TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  1 
   
  BENEATH THE RUINED WIZARD’S TOWER 
  This dungeon was created with 
  Holmes’ rules in mind. However, you 
  might like to try it using Charlie 
  Mason’s White Box: Fantastic 
  Medieval Adventure Game. Characters 
  in White Box are a little weaker but 
  so are the monsters (most only 
  attack once and deal 1d6 damage). 
  This document quickly edits the 
  dungeon contents for White Box 
  monsters and treasures. 
   
   
   
  The Dungeon Constable 
  Brubo the Hooded 
  Level 3 Cleric, HP 8, AC 3 [16], Quarter Staff 
  for 1d6, Brubo wears plate mail armour. 
  Feg 
  HD 2, HP 8, AC 6 [13], Bite for 1d6, Feg wears 
  studded leather armour. 
   
  New Monsters 
  Most of the monsters in the dungeon 
  are found in the White Box rules. 
  These monsters are either new to the 
  dungeon or need to be converted from 
  Holmes’ rules: 
  Carrion Crawler 
  Armour Class: 7 [12] 
  Hit Dice: 3+1 
  Attacks: 8 tentacles (0 damage) 
  Special: Paralysation 
  Move: 9 
  HDE/XP: 4/120 
  These gigantic centipedes move easily along 
  walls or ceilings. The long tentacles around their 
  mouths do no damage but for every hit the 
  target must save vs Paralysation or be 
  immobilised for 1d6 turns. 
  Crystal Spider 
  Armour Class: 5 [14] 
  Hit Dice: 3+3 
  Attacks: Bite (1d6) 
  Special: Crystalisation 
  Move: 12 
  HDE/XP: 4/120 
  These magical spiders are the size of dogs and 
  appear to be made of fluid glass. Their bite turns 
  victims to immobile crustal on a failed save vs 
  Petrification. Within the Crystal Labyrinth, 
  crystalline characters will be absorbed into the 
  walls after 1d12 hours. In the Crystal Labyrinth, 
  these spiders surprise on a 1-4. 
  Living Crystal Statue 
  Armour Class: 4 [15] 
  Hit Dice: 3 
  Attacks: Fists (1d6+1) 
  Special: Invulnerable 
  Move: 9 
  HDE/XP: 3/60 
  These statues can move and (when they need 
  to) talk. When motionless, they are indestructible. 
  The Haunted Sea 
  Caves 
  C. Smugglers Room 
  There are 10 Smugglers at work here, but they 
  can be surprised on a 1-4 on a d6 because they 
  are occupied with their work. 
  Smugglers (Bandits) 
  HD 1, AC 7 [12], bill hooks for 1d6-1 damage, 
  MV 12, XP 15 
  They fight like Berserkers (+2 to hit) for 3 rounds, 
  then flee, whether they are winning or not. 
   
  D. The Flooded Room 
  25’ high 
  Ten Brine Zombies float in the water.  
  
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  2 
  Each round that there are PCs in this cave, 0-3 
  (1d4-1) Brine Zombies will activate and attack. 
  The Zombies cannot be turned by a Cleric until 
  they have activated. 
  Brine Zombies 
  HD 1+1, AC 7 [12], strike for 1d6 damage, 
  undead, MV 6/9, XP 30 
   Sheridan McGuire, 2020  
  G. The Corsair’s Tomb 
  10’ high 
  The Undead Corsair is a Wight.. 
  Undead Corsair (Wight) 
  HD 3, 11 Hit Points, AC 5 [14], claw (1d6 
  damage) + drain level on hit, only 
  magic/silver weapons will harm it, XP 240 
  H. Tomb Entrance 
  10’ high 
  A heavy blade springs out of the wall on a 1-3 
  on a d6, attacking the necks of all human-sized 
  intruders within 10’ of the doorway. Intruders 
  must save vs death or be decapitated and take 
  1d6 damage if they succeed. Dwarves and 
  Halflings are too short to be affected by the trap 
  and Elves save at +2.  
  Dwarves might detect the trap on a 1-2 on a d6. 
  Thieves can use Thievery to detect and 
  deactivate the trap. 
  The Undead Crew 
  12-15’ high 
  They are Lesser Wights, former Smugglers 
  drained by the Undead Corsair.  
  Lesser Wights 
  HD 3, AC 5 [14], cutlass for 1d6 damage, half 
  damage from non-magical weapons, full 
  damage from magical/silver weapons, XP 120 
  K. Cavern of Ghosts 
  10-20’ high 
  The ghost of the woman fights as a Shadow: 
  Ghost (Shadow) 
  HD 3+3, AC 7 [12], touch drains 1 Strength 
  for 90 mins, only harmed by magic weapons 
  weapons, XP 120 
  © 
  Sheridan McGuire, 2020  
  The Temple of the Rat 
  God 
  L. Mother Rat’s Lair 
  10’ high 
  This is the nest for the Mother Rat who is a giant 
  specimen and the other Giant Rats fight twice as 
  fiercely to defend her.  
  Mother Rat 
  HD 2, 7 Hit Points, AC 6 [13], bite for 1d6 + 
  disease, XP 30 
  Giant Rats 
  HD ½, AC 7 [12], bite for 1d6, XP 15, two 
  attacks per round 
  M. Prisoner Pit 
  10’ high 
  The prisoner in the pit is Osberd the Unready, a 
  Thief who entered the Rat Tunnels to steal the 
  gems from the Idol of the Rat God.  
  Osberd the Unready 
  2nd level Chaotic Thief, 7 Hit Points, AC 7 [12], 
  2 in 6 Thievery  
  
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  3 
  Osberd the Wererat 
  HD 3, 10 Hit Points, AC 6 [13], bite for 1d6 + 
  lycanthropy, surprise 1-4, silver or magic 
  weapons needed to hit, XP 120  
  O. Rat Priest’s Vestry 
  10’ high 
  The Wererat Priest, Lowill Treb, can be found 
  here in half-rat form,  
  Lowill Treb (Wererat) 
  HD 3, 11 Hit Points, AC 6 [13], magic knife for 
  1d6 or bite for 1d6, needs magic/silver to hit, 
  XP 120.  
   
  Karl McMichael, 2020  
  P. Gateway to the Catacombs 
  15’ high 
  The chamber is occupied by a clan of 5 Ghouls.  
  Ghouls 
  HD 2, AC 6 [13], claw for 1d6 + paralysis, 
  undead, XP 60 
  The Ghouls are led by a Master Ghoul who is 
  larger and more hideous than the rest. This 
  creature is tuned as a Wight rather than a Ghoul. 
  Master Ghoul 
  HD 3, 12 Hit Points, AC 4 [15], claw for 1d6+1 
  + paralysis, undead, XP 240 
  Q. Cultist Prayer Room 
  10’ high 
  A group of nine Acolytes are here, changing into 
  their robes.  
  Acolytes 
  Level 1 Chaotic Clerics, AC 7 [12], cudgels 
  for 1d6, XP 10 
  One carries a scroll of detect magic and detect 
  chaos. 
  Kara the Wererat 
  HD 3, 9 Hit Points, AC 6 [13], bite for 1d6 + 
  lycanthropy, silver or magic weapons 
  needed to hit, XP 120  
  R. The Luxurious Prison 
  10’ high 
  This is Bes the Blessed, a female Lawful Cleric. 
  Bes the Blessed 
  2nd level Lawful Cleric, 6 Hit Points, AC 9 [10], 
  no weapon, Light spell, XP 30  
   
  The Pre-human City 
  S. Chamber of the Sceptre 
  15’ high 
  A Crystal Living Statue stands on three of the 
  corners of the grid. 
  Living Crystal Statues 
  HD 3, AC 4, fists for 1d6+1, invulnerable 
  when not moving, XP 60 
  The sceptre is a rod of opening (opens any 
  locked chest or door once a day); it is used to 
  open the portal in room Y. 
  T. The Wizard’s Laboratory 
  30’ high 
  Players may mix chemicals to brew a random 
  potion (or 20% healing, 20% giant strength, 20% 
  heroism, 20% flying, 20% poison). 
   
  A brass gourd contains a Djinn.  
  Djinn 
  HD 7+1, 25 Hit Points, AC 5 [14], fists for 2d6, 
  conjure food or objects, create illusion, fly, 
  gaseous form, become invisible, whirlwind, 
  XP 1100 
  There is a disassembled Crystal Spider from the 
  Crystal Labyrinth (Z). If restored, the creature 
  will attack. 
  Crystal Spider 
  HD 3+3, 12 Hit Points, AC 5 [14], bite for 1d6 
  + save vs petrification or turn to crystal, XP 
  120 
  
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  4 
  U. Well Room 
  12’ high 
  The final well appears to half only a puddle at 
  the bottom but this is a Grey Ooze that will 
  squirm out if disturbed. 
  Grey Ooze 
  HD 3, 9 Hit Points, AC 8 [11], strike for 1d6 
  damage, corrodes armour and weapons, XP 
  240 
  V. Exhibit Chamber 
  10’ high 
  Rag Phildo is a Doppelganger, an ancient and 
  evil denizen of the Pre-human City.  
  Rag Phildo (Doppelganger) 
  HD 4, 11 Hit Points, AC 5 [14], strike for 1d6, 
  shapechange, save at +5 vs magic, XP 240 
  W. Living Statue Sentinel 
  10’ high corridor 
  A Living Statue guards this corridor.  
  Living Crystal Statues 
  HD 3, AC 4, fists for 1d6+1, invulnerable 
  when not moving, XP 60 
  The Crystal Labyrinth 
  Z. The Tunnels of Crystal 
  7-10’ high 
  The tunnels are stalked by Crystal Spiders that 
  will devour any trail the party leave. 
  Crystal Spider 
  HD 3+3, AC 5 [14], bite for 1d6 + save vs 
  petrification or turn to crystal, XP 120 
  CM Crystal Monolith: There is a (preserved) 
  corpse of a dead magic-user whose spell book 
  contains hold portal, detect thoughts (ESP), and 
  web. 
   
  SC: Smugglers Camp: A group of 4 Smugglers 
  have made camp (HD 1, AC 6 [13], cutlasses 
  for 1d6, XP 15).  
   
  PL Perilous Ledge: This exit from the Labyrinth 
  emerges on the side of the Perilous Chasm (J). 
  A Thief could use her Thievery skill to cross the 
  distance to the bridge, only falling on the third 
  failed roll. 
    
   
   
   
   
   
  This document is © 2020 Jonathan 
  Rowe. It is not for resale or 
  republication online but may be 
  copied or printed for personal use.  
   
  “Swords & Wizardry, S&W, WhiteBox, 
  and Mythmere Games are the 
  trademarks of Matthew J. Finch”  
  Jonathan Rowe & Fen Orc is not 
  affiliated with Matthew J. Finch or 
  Mythmere Games™. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  5 
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