TEXT: Rended Press 
  Stock Number 03	
    
  Harnly’s Hole 
  A DIY One-shot Adventure for Swords & Wizardry WhiteBox 
  and other BX/Original Edition-type Games 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  recommended for 4–5 low-level characters (zero to first level) 
  with at least 1 cleric in the party 
  (pre-generated characters included) 
   
  by Matthew W. Schmeer 
  ©2013 
   
   
   
   
  
  Harnly’s Hole   2 
  Harnly’s Hole 
  A DIY One-shot Adventure for Swords & Wizardry WhiteBox 
  and other BX/Original Edition-type Games 
   
  recommended for 4–5 low-level characters (zero to first level) 
  with at least 1 cleric in the party 
  (pre-generated characters included) 
   
   
   
  originally written for Sword & Wizardry Appreciation Day 2013 
  updated and expanded February, 2014 
  by Matthew W. Schmeer 
  http://rendedpress.blogspot.com 
   
  This scenario was created using only the monsters found in the Sword & Wizardry WhiteBox 
  rule set. 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. Monster stat blocks are as found in the 
  2nd print and differ slightly from those found on d20swrd.com. Referees should have little 
  difficulty adapting this scenario to any old school inspired version of the original fantasy role 
  playing game. 
   
  Why do I prefer Swords & Wizardry WhiteBox? Because it makes for gritty, dangerous 
  dungeon crawls at low-level where the spectre of death is ever-present. This scenario makes 
  for a good introduction to old school gaming play style or as a one-shot convention module, 
  as there is much risk and slight reward in the way of treasure (but there are treasures!) for 0 
  or 1st level characters. 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 boxes beneath monster entries are 
  for keeping track of that particular monster’s hit points during play. 
   
  
  Harnly’s Hole   3 
  Background 
   
  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 Walthamthorp’s stronghold that 
  he tended to forget about it and eventually stopped posting guards to the fort. After many years, Fort 
  Harnly fell into disrepair and nearly faded into memory. 
   
  Of 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 the bugbears, goblins, kobolds, and gnolls who roamed the hills at the Barony’s 
  edge. Privately, what he recalls most vividly is 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 
  requested and was given 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 
  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, the Baron also 
  asked the Keep’s priest if there was an acolyte His Grace 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 has just arrived at Fort Harnly. 
  Along the way they recruited a few villagers as torchbearers, porters, and men-at-arms (see hirelings 
  list). A shipment of building supplies and a relief party led by Harnson 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. 
   
  The party (4–5 PCs plus up to 4 hirelings) has arrived at the fort, and now must deal with what it finds. 
   
  Wandering Monsters 
   
   
   
   
   
   
   
   
  Wandering Monsters 
  (1d6; above ground) 
   
   
   
   
   
   
   
   
   
   
  (1d6; below ground) 
   
   
  1. 1d4 Gnolls 
   
   
   
   
   
   
   
   
   
   
   
   
  1. Giant Spider 
  2. 1d4 Human Bandits  
   
   
   
   
   
   
   
   
   
  2. Small Giant Centipede 
  3. 1d4 Goblins  
   
   
   
   
   
   
   
   
   
   
   
  3. Ghoul 
  4. 1d4 Kobolds  
   
   
   
   
   
   
   
   
   
   
   
  4. Gnoll 
  5. 1d4 Bugbears 
   
   
   
   
   
   
   
   
   
   
   
  5. Lemure Demon 
  6. Owlbear  
   
   
   
   
   
   
   
   
   
   
   
   
  6. 2 Giant Rats 
   
   
  
  Harnly’s Hole   4 
  Map 
   
  Map made with Dave’s Mapper. 
   
   
  
  Harnly’s Hole   5 
  Map Key 
   
  Note: Roll 1d4 to determine the party’s starting point. On a 1 or 2, start in Area 3 to the right of the pit. 
  On a 3 or 4, start in Area 1 to the left of the tree. 
   
  1. A dryad inhabits this tree. A naked dwarf is tied to the tree and the dryad plans to feed on his life 
  force soon. The dwarf, Virlek Gyndulfson (see pre-gen list, below), has been seduced with a Charm 
  spell by the dryad and somehow tied himself securely to the tree. His equipment is in good working 
  order and piled tidily a few steps from the tree. 
   
  A heavy iron chain dangles into the depths of the pit, the end a few feet above 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). 
   
  ooooooooo  
   
  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 fight to the death if provoked. They are exhausted and terror-
  plagued and rave nonsensically about a “horror below the earth” but not mention any specifics. 
   
  If treated well, the gnolls explain they are the last survivors of an expedition that breached the column 
  in Area 4 to explore the depths below. Bandits ambushed them 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. 
   
  ooooo   
  oooooo 
   
  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 scattered about, but nothing really worth taking. 
   
   
   
  
  Harnly’s Hole   6 
  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 that have been 
  scratched out beyond decipherability. A Read Magic spell reveals various inscriptions (most of them 
  gnomish graffiti). One message 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 are 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 that also isn’t of any known design. 
  There is a 30% chance that the spiral staircase contains 1d4+1 giant rats. 
   
  A faint howling, screeching sound can be heard from the depths below. The sounds get louder near 
  Area 6, but then become inaudible further down. 
   
  1d4+1 Giant Rats: HP 4, 4, 3, 4, 3; AC 7 [12]; Atk 1 bite (1d3); Move 12; Save 18; HDE/XP 1/10; Special: 
  5% are diseased. 
   
  oooo 
   
  oooo 
   
  ooo  
  oooo 
   
  ooo 
   
  6. Two dead gnolls lay at the entrance to this room, their bodies burnt and horribly disfigured. They 
  carry a total of 6gp, 2 cudgels, and 1 spear. 
   
  Further in, a giant slug’s bulk blocks the way to Area 11. It attacks 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). 
   
  oooooooooooooooo  
   
  7. A 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 +1 
  longsword) lies 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 shinbone 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). 
   
  
  Harnly’s Hole   7 
  Two more Hell Hounds are anxiously pacing around the room. The Hell Hounds 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). 
   
  ooooooooooo  
   
  oooooooooo 
   
  8a. A narrow stone staircase spirals up to Area 8b. The door to Area 9 is locked and warded; Dispel 
  Magic has 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, spotted 
  sheets of waxy grey thin 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 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 halfling. 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 wind flowing from above. A 
  continual stream of shadows march downward as well, two abreast. They don’t attack unless 
  attacked and step aside to let the party pass if unprovoked. The shadows keep coming, pair after pair 
  after pair. (DM Note: use the same HP for each pair during combat). 
   
  The end of the staircase is impossible to find; it just keeps going down. PCs attempting to go down off 
  the map find themselves walking downward for an eternity. If they are off the map and turn around to 
  go up, they 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.  
   
  oooooooo 
   
  oooooo 
   
   
   
  
  Harnly’s Hole   8 
  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 attack on sight. 
   
  The sides of the cavern walls are slick and wet, and appear to be sweating. This is actually a grey 
  ooze. 
   
  At the end of this area, the floor gives way to an endless pit. PCs falling into the pit 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 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 summons another 1d8 lemure demons out of the pit (same 
  stat block as first group). 
   
  1d8 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). 
   
  ooooooo  
  oooooo 
   
  ooooooo  
  oooooooo 
   
  ooooooooo 
   
  oooooooooo  
  ooooooooo  
  oooooooooo 
   
  1d6 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. 
   
  ooooooooo  
  oooooooooooo  
  ooooo  
  ooooooo 
   
  ooooooooooo  
  ooooooo 
   
  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. 
   
  oooooooooo 
   
  Gnoll: HP 1; AC 5 [14]; Atk 1 bite (2d4) or weapon (1d10); Move 9; Save 16; HDE/XP 2/30; Special: None. 
   
  o 
   
  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 attack if the light carried by the party is 
  brighter than 3 torches. 
   
  
  Harnly’s Hole   9 
  Walking across the bridge stirs up the demons and ghouls in Area 10. Their screeches and howls 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 gives 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 does not attack but digests 
  any PC fully impaled or dead 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. 
   
  ooooooo  
  ooooooooo 
   
  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. 
   
  oooooooooooooooooooooo 
   
  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 won’t 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.) 
   
  ooooooooooooooooooooooooooooooooooooo 
   
  ooooooo  
  ooooo  
  ooooo 
   
  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. 
   
  ooooooooo 
   
  
  Harnly’s Hole   10 
  13. PCs entering Area 13 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 the 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 with a thick 
  layer of normal grey dust. The Hell Hounds awaken if 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). 
   
  ooooooooooooo 
   
  ooooooooooooo 
   
  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 
  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 humanoid 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 vs. 
  Spell or suffer the effect of a Quest spell. The Jale God sends 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 manifests and attempts to gamble for the victim’s soul. 
   
   
   
  
  Harnly’s Hole   11 
  Anyone who makes a successful save upon picking up the statue finds they can never be rid of it. 
  Every time the statue is sold or given away, it reappears 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. 
   
  ooooooooooooooooooooooooooooooooooooooooooooooo 
   
  16. After tunneling through Area 15, the PCs 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 tumbles 
  roughly 60 feet and lands on the back of a Baalrog Demon who’s been sleeping for a thousand years. 
  He immediately wakes 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) 
   
  oo 
   
  oo 
   
  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. 
   
  oooooooooooooooooooooooooooooooooooo 
   
   
  THUS ENDS THE MAP KEY 
   
   
  
  Harnly’s Hole   12 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PRE-GENERATED CHARACTERS 
  (Pre-gens tweaked from Ramanan Sivaranjan’s LLB Character Generator) 
   
  & 
   
  HIRELINGS 
  (Courtesy of Greg Gillespie’s Meatshield Generator) 
   
   
  
  Harnly’s Hole   13 
  Arquen Fordhart 1st Level Female Fighter 
  Alignment: Neutral 
   
  HP: 7 
   
  AC: 3 [16] 
   
  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 ft Rope, 2 flasks oil, 9gp 
   
  Languages: Common, Alignment 
   
  XP: 1,901 
   
  Optional Appearance: Young, Scrawny 
   
   
  
  Harnly’s Hole   14 
  Filk Laroosh 
  1st Level Male Fighter 
   
  Alignment: Lawful 
   
  HP: 6 
   
  AC: 3 [16] 
   
  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, helm 
   
  Equipment: Quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week Iron Rations, 50 ft rope, 
  small sack, 10gp 
   
  Languages: Common, Alignment 
   
  XP: 1,628 
   
  Optional Appearance: Young, Spit-and-Polished 
   
   
  
  Harnly’s Hole   15 
  Kelkek Pigsherd 
  1st Level Male Fighter 
   
  Alignment: Neutral 
   
  HP: 8 
   
  AC: 5 [14] 
   
  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 ft rope, 
  11gp. 
   
  Languages: Common, Alignment 
   
  XP: 1,752 
   
  Optional Appearance: Drab Clothing, Tall 
   
   
  
  Harnly’s Hole   16 
  Hernvixen Clavershell  
  2nd Level Female Cleric 
   
  Alignment: Lawful 
   
  HP: 7 
   
  AC: 4 [15] 
   
  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 ft Pole,  
  Holy Symbol, Scroll of Cure Light Wounds, 4gp 
   
  Languages: Common, Alignment, Halfling 
   
  XP: 2,501 
   
  Optional Appearance: Drab Clothing, Pretty 
   
  Turn Undead 
  Skeleton 
  Zombie 
  Wight 
  Wraith 
  Ghoul 
  7 
  10 
  13 
  15 
  17 
   
  Spells Prepared 
  Level 1: Light 
   
  
  Harnly’s Hole   17 
  Virlek Gyndulfson  
  1st Level Male Dwarf 
   
  Alignment: Lawful 
   
  HP: 7 
   
  AC: 2 [17] 
   
  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 ft pole, 4gp 
   
  Languages: Common, Alignment, Gargoyle, Halfling, Human Dialect, Kobold, Lizard Man, 
   
  XP: 1,727 
   
  Optional Appearance: Mature, Fancy Clothing 
   
   
  
  Harnly’s Hole   18 
  Raafan Autuk  
  1st Level Male Magic-User 
   
  Alignment: Neutral 
   
  HP: 6 
   
  AC: 9 [10] 
   
  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 ft silk rope, 77gp. 
   
  Languages: Common, Alignment, Gnoll, Gnome, Human Dialect, Kobold. 
   
  XP: 2,198 
   
  Optional Appearance: Youthful, Elaborate Attire 
   
  Spellbook Contents 
  Level 1: Read Magic, Light, Sleep, Detect Magic 
   
  Spells Prepared 
  Level 1: Read Magic 
   
   
  
  Harnly’s Hole   19 
  HIRELINGS 
  Pick up to 4; consider all Neutral aligned 
   
   
   
   
  Name: Peltik Ratcatcher 
   
  0-level male porter 
  HP: 3 
  AC: 0 [19] 
  Weapon: Dagger (1d6-1) 
  Armor: None 
  Background: Peasant 
  Possessions & 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 
  Possessions & Knowledge: Makes a mean stew 
  Notable Features: Wears hair in pigtails. 
  Suggested rate of pay: 5sp/day 
   
   
   
   
   
  Name: Marton Martinson  
  0-level male torchbearer 
  HP: 3 
  AC: 0 [19] 
  Weapon: Dagger (1d6-1) 
  Armor: None 
  Background: Only survivor of a goblin massacre 
  Possessions & Knowledge: Speaks goblin 
  Notable Features: Large scar on back of skull 
  Suggested rate of pay: 5sp/day 
   
   
   
  
  Harnly’s Hole   20 
   
   
   
  Name: Dardic Faversham  
  0-level female torchbearer 
  HP: 3 
  AC: 0 [19] 
  Weapon: Club (1d6) 
  Armor: None 
  Background: Miller’s daughter 
  Possessions & 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 
  Possessions & 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 
  Possessions & Knowledge: Sock full of marbles  
  Notable Features: Honest to a fault 
  Suggested rate of pay: 1gp/day 
   
   
   
  
  Harnly’s Hole   21 
  EXPERIENCE TOTAL 
  approx. 14,355 
   
  TREASURE TOTAL 
  approx. 5,355gp 
   
  MAGIC ITEMS AVAILABLE 
  +1 Short Sword 
  2 Potions of Extra Healing 
  Amulet Against Scrying 
  Ring of Spell Storing (Cleric) 
  Scroll of Protection from Chaos 
  Silver Dagger 
  War Hammer +1 vs. Ghouls 
  Whip +1 vs. Demons 
   
  
  Harnly’s Hole   22 
  OPEN GAME LICENSE Version 1.0a 
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
   
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 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   
   
  Character Clip Art & Color Customizing Studio Copyright 2002, Elmore Productions, Inc.; Authors Larry Elmore and Ken Whitman, Art and illustrations by Larry Elmore. 
   
  Design & Layout copyright © 2014, Rended Press & Matthew W. Schmeer. 
   
   
  Cover image based upon “Limestone_Hole.jpg” by Hamedog. Placed in the public domain by its creator and found via Wikipedia Commons. 
   
  This document utilizes free resources provided by the OSR gaming community. Most notable are Dave’s Mapper, Ramanan Sivaranjan’s LLB 
  Character Generator, Greg Gillespie’s Meatshield Generator, and the Public Domain Silhouettes found at Telecanter’s Receeding Rules. 
   
  This document uses Source Sans Pro, an open source OpenType font designed by Adobe, Inc., and is used here under the terms of the SIL 
  Open Font License. 
   
  Thanks for taking a look at this scenario. I hope you enjoy it; let me know what you think: mwschmeer AT gmail DOT com. 
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/SW White Box Adventures & Settings/Harnly's Hole (WhtBx).pdf