which they are 
  forced to bare witness or the evil begins to seep into their very bones, 
  darkness takes hold and it never lets go.
  Player characters gain corruption by being exposed to unnatural 
  horrors, inhuman experiences and negative energy effects. This exposure 
  results  in  the  accumulation  of  Corruption  Points,  which  can  cause 
  permanent  physical,  psychological  and  metaphysical  damage  to  the 
  character. What begins as a vague and pervasive sense of dread can grow 
  into full-blown paranoia. What begins as lingering feeling of something 
  crawling over a character's skin can lead to a paralyzing fear of bugs or even 
  finding one's self regurgitating live insects. Casting spells may have a hollow 
  dark  energy  hanging  about  them  and  before  long  naught  but  vile 
  incantations can cross a character's lips. Corruption, once it grabs hold, 
  never lets go.
  All  player  characters  begin  play  with  a  Corruption  score  of  0. 
  Whenever the character is exposed to certain horrors or engages in certain 
  evil acts, they must make a saving throw or gain one or more points of 
  Corruption. This saving throw is modified by the action they commit or 
  witness. In addition, the character suffers a penalty to all Corruption saves 
  equal to the number of Corruption Points they currently have.
  19
  
  Corruption Modifiers
  Action Witnessed or Committed 
  Saving Throw 
  Modifier 
  Corruption 
  Points
  Witnessing an Act of Extreme Sadism or 
  Torture 
  +0
  1
  Witnessing the Death of a Close Friend or 
  Family Member 
  +0
  1
  Encountering a Powerful Undead Creature 
  for the First Time 
  +0
  1
  Encountering a Demon for the First Time
  -1
  1
  Having Your Mind Controlled or Dreams 
  Invaded
  -1
  1
  Defiling a Holy Site
  -1
  1
  Breaking a Holy Vow
  -2
  2
  Being the Victim of Extreme Sadism or 
  Torture
  -2
  2
  Making or Alliance or Pact with a Demon
  -2
  2
  Betrayal of a Close Friend or Family 
  Member
  -2
  2
  Committing an Act of Extreme Sadism or 
  Torture
  -3
  3
  Committing Cold-Blooded Murder
  -4
  4
  Committing Large-Scale Murder or 
  Genocide
  -8
  8
  Effects of Corruption
  When a character gains five points of Corruption they begin to show 
  signs of the evil which has begun to infect both mind and body. Perhaps 
  animals become nervous or uncomfortable around the character or there is 
  a lingering cold wind that follows them. The player and the referee should 
  work together to come up with this subtle sign of growing evil within the 
  player character. It should have minimal mechanical effect, if any at all and 
  should be thematically associated with the events surrounding the failed 
  Corruption saving throws.
  20
  
  When  the  character  accumulates  ten  points  of  Corruption.  it 
  becomes evident that the darkness has taken hold. Perhaps the character’s 
  eyes radiate a red light, or he speaks  in the gibbering whispers of an 
  unknown tongue that no one can decipher at random moments, or perhaps 
  he has an aversion to holy symbols or blooming roses - regardless of what 
  has happened, it is obvious he is tainted by the forces of evil. The player and 
  referee should work together to develop exactly how this further spiral 
  down the path of Corruption manifests and as before it should thematically 
  relate to the character’s previously failed Corruption saving throws. 
  Should a character ever accumulate fifteen points of Corruption they 
  have become either an obvious madman or an inhuman monster. They 
  might appear as a great, hulking beast or an evil spirit somehow incarnated 
  into flesh. Perhaps they scream brazenly to the air, rant endlessly about the 
  terrors they’ve seen, or become bestial parodies of human who rage and 
  froth at the mouth or are reduced to grunts and sniffs. All but the barest 
  semblance of humanity are now gone from them.
  Optional Rule: Corrupted Transformation
  At the referee’s discretion, a character who has accumulated ten 
  points of Corruption may receive a permanent effect as their mind or body 
  begins  to  change  from the  things  they’ve  seen. A few  examples are:  a 
  permanent +1 to an attribute, the ability to cast a specific 1st level spell 
  (either Cleric or Magic-User) once per day, or heightened senses which 
  might allow the character to see in the dark or more easily detect secret 
  doors.
  Unfortunately,  the  character  will  also  suffer  penalties.  These 
  penalties should be equal or greater in effect than the benefits. This could 
  include a -2 penalty to an attribute, or -2 penalty to attack rolls and/or 
  saving throws when in the light of day or sight of a holy symbol, among 
  other things. Like the benefit they should always be tied to what actions the 
  character committed to reach their current state of corruption.
  Dread
  Some creatures or locations are inherently terrifying. Perhaps there 
  is a natural sense of unease when around them, or some long dormant evil 
  still lingers. Regardless of its source, there is an palpable sense of foreboding 
  surrounding these locations, which unnerves most who encounter them. 
  This is called Dread.
  The referee may rule that locations and beings of great evil have 
  Dread rating between one and five. Locations which have a Dread rating can 
  range from the a slight sense of unease that comes from entering the sight of 
  a terrible murder that happened long ago to obvious radiating evil which 
  21
  
  exists at the sight of demonic summoning circle that bore witness to ritual 
  human sacrifice.
  Most  beings,  even  evil  ones,  do  not  have  a  Dread  rating.  Only 
  supernaturally evil creatures in extraordinarily large numbers or of amazing 
  power  have  a  Dread  Rating.  Examples  range  from  a  massive  horde  of 
  zombies or a supremely powerful vampire lord.
  A being or location's Dread rating acts as penalty to all “to-hit” rolls, 
  saving throws made to resist fear, and Turn Undead attempts when at a 
  location or within thirty feet of the creature who is the source of the Dread.
  An evil being who radiates Dread that is slain ceases to radiate 
  Dread. Locations with a Dread rating can be cleansed, but such an act 
  requires monumental effort which includes righting the wrong which lead to 
  the location gaining a Dread rating and the casting of a Dispel Chaos (Evil) 
  spell by a Cleric of at least 8th level.
  House Rule: Dreaded Darkness
  At the referee's discretion characters in a location with a Dread 
  rating will find their light sources diminished, whether natural or magical. 
  For each point of Dread a location has, the source of light has its range 
  reduced by ten feet.
  Individuals with a Dread Rating cannot cause Dreaded Darkness.
  Curses
  Words  have  power  and  those  said  in  vengeance  can  be  more 
  powerful than a wizard's magic. Curses are more than swears and epitaphs. 
  They are cries to the forces of darkness for dark justice. Whether uttered by 
  a lowly peasant or a high king, they can lay waste to those targeted, bringing 
  ruin to their lives, and even unto the lives of their progeny.
  While any character can attempt to lay a curse on someone, there is 
  no guarantee of success. The individual attempting to lay a curse must have 
  cause to believe they have been slighted by the target in some major way. 
  This does not necessarily make the curse just – there simply needs to be 
  justification in the mind of those who seek vengeance. The curse must fit the 
  perceived crime and offer some form of corrupted poetic justice. Perhaps the 
  mother of a murdered son curses the murderer to one day face the same 
  fate, or perhaps a rich land owner who exploited slaves is cursed to never 
  sleep in the same place twice. A gluttonous victim of a curse might find 
  himself forever hungry, always plagued by an aching hunger. Curses are 
  never simply for instant death – they are made to prolong suffering. The 
  referee is the final arbiter of whether or not a curse is appropriate.
  When a character wishes to lay a curse he must make his intention 
  known to the referee as well as the exact effect of the curse. The referee then 
  22
  
  consults the Curse Modifiers chart and applies all applicable modifiers. The 
  character laying the curse must then make a saving throw. If that saving 
  throw is successful, the curse has been laid – though how immediate its 
  effects are is determined by the referee.
  When a character attempts to lay a curse they may choose to accept 
  a number of points of Corruption automatically in order to get a bonus to 
  this saving throw. The bonus to the saving throw is equal to the number of 
  Corruption Points the character is willing to accept, to a maximum of five.
  The referee is also free to apply additional modifiers to the saving 
  throw, such as a bonus when attempting to curse another character with 
  lycanthropy while under the light of a full moon. These bonuses are typically 
  +1 or +2 at best.
  Curse Modifiers
  Circumstance
  Modifier
  Curse is Justified
  +0
  Curse is Unjustified
  -4
  Curse is Particularly Appropriate to the Crime
  +2
  Curse is Minor
  +0
  Curse is Major
  -2
  Curse is Cataclysmic
  -4
  Curse is Highly Emotional
  +2
  Minor Curses
  Minor curses are noticeable, but do not impede a character's day to 
  day life. Perhaps dogs  or other animals always bark in the character's 
  presence, flowers wilt if they draw too close, or they cast no reflection in a 
  mirror or a clear pool. Others who notice the character is under the effects of 
  a curse will often assume they are evil or in league with dark spirits.
  Attempting to lay a Minor Curse on another character causes the 
  cursing  character  to  gain  two  points  of  Corruption,  even  if  it  is  not 
  successful.
  Major Curses
  Major curses are obvious and will make life difficult for a character. 
  They typically have a distinct statistical effect. This can range from a penalty 
  to a saving throw against specific effects, a penalty to “to-hit” rolls against 
  specific monsters, or the permanent reduction of an attribute by anywhere 
  23
  
  from two to four points. These curses are evident to anyone who encounters 
  the character, often manifesting by an inherent dislike of the character, an 
  obvious physical sign of the curse that cannot be concealed, or other ever-
  present flaw.
  Attempting to lay a Major Curse on another character causes the 
  cursing  character  to  gain  three  points  of  Corruption,  even  if  it  is  not 
  successful.
  Cataclysmic Curse
  Cataclysmic curses are blatant and make day-to-day life very difficult 
  for their victims. The character's skin withers to that of a corpse and they 
  cannot benefit from magical healing. Perhaps they can now be affected by a 
  Cleric's Turn Undead ability or one of their attributes has been permanently 
  reduced to a 3. Any who catch a glimpse of the character know that he is 
  obviously under the effects of dark magic and will go out of their way to 
  either avoid or destroy him.
  Attempting to lay a Cataclysmic Curse on another character causes 
  the cursing character to gain four points of Corruption, even if it is not 
  successful.
  Breaking the Curse
  Breaking a curse is extraordinarily difficult. Freeing one's self of  a 
  curse often requires the forgiveness of the one who laid it, along with some 
  great deed as an act of penance. Finally, the cursed character must submit to 
  a Remove Curse spell cast by a Cleric who serves the forces of good.
  24
  
  Chapter Three
  Sorcery Most Foul
  25
  
  New Spells
  Cleric Spells
  First Level
  Detect Undead
  Hymn of the Holy
  Remove Fear
  Speak with Spirit
  Second Level
  Conjure Holy Symbol
  Set to Rest
  Third Level
  Deathspeak
  Empowered Turning
  Fourth Level
  Mask of Death
  Purification
  Fifth Level
  Holy Light
  Conjure Holy Symbol
  Spell Level: Cleric 2
  Range: Self
  Duration: 8 hours
  This spell conjures a holy symbol into the caster’s hand that is 
  suitable for Turning Undead.
  Deathspeak
  Spell Level: Cleric 3
  Range: Touch
  Duration: 1d6 rounds +1 round per level
  The Cleric begins to speak with any dead creature, though they must 
  be either touching a piece of the corpse (such as a lock of hair, a fingernail 
  clipping,  or  the  flesh  of  their  body)  or  be  holding  an  object  of  great 
  importance to the target when he or she was alive (such as a wedding ring). 
  They may ask one question per round and they will hear the answer in their 
  own  mind,  though  the  dead  target  is  under  no  obligation  to  answer 
  truthfully. The dead are as diverse in personality as the living and these 
  traits linger beyond the grave.
  Detect Undead
  Spell Level: Cleric 1
  Range: 120 feet
  Duration: 1 hour
  This spell detects the location and general power of any undead 
  within the spell’s range.
  26
  
  Empower Turning
  Spell Level: Cleric 3
  Range: Self
  Duration: 2 rounds
  This spell allows a Cleric to roll 4d6 instead of the normal 3d6 when 
  attempting to Turn Undead.
  Holy Light
  Spell Level: Cleric 5
  Range: 60 feet
  Duration: Instantaneous
  The Cleric radiates a sunburst of holy light. All undead creatures 
  within 60 feet of the Cleric must make a saving throw or be destroyed. Those 
  who succeed in their saving throw take 5d6 points of damage.
  Hymn of the Holy
  Spell Level: Cleric 1
  Range: 120 feet
  Duration: 10 minutes
  This spell reduces the Dread rating of a location by one point.
  Mask of Death
  Spell Level: Cleric 4
  Range: Self
  Duration: 1 hour
  The Cleric takes on the appearance and some traits of an undead 
  creature. They gain a Dread rating of 2 and are immune to the level-draining 
  attacks from undead creatures and all mind-affecting spells such as Charm 
  Person and Confusion. The character also does not need to eat or sleep while 
  in this state and is therefore immune to Sleep. The character cannot be 
  turned, but does register as undead if Detect Undead or Sense Undead are 
  cast. 
  Purification
  Spell Level: Cleric 4
  Range: Touch
  Duration: Permanent
  When a character is targeted by this spell they must immediately 
  make a saving throw, even if they are a willing target. The target suffers a 
  penalty to their saving throw equal to the target’s current Corruption points. 
  If the saving throw is successful, the target of the spell reduces their total 
  Corruption points by one.
  27
  
  This spell is extraordinarily taxing for the caster and may only be 
  cast once per week.
  Remove Fear
  Spell Level: Cleric 1
  Range: Touch
  Duration: Instantaneous
  This spell ends any fear-based effects currently affecting a target. It 
  can be reversed, creating a  Cause Fear spell. Victims of Cause Fear must 
  make a saving throw or immediately flee from the caster.
  Set to Rest
  Spell Level: Cleric 2
  Range: Touch
  Duration: Permanent
  This spell can only be cast on a creature which is already dead. The 
  creature cannot thereafter be turned into an undead creature by an Animate 
  Dead or other similar magic. They can still benefit from a Raise Dead spell. 
  This spell has no effect on creatures who are already undead.
  Speak with Spirit
  Spell Level: Cleric 1
  Range: Touch
  Duration: 1 hour
  This spell allows the Cleric or other other target to  speak with 
  incorporeal undead, such as ghosts, spectres and wraiths. They are not 
  necessarily predisposed to like speaker, but might impart knowledge or 
  insight to those who are willing to help set them to rest. 
  28
  
  Magic-User Spells
  First Level
  Ghostly Servant
  Last Words
  Sense Undead
  Summon Fog
  Second Level
  Defiling Touch
  Hypnotize 
  Summon Vermin
  Terrify
  Third Level
  False Death
  Paralyze Undead
  Spectral Presence
  Unnatural Stillness
  Fourth Level
  Wall of Shadow
  Empower Dread
  Summon Lesser Undead
  Fifth Level
  Shadow Form
  Summon Greater Undead
  Sixth Level
  Bind Beyond Death
  Blight
  Bind Beyond Death
  Spell Level: Magic-User 6
  Range: 30 feet
  Duration: Permanent
  When this spell is cast, all creatures within 30 of the caster must 
  making a saving throw. Those who fail this saving throw will rise as undead 
  creatures in the service of  the caster when they die. Most will rise as 
  skeletons, zombies, or in rare cases wights. The spell itself does no damage. 
  Blight
  Spell Level: Magic-User 6
  Range: 120 feet
  Duration: Permanent
  The caster curses the land around him with dark magic, permanently 
  increasing the Dread rating by 1 point. This spell is extraordinarily taxing to 
  cast, and may only be cast once per month.
  Defiling Touch
  Spell Level: Magic-User 2
  Range: Touch
  Duration: 1d6 rounds +1 round per caster level
  The target of this spell must make a saving throw or have their 
  Strength reduced by 1d6-1 for the duration of the spell.
  29
  
  Empower Dread
  Spell Level: Magic-User 4
  Range: 120 feet
  Duration: 1 hour
  This spell temporarily increases the Dread rating of an area by 1d6-3 
  (minimum 1) for its duration.
  False Death
  Spell Level: Magic-User 3
  Range: Touch
  Duration: 8 hours
  This spell causes the caster or touched target to immediately fall into 
  a torpor. The target will appear to all mundane and magical investigation to 
  be dead. If the target suffers damage while in this state or when spell's 
  duration expires, the target awakens. It cannot be used on unwilling targets.
  Ghostly Servant
  Spell Level: Magic-User 1
  Range: 120 feet
  Duration: 2 hours
  A minor spirit is summoned to serve the the caster. It is incorporeal 
  and has the following statistics: AC: 9, HD: 1-1, Atk: None, Sp: Incorporeal, 
  Flight, Mv: 12 (flight), HDE/XP: 1/15.
  The spirit is considered to have a Strength of 10 and can manipulate 
  or carry objects, though it cannot attack in combat. It can be turned as a 1 
  HD undead creature.
  Hypnotize
  Spell Level: Magic-User 2
  Range: 30 feet
  Duration: See Description
  A single target within thirty feet of the caster must make a saving 
  throw or be held in a half-aware stupor for as long as the cast speaks in a 
  low, soothing tone. The caster can attempt to implant a simple suggestion in 
  the target's mind with a 1-2 in 1d6 chance of success. This suggestion cannot 
  directly  endanger  the  target.  Because  this  spell  requires  quiet  and 
  concentration, it cannot be cast in combat.
  30
  
  Last Words
  Spell Level: Magic-User 1
  Range: Touch
  Duration: 1 minute
  The caster touches a corpse and immediately hears the corpse's 
  voice in his mind. The caster hears the last words or thoughts of the target in 
  his mind, just before the target died.
  Paralyze Undead
  Spell Level: Magic-User 3
  Range: 60 feet
  Duration: 10 minutes
  The target of this spell must make a saving throw or be paralyzed for 
  ten minutes. It can only be used on undead creatures.
  Sense Undead
  Spell Level: Magic-User
  Range: 60 feet
  Duration: 20 minutes
  The caster can sense the presence of undead creatures within 60 
  feet, though they cannot sense their exact location, nature or level of power.
  Shadow Form
  Spell Level: Magic-User 5 
  Range: Self
  Duration: 1 round per caster level
  The caster is able to briefly take the form of a shadow. They gain 
  many traits of the undead creature of the same name. The caster is immune 
  to Charm Person, Sleep and mind-affecting spells. They are also immune to 
  damage from non-magical attacks and weapons. Though they cannot be 
  destroyed by Cleric attempting to Turn Undead, they can still be turned or 
  forced away while in this form.
  Spectral Presence
  Spell Level: Magic-User 3
  Range: Touch
  Duration: 1 hour
  This spell allows a character under its  effects  to  see, hear, and 
  interact with ghostly and incorporeal creatures as if they were solid. Their 
  mundane weapons are able to damage creatures of this nature who would 
  otherwise be immune to non-magical attacks.
  31
  
  Summon Fog
  Spell Level: Magic-User 1
  Range: 60 feet
  Duration: See Description
  The caster summons up a thick fog that fills thirty cubic feet. It 
  makes concealment and ambush easier, reduces vision by half and all ranged 
  attacks made while in the fog suffer a -2 penalty to their “to-hit” rolls.
  Summon Greater Undead
  Spell Level: Magic-User 5
  Range: 60 feet
  Duration: 2 hours
  This  spell  summons  2d6  Wights  or  1d6  Wraiths  (mounted  or 
  unmounted, caster's choice). The monsters serve the caster loyally until 
  destroyed or until the spell's duration ends.
  Summon Lesser Undead
  Spell Level: Magic-User 4
  Range: 60 feet
  Duration: 2 hours
  The caster summons forth 4d6 skeletons or 3d6 zombies when this 
  spell is cast. The monsters serve the caster loyally until destroyed or until 
  the spell's duration ends.
  Summon Vermin
  Spell Level: Magic-User 2
  Range: 120 feet
  Duration: Permanent
  The caster summons and binds to his service either a rat, a bat, or 
  carrion bird. The creature serves its master loyally until it is slain. As long as 
  the caster and the creature are within 120 feet of one another the caster can 
  see, hear and smell through the senses of the creature and can sense its 
  general mood and health at any range.
  A character can only have one such creature bound to its service at 
  any time.
  32
  
  Terrify
  Spell Level: Magic-User 2
  Range: 60 feet
  Duration: 1 round per caster level
  All creatures who draw within 60 feet of the caster must make a 
  saving throw. Those who fail become terrified of the caster. They find their 
  strength drained if they attempt to attack the caster and suffer a -2 penalty 
  to all damage rolls when making melee or ranged attacks within 60 feet.
  Unnatural Stillness
  Spell Level: Magic-User 3
  Range: 120 feet
  Duration: 10 minutes
  When this spell is cast shadows lengthen and silence hangs heavily 
  in the air. The caster and all within 120 feet of them move in perfect silence 
  as long as they travel at half their normal speed. In addition, if there are 
  shadows large enough to conceal a character within 120 feet they become 
  automatically hidden when attempting to conceal themselves within such a 
  darkness.
  Wall of Shadow
  Spell Level: Magic-User 4
  Range: 60 feet
  Duration: Concentration
  When this spell is caster the Magic-User chooses to either conjure a 
  wall that is 60 feet long and 20 feet high or a circular wall with a 15 foot 
  radius that is also 20 feet high.
  The  wall  radiates  an aura  of  unnatural  fear.  It  is  built  of  pure 
  darkness and those who attempt to look through it see only an infinite 
  blackness.  Any  creatures  of  3  or  fewer  hit  dice  who  touch  the  wall 
  immediately flee in fear. Additionally they lose a single point of Strength 
  permanently as well as taking 2d6 points of damage as their life force is 
  sucked from them. 
  Characters and creatures of more than 3 hit dice may attempt a 
  saving throw to diminish these effects. Those who succeed in their saving 
  throw suffer only 1d6 points of damage and are able to pass through the 
  wall.
  33
  
  New Magic Items
  Several new magic items are available for use by player characters 
  and referees. They are described below.
  Bag of Bones 
  This small cloth sack is 3d6 tiny bone fragments.  When a bone 
  fragment is tossed on the ground it immediately transforms into a Skeleton 
  under the control of the character holding the bag. The skeleton remains 
  until destroyed. Usable by: All Classes.
  Bat's Cloak
  This cloak allows the wearer to transform into a bat for up to one 
  hour per day.  Usable by: All Classes.
  Blessed Holy Symbol 
  This silver holy symbol has a powerful blessing upon it. It can be 
  used once per day to Turn Undead, even if the character is not a Cleric. 
  Characters who cannot normally Turn Undead do so with the effectiveness 
  of a first-level Cleric. Clerics using the Blessed Holy Symbol are considered 
  to be one level higher when turning undead with a Blessed Holy Symbol. 
  Usable by: All Classes.
  Book of Damnation 
  This vile book is bound in blackened flesh and its pages are written 
  in  blood.  A  character  whose  blood  touches  the  pages  of  the  Book  of 
  Damnation sees the blood spread across a blank page of the book until it 
  lists the character's worst sins. The writing remains for all time or until the 
  book is destroyed. Pages cannot be torn out or removed and if the book's 
  pages become full a new one magically appears in the back of it. Usable by: 
  All Classes.
  Bottled Courage 
  Supposedly this “potion” was crafted by dwarven brewers ages ago. 
  It is a favorite in rough and tumble taverns. It tastes like the strongest bitters 
  ever brewed. It grants those who drink it immunity to all fear-based effects, 
  but they suffer a -2 penalty to all “to-hit” rolls and their speech becomes 
  slurred, which causes spell casting to fail on a 1-2 on 1d6. Usable by: All 
  Classes.
  34
  
  Candle of Darklight 
  This appears to be a large candle crafted from black wax. When lit it 
  produces a black flame that actually radiates no visible light. Those who are 
  within 60 feet of a lit Candle of Darklight are able to see perfectly in natural 
  or magical darkness.  A Candle of Darklight can burn for up to six hours 
  before being expended. Usable by: All Classes.
  Cursing Dagger 
  This weapon functions as a Dagger+1 in most cases. However, if the 
  wielder attempts to curse another individual they receive a +2 bonus to 
  their cursing saving throw. Usable by: All Classes, Except Clerics.
  Embalming Potion 
  This potion protects the drinker from being turned into an undead 
  creature by magical means once they have died. Its effects are permanent. 
  Usable by: All Classes, except Dhampir and Reanimated.
  High Spring Wolfsbane 
  Plucked under a full moon and enchanted with secret magic, High 
  Spring Wolfsbane is empowered to repel lycanthropes. When presented 
  strongly before a were-creature, the target must make a saving throw or 
  flee. Usable by: All Classes.
  Holy Wafer 
  These small wafers are blessed and typically consumed in religious 
  ritual. They are an anathema to undead and especially effective against 
  vampires and Dhampirs. A holy wafer does 1d6 points of damage when 
  touched by an undead creature, or 2d6 when touched by a vampire or 
  Dhampir. This destroys the wafer. Usable by: All Classes, except Dhampir.
  Hypnotic Medallion 
  This medallion can be used to cast Hypnotize once per day. Usable 
  by: All Classes.
  Idol of the Nameless God 
  This small idol is crafted from an unknown gray-green stone and 
  depicts a vaguely anthropoid figure with an octopus-like head and the wings 
  of a bat. After a few days of ownership, the statue begins to create bizarre 
  dreams in the mind of its owner. In the event that the owner should ever 
  pray to the idol for guidance or aid, they will be granted the ability to cast 
  one Cleric spell between first and third level of their choice once per day. 
  35
  
  However, each day of exposure to the statue causes the owner to gain one 
  point of Corruption per level of the spell chosen. Usable by: All Classes.
  Leather of Stitched Flesh 
  This appears to be a gruesome set of leather armor stitched out of 
  human flesh. In addition to functioning as Leather Armor+1, the wearer also 
  grants the wearer the ability to regenerate damage. As long as the armor is 
  washed  in  one  galleon  of  the  blood  of  a  sentient  being,  the  wearer 
  regenerates one point of damage every ten rounds. Usable by: All Classes, 
  except Magic-Users, Metaphysicians, and Reanimated, 
  Orator's Journal 
  This  blank  journal  automatically  inscribes  whatever  words  are 
  spoken within 60 feet of it, except for the incantations necessary to cast 
  magic spells. The text remains for a century before fading away. Usable by: 
  All Classes.
  Mask of the Dead 
  This white mask is crafted from a human skull. When it is worn 
  mindless undead such as skeletons and zombies mistake the wearer as one 
  of their own and do not attack unless attacked first. The wearer also receives 
  a +2 bonus to all saving throws made to resist spells and other effects used 
  against them by undead creatures. Usable by: All Classes.
  Mummified Hand 
  This severed hand is withered and wrapped in bandages with an 
  aged cord wound around the wrist just below where it is severed.  The hand 
  has the ability to store up to 5 first-level Magic-User or Cleric spells in it. The 
  spells simply have to be cast with the Mummified Hand as the target, though 
  not necessary by the wearer. When a spell is stored one of the Hand's fingers 
  curls inward. The spell can later be released by any character wearing the 
  hand with a simple command word. Usable by: All Classes.
  Sling of the Silver Stone 
  This rugged sling is marked with a single mercurial rune. Any stone 
  or bullet shot from it is considered to be silver for purposes of damaging 
  lycanthropic creatures. Usable by: All Classes proficient in the sling.
  36
  
  Soul-Drinking Sword 
  This serrated two-handed sword+3 is covered in wicked runes and a 
  hilt of curved bone horns. Whenever the wielder rolls an unmodified twenty 
  on their “to-hit” roll while wielding the Soul-Drinking Sword the target 
  immediately  and  permanently  loses  one  level  of  experience  or  hit  die. 
  Usable by: Fighters, Dhampir, and Monster Hunters.
  Staking Arrow 
  This unassuming wooden arrow+1 automatically stakes a vampire 
  through the heart if a successful ranged attack is made. Usable by: All Classes 
  proficient in long bow or short bow.
  Symbol of Piety 
  This simple unassuming holy symbol grants a wearer who is morally 
  upright and pious (as determined by the referee) the benefit of a Bless spell 
  as long as it is worn. Usable by: All Classes.
  Tome of Reanimation
  This large tome  contains  the  necessary  formulae to  construct  a 
  modern Prometheus. The reader must study the book for one year and 
  spend 20,000 gold pieces to purchase the necessary components – but the 
  time and resources have been invested he is able to construct a 1st level 
  Reanimated is created. Usable by: Magic-Users and Metaphysicians only.
   
  Turning Mirror
  This small silver-framed pocket mirror can be used to Turn Undead, 
  as  if  it  were  a  holy  symbol.  Usable  by:  Clerics,  Metaphysicians  and 
  Spiritualists.
  Vial of Vampire's Blood
  This potion is quite literally a dram of preserved vampire's blood. It 
  grants the drinker a +2 bonus to all melee damage, immunity to non-magical 
  attacks, and the ability to cast  Charm Person once for the duration of its 
  effects. However, the character can be turned or destroyed by a character 
  attempting to Banish or Turn Undead and they instantly turn to dust if 
  exposed to sunlight. This potion has a duration of one hour. Usable by: All 
  Classes.
  Wanderer's Staff
  To most characters this is a simple  Staff+1, but in the hands of a 
  Wanderer it increases the character's Movement to 15 instead of the normal 
  rate of 12. Usable by: All Classes.
  37
  
  Widow's Veil
  This thin black veil of lace protects a female wearer (and only a 
  female wearer) from the mind-affecting powers of any undead creature 
  while worn. Usable by: All Classes.
  House Rule: Magic and Corruption
  Some magic spells and items are inherently and irredeemably evil. 
  They were crafted from vile incantations and corrupt all who dare use them. 
  At the referee's discretion, casting certain spells or using certain magic items 
  forces the character to make a saving throw or gain a point of Corruption. 
  This saving throw is easier or more difficult, depending on how inherently 
  evil the items and spells are, as noted by the modifier below.
  Magic  items  which  potentially  cause  Corruption  require  saving 
  throws in specific instances of their use as noted under the “Frequency” 
  column.
  Spell Corruption Modifier
  Spell
  Modifier
  Animate Dead
  +0
  Bind Beyond Death
  -2
  Blight
  -2
  Cure Light Wounds (reversed only)
  +2
  Death Spell
  -1
  Defiling Touch
  -1
  Dispel Law
  +0
  Mask of Death
  -1
  Remove Curse (reversed only)
  -1
  Remove Fear (reversed only)
  +0
  Shadow Form
  -2
  Summon Greater Undead
  +0
  Summon Lesser Undead
  -1
  Terrify
  +0
  Wall of Shadow
  -1
  38
  
  Magic Item Corruption Modifier
  Magic Item
  Modifier
  Frequency
  Potion of Undead Control
  -2
  When Consumed
  Bag of Bones
  +0
  Each Time Used
  Cursed Weapon or Armor (-1)
  -1
  On natural “to-hit” roll of 20
  Cursed Weapon or Armor (-2)
  -2
  On natural “to-hit” roll of 20
  Cursed Weapon or Armor (-3)
  -3
  On natural “to-hit” roll of 20
  Cursing Dagger
  -2
  On natural “to-hit” roll of 20
  Demonic Armor
  -2
  Per Day Worn
  Idol of the Nameless God
  See Listing
  See Listing
  Leather of Stitched Flesh
  -2
  Per Day Worn
  Mummified Hand
  -1
  Per Spell Cast From Item
  Soul-Drinking Sword
  -3
  On natural “to-hit” roll of 20
  Staff of Withering
  -1
  Per Successful Attack
  Tome of Reanimation
  -5
  Per Reanimated Created
  Vial of Vampire's Blood
  -2
  When Consumed
  Wand of Fear
  +0
  Per Use
  39
  
  Chapter Four
  Children of the Night
  40
  
  New Monsters
  Several new monsters are detailed below which can be used by the 
  referee to help reinforce the thematic elements of a gothic-style campaign.
  Blood Raven
  Armor Class: 8 [11]
  Hit Dice: 1
  Attacks: Peck (1d6-3)
  Special: Devour the Eye
  Move: 6 (15 when flying)
  HDE/XP: 2/30
  These large, red-eyed birds have feathers as black as midnight. It is 
  not  known whether they  are truly ravens  or  not  – but  they  are most 
  commonly found on ancient battlefields, barrow mounds and in graveyards. 
  They crave human flesh and take particular delight in devouring the eyes of 
  living victims when freshly dead carrion is not available. Whenever a Blood 
  Raven rolls an unmodified 19 or 20 on its “to-hit” roll, the target of the 
  attack must make a saving throw or find their eye plucked from its socket 
  and devoured. This blindness can only be cured by powerful magic, though 
  once a blood raven has devoured the eye of its victim its lust for blood is 
  slaked and it flies contentedly away. They are known to travel in groups of 3 
  – 18 (3d6). These groups are known, aptly, as a “murder” of blood ravens.
  Breath Stealer
  Armor Class: 7 [12]
  Hit Dice: 1-1
  Attacks: Claw (1d6-4)
  Special: Steal Soul 
  Move: 12 
  HDE/XP: 1/30
  Appearing as a common black house cat, the Breath Stealer lives by 
  feeding on the souls of the magically gifted, such as Magic-Users. Once it has 
  selected  a  victim,  it  approaches  in a  friendly  manner  and  attempts  to 
  befriend its target. After one day of remaining in close proximity to its 
  chosen Magic-User, the two form an Arcane Bond which grants the would-be 
  victim the ability to memorize one additional 1st level spell each day.
  Within a 1d6 days of the Arcane Bond being established, the Breath 
  Stealer will begin to sleep atop the chest of its “master” or at the very least in 
  a manner that allows the two to remain in physical contact. The next day, the 
  Magic-User will find his spells weakened. Any who are a target of the Magic-
  User's spells receive a +1 bonus to saving throws made to resist the effects. 
  Each  evening  that  the  Breath  Stealer  and  the  Magic-User  sleep  while 
  41
  
  touching, this bonus increases by +1. When the total bonus has become 
  equal to the Magic-User's level, the Breath Stealer will attempt to devour the 
  Magic-User's soul by climbing on his chest while he sleeps that night and 
  drawing the breath from his body. The Magic-User must make a saving 
  throw at a penalty equal to the number of days he has been Bonded with the 
  Breath Stealer or die. 
  Breath Stealers are naturally fearful of elves, hissing at them and 
  avoiding their presence.
  Confessor
  Armor Class: -2 [21]
  Hit Dice: 10
  Attacks: Sword (2d6)
  Special: Searing Judgment 
  Move: 12 
  HDE/XP: 11/1,400
  These terrible beings appear as a billowing collection of black robes 
  and tattered rags, clutching a sword in a skeletal hand. They have no other 
  physical  presence.  The  Confessor  is  a  spirit  of  judgment  which  seeks 
  retribution for sins. It does not speak, save to whisper the name of its victim 
  over  and  over  again.  When  it  comes  within  120  feet  of  its  victim  it 
  immediately knows the greatest sin committed by the individual and calls 
  out their name. If the named individual does not immediately confess their 
  greatest sin, it begins to attack them with its terrible sword until they are 
  slain. Those struck must make a saving throw or be paralyzed as they 
  scream in agony from the pain of their sins for 1d6 rounds.
  Confessors fight until slain and then fade to nothing. Their magical 
  blades crumble to dust upon defeat. They can be the target of the Banish 
  Undead ability, turned as if they were Vampires.
  Clerical Liche
  Armor Class: 1 [18] 
  Hit Dice: 12 - 18
  Attacks: By weapon (1d6)
  Special: See Below
  Move: 12 
  HDE/XP: 15/2,900, 16/3,200, 17/3,500, 18/3,800, 19/4,100, 20/4,400, 
  21/4,700
  While the vast majority of liches have mastered the arcane arts of the 
  Magic-User in rare cases, some of them devote themselves to the service of a 
  malign god or goddess with such zeal that they rises as powerful and terrible 
  42
  
  masters of corrupted divine magic. These are known as Clerical Liches. They 
  are able to cast spells as a 10th level Cleric. In addition, they have also 
  mastered  the  spells  of  a  Magic-User,  though  to  a  lesser  degree  than 
  traditional liches. A clerical liche can memorize and cast spells as a Magic-
  User with a level equal to half their normal hit dice, rounded down. This 
  means that a liche with 14 or 15 hit dice would memorize and cast spells as 
  a 7th level Magic-User and as a 10th level Cleric.  Clerical liches cannot 
  paralyze with either their touch or aura, but can Turn Undead as a Chaotic 
  Cleric of 9th level, as described in Swords & Wizardry: WhiteBox.
  Cultist
  Armor Class: 7 [12]
  Hit Dice: 1
  Attacks: By weapon (1d6)
  Special: See Below
  Move: 12 
  HDE/XP: 1/15
  Cultists are those devoted to the worship of the dark forces of the 
  world, whether they be demons, devils, or unnamed gods. In most respects 
  they are identical to normal humans, but their absolute devotion to their vile 
  masters has rendered them immune to fear-based effects, Charm Person 
  spells and other mind-affecting magic. In large groups of cultists there is 
  sometimes found a Cult Leader who can cast spells as a 4th level Magic-User 
  or Cleric. In some cases, this Cult Leader may even engage in a bloody ritual 
  of sacrifice to summon forth some evil spirit or elder demon.
  Lycanthrope, Werebat
  Armor Class: 6 [13]
  Hit Dice: 3
  Attacks: Weapon (1d6) or Bite (1d6-1)
  Special: Climbing, control bats, flight, lycanthropy, 
  Move: 12 (15 when flying)
  HDE/XP: 4/120
  These lycanthropes are capable of taking the form of either a normal 
  human, a common bat, or a hybrid man-bat creature that stands nearly 
  seven feet tall with unnaturally long fingers bound by fleshy membranes 
  that permit flight. They are only harmed by silver or magical weapons.
  Once per evening a werebat can summon up to 2d6 blood-sucking 
  bats, which will defend it until sunrise. These bats function exactly like 
  stirges.
  43
  
  Lycanthrope, Wereraven
  Armor Class: 7 [12]
  Hit Dice: 2
  Attacks: Weapon (1d6) or Bite (1d6-2)
  Special: Flight, linguistics, lycanthropy, 
  Move: 12 (15 when flying)
  HDE/XP: 3/60
  Unlike most other lycanthropes, wereravens are not inherently evil – 
  though nor are they good. They are curious and mischievous, often stealing 
  shiny or interesting objects and playing jokes or engaging in riddles with 
  those they encounter. A wereraven in human form has a 1-4 in 1d6 chance of 
  successfully  picking  a  target's  pocket.  They  can  change  shape  between 
  human or raven, but have no hybrid  form.
  Wereravens  can communicate  with  many  spoken  languages  and 
  even speak to other birds. In addition, wereravens can only be damaged by 
  weapons made of gold (not silver) or magical weapons.
  Plaything
  Armor Class: 6 [13]
  Hit Dice: 1+1
  Attacks: Bite (1d6-1) or by weapon
  Special: Charm Person, immune to non-magical weapons
  Move: 9/
  HDE/XP: 1/30
  Playthings are terrible corruptions of the innocent – dolls and toys of 
  children that have been possessed by evil spirits and now seek only to do 
  harm to the loving families they have infiltrated. They often dwell in homes 
  for days or even months before secretly going about their dark business 
  while the rest of the family slumbers. While not a great physical threat 
  themselves, Playthings will often seek to befriend their child “owners” and 
  convince them to do horrible acts of violence. They can cast Charm Person 
  once per day – but only on children. They are immune to damage from non-
  magical weapons, but suffer double damage from fire-based attacks.
  Reaper
  Armor Class: -4 [23]
  Hit Dice: 12
  Attacks: Scythe (1d6+2)
  Special: See Below
  Move: 18 (flying)
  HDE/XP: 14/2,600
  44
  
  It is said that Death comes for everyone, but some are late for their 
  appointment. When someone has cheated death, often a Reaper will begin 
  hunting them. Tirelessly, sleeplessly, endlessly it hunts them. Once their 
  target is slain, the Reaper returns to the realm of the dead. Reapers appear 
  as skeletons wearing black robes and carrying a great scythe. Any creature 
  struck with this scythe must make a saving throw or be immediately slain. In 
  addition, Reapers radiate an aura of fear which surrounds them to a radius 
  of 60 feet. Any caught in this aura must make a saving throw or flee in terror 
  for  1d6+4  rounds.  Reapers  are  immune  to  damage  from  non-magical 
  weapons and cannot be turned or banished.
  Shadow Demon
  Armor Class: 1 [18]
  Hit Dice: 8
  Attacks: Chilling Touch (See Below)
  Special: Summon Shadow
  Move: 15 (flying)
  HDE/XP: 10/1,400
  Not true Shadows, Shadow Demons are beings of darkness from the 
  dark places of the infernal planes of existence brought to the material plane 
  by evil magic. Terribly powerful, their chilling touch drains two levels from 
  their victim with successful attack. Anyone reduced to 0th level by these 
  attacks immediately rises as a Shadow under the Shadow Demon's control. 
  Shadow Demons can also summon 2d6 Shadows once per night.
  If exposed to daylight, Shadow Demons suffer a -2 penalty to all “to-
  hit” rolls, saving throws, and their chilling touch attack only drains a single 
  level if it is successful. They can be banished as demons.
  Skinwalker
  Armor Class: 7 [12]
  Hit Dice: 2+2
  Attacks: Claw (1d6)
  Special: Regeneration
  Move: 12 
  HDE/XP: 2/60
  These  terrible  creatures  appear  as  a  hideous  black  husk  of  a 
  humanoid in their natural form. They are intelligent and seek to slay a 
  human victim, drain out their innards and wear their skin. Once this skin is 
  worn, they go about their business of reaping sorrow and chaos. They 
  naturally regenerate 3 hit points per round, even after being reduced to zero 
  hit points. The only way to permanently destroy them is to cast Bless on a 
  45
  
  Skinwalker that has been reduced to  zero  hit points. They attack with 
  wicked claw-like fingers that extend when threatened.
  Weeping Tombstone
  Armor Class: 3 [17]
  Hit Dice: 4
  Attacks: Slam (1d6)
  Special: Surprise, Weeping
  Move: 12
  HDE/XP: 5/240
  Many  who  die are  buried in mausoleums or gravestones  which 
  feature statues decorating their graves. Sometimes the very sorrow of those 
  present takes hold of these statues, animating them to dark purpose and 
  these decorations become Weeping Tombstones. 
  A Weeping Tombstone seeks to add more dead to the graveyard, 
  enticing targets by weeping in the small hours of the night. This enchanted 
  sorrow draws all living beings within 120 feet to come closer unless a saving 
  throw is successfully made. Once a target is close enough to be struck, the 
  Weeping Statue surprises it on a 1-5 on 1d6 and begins to attack, beating 
  their foe to death. The victim is then placed in a nearby empty grave or 
  mausoleum and the Weeping Statue returns to eternal stillness until a new 
  victim draws near.
  Vampire, Bride
  Armor Class: 4 [15]
  Hit Dice: 5
  Attacks: Bite (1d6)
  Special: See below
  Move: 12
  HDE/XP: 5/600
  Vampire Brides are created when a Vampire Lord demands tribute 
  from a local populous in the form of a beautiful young maiden. This poor 
  woman is then taken into the Vampire Lord's service and turned into an 
  undead thrall, forever bound to their new master. They possess many traits 
  common to other vampires, but to a lesser extent.
  Vampire Brides regenerate 2 hit points per round, but cannot change 
  shape  or  assume  gaseous  form.  They  can  only  be  harmed  by  magical 
  weapons and if reduced to zero hit points their corpse must be decapitated 
  and then a Bless spell must be cast over the body or they will reform and 
  rise again the next evening. Like other vampires, the Vampire Bride attacks 
  46
  
  with a bite attack. This attack inflicts 1d6 points of damage and drains a 
  single level from the victim unless they make a successful saving throw. 
  The most dangerous ability possessed by a Vampire Bride is their 
  ability to sing an song which enthralls all victims who would be sexually 
  attracted to them, similar to a Charm Person spell. This ability can be used 
  up to three times per day and has a range of 60 feet. Vampire Brides may 
  also sing together to empower this ability. For each Vampire Bride singing 
  beyond the first all victims within range suffer a -1 penalty to their saving 
  throw, up to a maximum penalty of -4 for five Vampire Brides singing at the 
  same time. 
  Vampire Brides may be turned or banished as Vampires and may 
  have other weaknesses common to vampires at the referee's discretion.
  Vampire, Lord
  Armor Class: -2 [21]
  Hit Dice: 12 - 15
  Attacks: Bite or by weapon (see below)
  Special: See below
  Move: 15 (24 when flying) 
  HDE/XP:  15/2,900, 16/3,200, 17/3,500, 18/3,800
  Vampire Lords are truly powerful and ancient princes of darkness. 
  They have been alive for centuries and honed their abilities to terrifying 
  perfect in addition to learning new and horrific powers. They are reclusive 
  and rare, often with an army of servants at their beck and call. The living, the 
  dead and even the very animals who prowl the wilds call the Vampire Lord 
  their master.
  Vampire Lords regenerate 5 hit points per round. They are masters 
  of transformation, able to turn into a giant bat, a horde of 1d4 x 10 rats, or a 
  worg at will. They can summon a horde of bats, 5d6+5 wolves, or 2d6 x 10 
  rats once per night. The Vampire Lord also radiates an aura of fear and those 
  with  fewer  than  6  HD  must  make  a  saving  throw  of  suffer  an  effect 
  equivalent to the Terrify spell while they can see him. Instead of being 
  fearsome, the Vampire Lord can choose to radiate an aura of beguiling. Any 
  being of 4 or fewer HD who comes within 30' of the Vampire Lord must 
  make a saving throw or immediately become either charmed (as the Charm 
  Person spell). They cannot be both fearsome and beguiling at the same time.
  The Vampire Lord's bite drains three levels from the victim and 
  inflicts 2d6 points of damage. Targets can make a saving throw at a -2 
  penalty to avoid the losing an experience level, but still suffer damage. Some 
  Vampire Lords fight in melee combat using weapons and receive +2 to melee 
  damage due to their unnatural strength.
  47
  
  Because  of  their  years  of  infernal  research,  Vampire  Lords  can 
  memorize and cast spells as a 6th level Magic-User. Vampire Lords also have 
  the amazing ability to walk beneath the light of the sun in most instances, 
  though with only limited use of their abilities. They cannot use their bite 
  attack during the day and may not radiate their fearful aura that mimics 
  Terrify spell. They are also prohibited from changing form or flying during 
  the day. Finally, they are only able to regenerate a single hit point each 
  round when walking about under the sun.
  Vampire Lords suffer many of the same weaknesses as their lesser 
  counterparts – though not as deeply. Vampire Lords are not repulsed by 
  garlic, though they are irritated and suffer a -1 to all “to-hit” rolls when 
  within 60' of it. They do not flee when forced to gaze upon a mirror, though 
  they cast no reflection. They are also resistant to attempts to Banish Undead, 
  and are turned as if they were Demons.
  It is notoriously difficult to permanently slay a Vampire Lord. If 
  reduced to zero hit points or less the Vampire Lord immediately turns to 
  mist and that mist flies back to the its coffin. This coffin is filled with soil 
  from their homeland and there they regenerate at the rate of 5 hit points per 
  round. Once they have returned to their full hit point total, they are able to 
  again take physical form. If a coffin with the earth of their homeland cannot 
  be reached before sunrise, the Vampire Lord is permanently destroyed. 
  Driving a stake through the heart of a Vampire Lord is not enough to 
  destroy them, though it does impose extraordinary penalties on them. A 
  Vampire Lord who has been staked must remain in humanoid form (even 
  when reduced to zero hit points), suffers a -4 penalty to all “to-hit” rolls, is 
  unable to radiate their terrifying or beguiling aura. They are also prohibited 
  from casting spells in this state and unable to regenerate damage. Once a 
  Vampire Lord has been staked, they must be decapitated, their mouth must 
  be stuffed with garlic, and both the head and body must have a Bless spell 
  cast upon them. Doing all these things will permanently destroy the Vampire 
  Lord, turning them to dust.
  Zombie, Reflex
  Armor Class: 5 [14]
  Hit Dice: 1
  Attacks: Strike or weapon
  Special: Burst of speed
  Move: 6
  HDE/XP: 3/60
  Reflex zombies have all the traits of standard zombies except they 
  are capable of moving at remarkable speeds. Three times per day a Reflex 
  Zombie can act as if under the effects of an Alter Time (Haste) spell.
  48
  
  DESIGNATION OF PRODUCT IDENTITY
  Barrel Rider Games™ is copyright 2012, James M. Spahn. The Barrel Rider Games™ logo is copyright 2012, James M. Spahn.
  Some art is copyright 2008, Jeff Freels Some art is copyright 2006,William McAusland. Some art is copyright 2006, Bradley K. McDevitt. Some art 
  is copyright 2014,Luigi Castellani. Used with permission.
  COPYRIGHT NOTICE
  The introduction and flavor or descriptive text in this product is Copyright of Barrel Rider Games © 2015 and is not open content.
  DESGNATION OF OPEN CONTENT
  All rules, charts, and house rules are open content.
  OPEN GAME LICENSE Version 1.0a 
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  of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have
  written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open
  Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30
  days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich  
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by 
  E. Gary Gygax and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 2008-2011 Matthew J. Finch.
  White Box Gothic: Adventures in Shadow & Horror by James Spahn, copyright 2016.
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SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/SW White Box Supplemental/White Box Gothic Adventures in Shadow & Horror.pdf