TEXT: THE INN
  THE INN
  OF
  OF
  FALSE
  FALSE HOPE
   HOPE
  Compatible with the Swords & Wizardry
  rules
  Swords & Wizardry, S&W, and Mythmere
  Games are trademarks of Matthew J.
  Finch. Farsight Games and all products
  are not affiliated with Matthew J. Finch,
  Mythmere Games™, or Frog God Games
  1
  
  INTRODUCTION
  Welcome, brave adventurers! The world is 
  constantly beset by great evils and dangers, 
  and grand stories of PCs driving back the 
  tides of destruction make for thrilling 
  campfire stories, deliciously entertaining 
  songs for wandering bards and wonderful 
  books.
  But what about the smaller adventures, the 
  moments where PCs face an evil on their 
  travels, or defeat chaos that threatens the 
  small village, hamlet or caravan? Such small
  stories may not involve casting down 
  wizards from their mountains or saving a 
  city, but they are worthy of poems to remind
  the people that everyone in the world can 
  make a difference to someone somewhere, 
  no matter how small.
  This mini adventure can be played in a 
  single session, perhaps two, and is designed 
  as a small ‘side quest’ to run alongside 
  larger campaigns, or to simply be used as a 
  one-shot for an evening’s entertainment. It is
  designed for the ‘White Box  - Fantastic 
  Medieval Adventure Game‘, but can be used
  for most other OSR games.
  IF YOU INTEND TO BE A PLAYER IN 
  THIS ADVENTURE, STOP READING 
  NOW!
  REFEREE’S INFORMATION
  This adventure can be set anywhere the 
  Referee wishes. The Inn of False Hope is an 
  average inn in an average place in any land, 
  so feel free to adjust the names to suit your 
  chosen location.
  The story behind this adventure is a dark 
  tale; many generations ago, this inn was the 
  place where adventurers would spend their 
  time resting and recuperating, but the owners
  of the inn were greedy and murderous; any 
  gravely wounded hero who stayed here 
  would always succumb to their injuries, and 
  their treasure would go missing. The 
  innkeeper and his family – his son and his 
  brother - would make sure they died, using a
  local healer who was in on the scheme, and 
  then pilfer their belongings.
  One day, a magic user on the edge of death 
  realized their evilness, and with her last 
  breath uttered a dreadful curse; the 
  innkeeper, his family and the healer would 
  forever be haunted by all those they 
  murdered. In time, the inn was shunned and 
  the village near it was abandoned. All that 
  stands now is the inn, creaking in the 
  moaning wind.
  Most people stay away, but there is a rumour
  that the treasure of the murdered patrons is 
  still within the walls, although the murderers
  lay in wait for any foolish enough to enter…
  2
  
  THE ADVENTURE
  Finding the Inn
  How the PCs end up staggering towards the 
  inn depends on how you want to start the 
  adventure. Whether by accident or intention 
  the approach to the inn should be fraught 
  with gloom, all the while being highlighted 
  by the violent storm raging around them in 
  the bleak early evening. Every good tale of 
  terror needs a good storm!
  They could discover the inn by chance on 
  their travels, walking through the storm and 
  coming across the inn as they get to a point 
  where they’re so desperate for shelter they’ll
  sleep anywhere.
  Alternatively, they could hear about the inn 
  during a stay in a town or village, perhaps 
  their regular place of rest between 
  adventures. The story goes that the 
  abandoned inn contains the treasures of 
  many lost adventurers. However, it’s 
  haunted and nobody who goes there comes 
  back alive! Which begs the question, if 
  nobody comes back how do they know it’s 
  filled with gold and haunted? The inn can be
  treated as something of a folk tale or a joke 
  by the locals, but there should be enough to 
  the tale to intrigue the players.
  However the players come across the inn it’s
  early evening, getting dark, they’ve been 
  rained on all day and all they want is a roof 
  and a bite to eat.
  Read this aloud to the players:
  ‘It’s a miserable day; the gusting wind 
  seemed to herald a slowly approaching 
  bought of bad weather but, without warning,
  a storm suddenly came down like a falling 
  anvil. The wind roars, the rain is so 
  torrential it’s difficult to see more than a few
  yards ahead and everything is soaked. The 
  road is featureless, boring, and every corner
  you turn to see that there is only even more 
  road ahead is soul destroying.
  Then, out of the darkness, a faint light. As 
  you approach, you see that it is a single 
  candle in a rusty old lantern hanging in 
  front of an old, dilapidated inn. It swings 
  from the old inn sign, which may have had a 
  painting on it at some time but it has now 
  faded with age and someone has scrawled 
  ‘False Hope’ over the dead image.
  The inn is old, collapsing and rotten. The 
  windows have been boarded over or 
  smashed and the wind whistles and moans 
  through the cracks between the wood and 
  the holes in the roof. Only the main door 
  hasn’t been barred to the outside world and 
  is very slightly ajar; a boot can be seen just 
  inside. If it is attached to anything is 
  anyone’s guess.
  The building looks like it has been 
  abandoned for years and it reeks of death 
  and decay. Still, it is shelter from this violent
  storm… but who lit the lantern?’
  3
  
  4
  
  THE INN
  The inn itself is run down, dilapidated and 
  looks ready to collapse at any moment. 
  There used to be a stable at the rear but it has
  collapsed into rubble, mounds of stone and 
  wood. The main entrance is the way in, but 
  the PCs may wish to explore the area a little 
  more before entering. At the rear of the 
  building is the collapsed wall and door that 
  leads into the storeroom (Room 5) and the 
  HOBGOBLINS within. If the PCs wish to 
  enter this way, or even through any of the 
  boarded windows around the building, then 
  they can do so and you will have to begin 
  their adventure from there.
  Each room is numbered on the map so once 
  the PCs enter each room simply refer to the 
  entry below.
  1 – The Common Room
  Read this aloud to the players:
  ‘This is the main room, the bar and common 
  room of the inn. It has seen better days; a 
  huge fireplace sits dead against the wall, the
  bar is bare, the barrels behind smashed or 
  empty, and the tables and chairs are 
  scattered, overturned, or broken. The ceiling
  has a huge chain hanging down and the 
  remnants of what may have been a 
  spectacular iron chandelier hanging from it.
  Water falls from the ceiling as the storm 
  outside seeps through the cracked and 
  collapsing building. The thing that stands 
  out, however, is the body by the door.
  It is the body of a poor traveller. He has 
  been dead a long time, perhaps days, and 
  the rotten corpse seems to be screaming at 
  the rafters. Dressed in travelling clothes, he 
  has been stripped of anything of value, 
  including weapons, but a letter is poking 
  from his pocket.’
  Make sure that the letter poking from the 
  pocket is obvious as it will help shed some 
  light on what is happening here. If the 
  players open the letter, read the below aloud:
  ‘
  My dear Alof,
  You may remember those stories 
  regarding the deserted inn north of here? 
  It appears that the previous owners 
  were indeed murdering injured adventurers
  and stealing the treasures they had 
  gathered on their travels. The owners are
  long dead, but it is said that the treasure
  is still there, somewhere! Do you fancy a 
  trip north?
  Yours,
  Albuck’
  If the players investigate, the body appears 
  to have been skewered all the way through 
  with a spear-like weapon from behind.
  Searching the room reveals nothing. Broken 
  furniture, smashed clay pots and plates, 
  cracked tankards. There is a haze across 
  everything, as if a thin fog is rising from the 
  floor. The whole building creaks in the wind,
  5
  
  and it sounds as if the weather is pounding 
  against the walls in an attempt to destroy this
  abomination of a building. Make sure to 
  communicate this to your players, and keep 
  the atmosphere going.
  2 – The Kitchen
  Read this aloud to the players:
  ‘This was once the kitchen. It was large with
  it’s own fireplace, and the sheer number of 
  cupboards, crates and barrels tells you that 
  it was no doubt once well-stocked.
  In the corner by the cold fire, however, is a 
  figure with their back turned to you. There is
  no mistake; it’s not clothes on a stand, or a 
  human-shaped shadow. There is someone 
  standing there.
  Slowly the figure turns, their long matted 
  hair casting their face into darkness. In one 
  hand is a butcher’s cleaver, and in the other 
  is long roasting skewer. His clothes are 
  tattered, the apron he wears is rotten and 
  covered in bloody stains.
  He doesn’t look friendly.’
  This is the COOK, the innkeeper’s brother 
  who helped dispose of the bodies of 
  murdered adventurers. As the PCs enter, he 
  slowly turns. The curse has given him long 
  life, but the dead will haunt him for 
  evermore. His hair is long and lank, his 
  apron splattered with blood, and he holds a 
  cleaver in one hand and a thick, spear-like 
  skewer in the other.
  As he shuffles forward he moans and cries, 
  “Are you of the dead? Will you taunt me, 
  too?”
  He will answer no questions. Once attacked 
  or close enough he becomes much more 
  animated and fights. As he does so, a rack of
  pots and pans become animated as if wielded
  by unseen foes, and these also attack, one for
  each of the adventurers fighting the COOK.
  6
  
  THE COOK
  Armour Class: 5 [14]
  Hit Dice: 3
  Attacks: Cleaver (1d6+1) Skewer (1d6)
  Special: See ‘Pots & Pans’ below
  Move: 12
  HDE/XP: 3/60
  POTS & PANS
  Armour Class: 9 [10]
  Hit Dice: 2 HP each
  Attacks: As item, 1d6-2 (min. 1)
  Special: Will become inactive if COOK 
  killed
  Move: 12
  HDE/XP: 1/10
  If defeated, the COOK falls dead - forever. 
  If he is killed first, the frying pans fall 
  lifelessly to the floor. If searched, a pouch at 
  his belt contains what appears to be half a 
  key, split length-ways.
  3 – The Privy
  Nothing of interest in here. It’s a bit smelly.
  4 – The Private Room
  Read this aloud to the players:
  ‘This appears to have been used as a 
  makeshift surgery. The table in the center 
  and the array of healer’s tools on tables and 
  hanging from the walls give a sense of 
  crawling realization; for good or ill, there 
  were some gruesome surgeries performed 
  here. On the table is a figure covered head 
  to toe in a bloodied, stained sheet.’
  This is the HEALER, another accomplice in 
  the innkeeper’s murderous scheme. He will 
  not move until touched or attacked. If the 
  players pull the sheet back, he will stare as if
  dead at the ceiling and then, without 
  warning, he will attack with a surgeon’s 
  knife in each hand, all the while screaming, 
  “You’ll not take it! We killed them! It’s all 
  ours!”
  7
  
  THE HEALER
  Armour Class: 5 [14]
  Hit Dice: 3
  Attacks: 2 (two daggers, 1d6-1) 
  Special: Regenerates 1 HP per round unless 
  killed
  Move: 12
  HDE/XP: 3/60
  There is nothing else of use in this room.
  5 – The Store Room
  The door to this room has been boarded up 
  from the other side. The PCs will have to 
  smash it down if they want to gain entry. It 
  will take two successful STR (roll equal to 
  less than the STR score on a D20) rolls from
  two PCs working together, and rolled at the 
  same time, to get the door open. If they do, 
  they see that the door had been nailed shut 
  intentionally. The reason for that becomes 
  obvious straight away.
  Read this aloud to the players:
  ‘The wall at the back of this room has been 
  smashed in and a group of HOBGOBLIN 
  bandits have taken up residence here, using 
  the unused room as a small hideout. They 
  obviously nailed the door shut to make sure 
  that the inn’s denizens didn’t bother them 
  too much.
  There are four HOBGOLBINS in total, all 
  with shortswords and shields, and one is 
  armed with a shortbow which he has already
  nocked an arrow to and is readying with a 
  shaking hand.’
  The nature of the building has made them 
  wary and they are ready for any intrusion. 
  They have set up a barricade at the end of 
  the room as they gather their ill-gotten gains.
  If the PCs smash their way in they will be 
  ready.
  The HOBGOBLINS will only fight if 
  attacked, so there are two ways to handle 
  this situation – the PCs can either fight or 
  bargain.
  If the PCs bargain with them – The 
  HOBGOBLINS just want to be away from 
  here, with their loot. If the players don’t 
  attack immediately then they will tell them 
  that very thing;
  ‘We ain’t interested in fightin’ and we just 
  want away from this place.’
  If the PCs try to make them stay for 
  whatever reason, they will offer them a 
  small bag of gold to be let go worth 10 gold 
  pieces. If the players agree they will toss the 
  bag over and then leave. 
  If they are pressed for any information they 
  only know the following:
  8
  
  ‘We ‘ear screamin’ upstairs every night, like
  someone ‘avin a terrible dream, an’ the 
  body under the sheet in the room that looks 
  like a surgery is a man who will kill, and you
  should hit ‘im first or just leave ‘im alone.’ 
  They refer to the man in Room 4.
  If the PCs attack them – The archer will fire
  a single shot at the closest PC before 
  drawing their own weapon.
  HOBGOBLIN
  Armour Class: 5 [14], 4 [15] w/shield
  Hit Dice: 1+1
  Attacks: Shortsword or shortbow (1d6-1)
  Move: 9
  HDE/XP: 1/15
  If they are defeated, they have 50 gold 
  pieces and jewelry worth 20 gold pieces 
  between them.
  6 – The Basement
  The basement is dark and unlit, so if the PCs
  wish to go down there they will have to light
  a torch, if they have one. If not, it is so dark 
  and disgusting that they are at -1 to attack 
  rolls.
  Read this aloud to the players:
  ‘This disgusting room stinks of rotting meat 
  and cloying, stale air and the damp on the 
  walls is thick and glistens in what little light 
  makes it down here. This grisly room is filled
  with corpses in various states of decay, most 
  likely recent victims of the inn. They are 
  piled upon one another so stepping on them 
  is unavoidable. All have been stripped of 
  anything valuable. The stench is almost 
  unbearable, but you see obvious signs that 
  the bodies have been gnawed upon.’
  It’s then that the GIANT RATS attack from 
  the darkness! There is one per PC.
  GIANT RAT
  Armour Class: 7 [12]
  Hit Dice: 1-1
  Attacks: 5% are diseased
  Move: 12
  HDE/XP: <1/10
  7 – The Landing
  Read this aloud to the players:
  ‘This is a simple long corridor with doors 
  either side, and at the very end is a heavy-set
  door. Water pours from the ceiling as the 
  heavy rain outside permeates the building, 
  not a slow drip-drip-drip but gushing flows 
  that splash noisily. Other than the stench of 
  rot and damp, the faded and threadbare rugs
  and the shredded tapestries, there is nothing 
  here.’
  9
  
  8 – Private Rooms
  Each of these rooms is a private room for 
  people staying at the inn, and the majority of
  them are empty. However, one of them (the 
  room marked with an ‘X’) contains the 
  innkeeper’s SON.
  If they enter room 8 marked with the ‘X’, 
  read the following aloud to the players:
  An emaciated, long-haired young man – at 
  least, he was a man once – sits on the bed, 
  clutching the dirty, sodden sheets. He sways 
  back and forth, crying and sobbing with 
  stories of being trapped, and being the ‘next 
  victim’.
  “Oh, please,” he begs. “I just want to go 
  home. Just home. Back to the way things 
  were. I want home.”’
  If the PCs enter the unlocked room to help 
  him they will see that he is disheveled and 
  thin, and he will look at them from under 
  long, dirty white hair with heavy eyes. He is 
  a pitiful sight.
  However, when they approach - either to 
  help or attack - he will suddenly leap up with
  hands outstretched. His fingernails are 
  cracked and split like like serrated claws and
  his hair is so long that it whips around with a
  life of it’s own, attacking the PCs.
  10
  
  One attack is the SON and the other one is 
  the hair as it flails around with a life of it’s 
  own. Striking the hair does not do any 
  damage, only hits directly on the young man 
  reduces his hit points, so fighting the hair is 
  purely a defensive action. Once the SON is 
  defeated the hair will fall lifeless.
  If they search the SON, they will find 
  nothing but half a key, split length-ways. It 
  fits the other half found on the COOK to 
  make a complete key. Once the keys are 
  complete, this will allow them access to 
  Room 10 – The Attic.
  THE SON
  Armour Class: 7 [12] 
  Hit Dice: 1+1
  Attacks: 2 - Hands (1d6-1) Hair (1d6)
  Move: 9
  HDE/XP: 3/60
  9 – The Master Rooms
  These are the private rooms of the innkeeper
  and his family. There are two rooms marked 
  with 9, and there is one marked with an ‘X’. 
  In here the innkeeper resides.
  The first room 9 is empty and has little in 
  there. There are three dirty, unkempt beds 
  and plates of rotten food lying around the 
  place. 
  However, should the PCs enter the room 9 
  marked with ‘X’, read the following aloud to
  the players:
  ‘The door creaks open and, standing in the 
  middle of the once plush and richly-
  decorated room, stands a man with a dead, 
  downcast face, standing as if waiting for 
  visitors.
  His head is bald, a wicked wound covers the 
  right side of the scalp and face, running over
  an empty eye socket. The cloak around his 
  shoulders was once fine and glorious, with a
  fur-lined collar and patterned trimming, but 
  now it is rotted, covered in stains and tears. 
  A wicked longsword is held in his left hand, 
  slowly rising from under the cloak. He 
  glares at you.
  “I knew you’d come,” he says in a voice so 
  deep it threatens to shake your teeth loose, 
  so dark it is as if he is speaking from the 
  grave. “I hope you have released my friend 
  and my family from their torment. However, 
  you will not find me so easy to send to the 
  abyss!”
  With that, he lunges forward, the sword held
  high!’
  11
  
  This is Smiling Gruss, the innkeeper and the 
  ringleader of the murderous gang that slew 
  honest adventurers and PCs when they were 
  at their weakest.
  Upon seeing Gruss the PCs might take for 
  granted that he’s a threat and attack straight 
  away. If that’s the case, Gruss won’t have a 
  chance for any speeches or last words, and 
  will just fight to the death. He will give no 
  quarter and his skill with the longsword is 
  quite high.
  SMILING GRUSS
  Armour Class: 3 [16]
  Hit Dice: 5+1
  Attacks: Longsword of Slaying (+1 to attack 
  rolls and damage)
  Move: 9
  HDE/XP: 7/600
  If he is defeated then read the following 
  aloud to the players:
  ‘Defeated, the man slumps to the floor with a
  cry of anguish. Then the storm suddenly 
  intensifies; the lightning becomes more 
  frequent, one flash after another, and the 
  thunder is one long roar. The rain pounds 
  the roof and what is left of the windows 
  crash open, letting the violence of the 
  weather crash through the room.
  Then you feel it; at first it feels like 
  vibrations from the storm but it isn’t; the 
  whole room, perhaps the entire inn, is 
  shaking violently! The floor bucks and 
  throbs, the walls crack and the ceiling splits 
  asunder. The sound of breaking wood, 
  shattering tiles and tearing plaster join the 
  cacophony of sound and it is all you can do 
  to stand upright.
  Then the gaps in the beams and the wall 
  glow with a white light, and through the 
  gaps come the ghostly faces old and young, 
  men and women, elf, dwarf, human, all 
  races, all crying out, swirling around the 
  body on the floor, pointing at it, their voices 
  rising. Then you realise they are laughing, 
  not in cruelty but in pure happiness and 
  relief and you feel that joy passing through 
  you. They swirl, faster and faster, until the 
  body is covered and, with one final blast of 
  light, they fly up and through the ceiling, 
  blowing a hole through the wood and the 
  thatch, screaming into the night.
  The shaking stops, the violence of the storm 
  abates suddenly and a clap of thunder 
  signals the end. The ghosts, and the body of 
  the man you defeated, are gone, and for the 
  first time since you entered this cursed inn 
  you feel safe.’
  The ghosts of the victims are now avenged, 
  and they have left this plane of existence. If 
  the PCs do not know the whole story or who 
  the man was, then have the ghost of the 
  wizard Arfus appear to tell them the story, 
  using the speech from Room 10 – The 
  Attic. This will explain everything the PCs 
  need to know. If the players go into the attic 
  after this, then the ghosts will not appear and
  the chest of riches will already be there.
  12
  
  10 – The Attic
  The attic is a solid iron-wrought door that 
  has been locked. If the PCs have the two 
  halves of the key from the COOK and the 
  SON, they can combine the two to unlock 
  the door. If not, the room is firmly sealed 
  and they will find it difficult to enter. Any 
  special skills or spells will help, but the door
  will be very difficult to get through.
  If they gain access, read the following aloud 
  to the players:
  ‘The door creaks open and the cloying smell 
  of damp assaults your nose. The roof has 
  been partially torn away, exposing the attic 
  to the elements and allowing the storm in. 
  The rain is heavy and the lightning briefly 
  illuminates the empty room.
  At first it seems to be mist, but very quickly it
  begins to glow and then coalesce into 
  shapes; humanoid shapes. Slowly, a dozen 
  or more ghostly images appear in front of 
  you but they do not appear threatening. They
  all seem downcast and sad, and a mood of 
  bleakness settles upon your souls.
  The lead ghost drifts forwards, dressed in 
  the long robes and the drooping hat of what 
  you think was wizard’s garb. Her face 
  appears translucent so that you can see the 
  skull and tongue moving within the 
  shimmering apparition and she sighs deeply 
  and begins to speak.
  “Do not fear us, travellers. Our spirits are 
  of no threat. You have wandered into this 
  place and you must know what it was that 
  happened here. I am the mage Arfus.
  Generations ago this inn was a place of 
  refuge for the adventurers, PCs and 
  explorers, who travelled the lands. Here we 
  could rest and recuperate and share stories 
  of our adventures. Many who came here 
  were injured from their endevours and the 
  innkeeper of this place, a man whose face 
  was always sour and who we jokingly called 
  Smiling Gruss, took care of us with his 
  family and a local healer. His brother the 
  cook would feed us, his son would take care 
  of our rooms and horses and the healer 
  would aid us.
  However, their hospitality was a lie. The son
  would scout which adventurers were worst 
  injured and distract any of their fellows as 
  the healer worked on them. The healer 
  would kill us on the table, the innkeeper 
  would take our riches, and the cook would 
  dispose of the bodies. I would hate to think 
  how a cook would do that.
  I was on that table, suffering from a grievous
  poisoned wound, and as I came to 
  consciousness I saw the healer over me 
  telling the innkeeper that he would dispose 
  of me soon, and the innkeeper ransacked my 
  belongings for treasures from my travels. I 
  had my suspicions, but now I knew what they
  were and what they were doing. Murderers. 
  Thieves. Monsters.
  I had little strength left but I had the energy 
  of rage and vengeance on my side as well as 
  an artifact that enhanced my power. In my 
  confusion and anger I cast upon them a 
  terrible curse; they would live long lives – 
  something I said to prolong their torment - 
  but they would be forever haunted by the 
  screaming ghosts of their victims who would 
  whisper cruelties in their dreams at night 
  and wail in their ears during the day. Over 
  time the travellers stopped coming, the inn 
  became a shell of it’s former glory and the 
  13
  
  innkeeper, his son, his brother and the 
  healer were driven mad by the haunting.
  It was selfish of me to cast such a curse. In 
  my haste and fury I did not consider the 
  consequences. Now the spirits of their 
  victims are doomed to haunt them until their 
  deaths, and the curse has also gifted them 
  with long life, making the inn a trap to those 
  who come across it.”’
  If the PCs have already defeated Smiling 
  Gruss then the spirit of Arfus will appear to 
  them in his room, so once you have read her 
  speech above then read aloud the following:
  ‘”You have freed us, and we are forever in 
  your debt. In the attic you will find a reward 
  for your endeavours.
  Thank you.”’
  With that, the ghost fades away and the 
  storm reclaims the room.’
  If the PCs have not yet faced Smiling Gruss, 
  read the following:
  ‘”I beseech you; end the lives of those 
  responsible, especially Smiling Gruss, and 
  free us all. If you do this, I will reveal to you 
  the treasure that was taken from us as 
  payment to you.
  Return here once you have rid the world of 
  this evil and you will be rewarded.”’
  With that, the ghosts fade away and the 
  storm reclaims the room.’
  Once the PCs have fulfilled their quest and 
  enter the attic they will  find a small chest of 
  treasure that will materialise in the centre of 
  the room.
  AFTERWORD
  Upon opening the chest the adventurers will 
  find 1000 gold pieces, assorted jewellry and 
  items equalling another 1D10x50 gold 
  pieces.
  What of the inn? It can be restored to it’s 
  former glory but the reputation it has 
  garnered over the decades will result in 
  anyone taking over innkeeping duties 
  struggling to make even the tiniest bit of 
  profit for many years to come. 
  The PCs are welcome to spend the night 
  here; it’s dry in some places and offers 
  protection from the storm, and it’s safer now
  that the evil has been defeated. Of course, if 
  they haven’t investigated every room and 
  there’s someone – or something – left in the 
  inn, these threats will wander the rooms until
  they come across the PCs, so that would 
  make for a nasty surprise when they think 
  that all is well!
  ------------------------------------------------------
  THE INN OF
  FALSE HOPE
  -oOo-
  Written and Illustrated by
  Jonathan Hicks
  All original content Copyright 2018 Farsight
  Games & Jonathan Hicks
  Originally published as ‘The Inn of Lost 
  Hope’ for Advanced Fighting Fantasy 2nd 
  Edition
  14
  
  OPEN GAME LICENSE Version 1.0a
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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: Fantastic Medieval Adventure Game, Copyright 2016, Charles Mason
  All original content Copyright 2018 Farsight Games & Jonathan Hicks
  END OF LICENSE
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SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW - Swords & Wizardry - White Box/White Box Adventures & Settings/The Inn of False Hope (WhtBx).pdf