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An introductory adventure for a Game Master and up to four players.
Includes pregenerated characters and a scenario suitable for a four-hour game session.
Requires Old-School Essentials Classic Fantasy.
Writing Scott Craig Cover Art Michael Andrews
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Physical Systems Design Scott Craig Interior Art Michael Andrews, Benedikt
Proofreading John K. Webb Schwarz, Dean Spencer, Maciej Zagorski,
Logistics and Distribution Jennifer Craig William McAusland, and Rick Hershey.
Sepulchre of Dusk is © 2023 Vault of Wonders, LLC dba Cutter Mountain.
Some art copyright Rick Hershey/Fat Goblin Games, used with permission. Some art copyright
William McAusland, used with permission. Some art copyright Michael J. Andrews, used with
permission. Some art copyright Dean Spencer, used with permission.
Sepulchre of Dusk OSE Version is an independent product published under the Old School Essen-
tials Third-Party License. Old-School Essentials is a trademark of Necrotic Gnome. The trademark
and Old-School Essentials logo are used with permission of Necrotic Gnome, under license.
THE WEDDING FEAST
F many have traveled far to attend The Massacre and the Chase
riends and family are gathered;
A large party rides forth from the
the wedding festival. Preparations are fortified homestead, preparation
underway, yet the groom is overdue. discarded for haste. The ambush site
He has gone to trade with the Blood is revealed as the tall grasses of the
Blade goblin tribe of the forest. wold part. The trade wagon is stripped
Harken! Riders approach: the news of goods. Slaughtered kinsmen litter
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is grim. Trusty Gregor is wounded; he the vicinity. The clan gathers their
winces as he slides heavily from the dead. Some shake with rage...oaths
saddle of his foam-flecked horse. are sworn, and a fated few quickly
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The goblin Fazzik leaps from his gather meager supplies and set off in
wolf, breathing heavily, his eyes wide pursuit of the raiders.
with fear and rage. He speaks of The characters ride for a day and a
treachery, a coup in his tribe. Yakkir night through the wold, passing under
now rules; Fazzik an exile; beloved the boughs of the great forest. The
kinsmen slain in cruel ambush; the trail of the goblin war party is easily
bridegroom captured. Yakkir has long
e followed—they are as reckless as they
pushed for war with the human home- are perfidious. On the second day it
steads of the forest and the wold. The becomes clear the trail will lead to the
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drums of war will soon sound. Blood Blade tribe’s settlement, a war-
Thus a party of redoubtable war- ren of tunnels and galleries burrowed
riors must set off with haste to avert beneath an imposing hill in the forest.
tragedy. There is no time to lose. There are hundreds of goblin warriors
within; a direct assault is impossible.
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The Hope Yet Fazzik remembers, and further,
The party’s spirits are low; the task Fazzik had words with an unlikely
seems impossible. Yet all is not lost. survivor of the incident. Days after
Fazzik recalls knowledge of a secret the clash with the dead, this unfortu-
path into the Blood Blade settlement. nate goblin survivor emerged—not
If Fazzik is a player character, re- from the barrow’s entrance—but
veal the information below to his play- from the deepest tunnels of the
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er now. Otherwise, reveal this informa- goblin settlement. He raved about
tion to a chosen player, suggesting that flooded halls of stone and sham-
Fazzik related the tale during a game bling dead before his heart gave
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of dice the previous winter. out. Thus it was revealed to Fazzik
that the barrow may provide a
Years ago, a sudden settling of earth stealthy means of entry to the goblin
revealed the entrance to an ancient settlement’s deeps. And the deepest
barrow at the rear of the goblin halls are where prisoners are kept…
settlement’s great hill. It came to
pass that the Blood Blade warriors Hope kindles in the breasts of the
e exhausted oath-sworn! Perhaps the
attempted to plunder this molder-
ing tomb, yet they were rebuffed by bridegroom’s fate is not yet sealed!
hordes of awakened dead. Protec-
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tive wards were placed, the entrance
sealed, and the incident forgotten.
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THE BARROW
A Note to the Game Master The results on the tables below may
The Barrow is millennia old, and has be rolled or judiciously chosen by the
suffered a nearly catastrophic partial cunning GM to suit his purposes. Take
collapse. It is important to convey the note that some table results are not
stifling weight of the great mass of possible unless the adventure text sug-
earth above the PC’s heads. gests otherwise as a die roll bonus.
Inside, the darkness is total, notwith- This adventure is designed in the
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standing some few exceptions as noted classic fashion of Gygaxian natural-
in the text. A handful of opportunities ism. It is the author’s hope that Game
will present themselves for lucky or Master and player alike may find the
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shrewd players to bolster their charac- resulting verisimilitude to provide a
ters’ scant resource of light. rewarding play experience.
THE BARROW RANDOM ENCOUNTERS
d6 Flooded Area Dry Area
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1 A number of recently drowned rats Mass of spiderwebs visible across path of
float on the water here. None have any travel just outside of light range. Bound
visible wounds. One of the rats has a within are rat corpses and a desiccated
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delicate gold bracelet lodged around its goblin clutching a Fine Treasure from The
midsection (60 gp). Barrow Treasure Table.
Add +1 to further Flooded Area Add +1 to further Dry Area Random
Random Encounter rolls. Encounter rolls.
2 A splash from behind the party: a short A gust of dank air whips through the
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rain of stony rubble falls from the ceiling area, causing light sources to gutter
into the water. alarmingly.
3 Random PC save vs paralysis or trip on Flickering at the farthest range possible,
submerged debris, falling into water and a single point of light, like a candle,
extinguishing any held light source. barely visible. If followed, it disappears.
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PCs feel like they’re being watched.
4 Random PC steps on something under A skeleton animates in a nearby niche
the water. It’s a Poor Treasure from The and advances to attack. Roll 1d6: 1-3 in
Barrow Treasure Table. front of party, 4-6 behind.
5 A splash from behind the party! Moments Footprints in the dust lead off into
later a dripping skeleton rises from the darkness. If followed, tracks cease after
waters in the midst of the party and d6x10 feet. PC in rear feels something
attacks, achieving surprise on 1-3. brush against neck, but nothing is there.
6 A rat swarm swims towards the PCs in a A nearby dark corner or burial niche is
squeaking mass. Roll 1d6: 1-3 in front of inhabited by a huddling rat swarm. If
party, 4-6 behind. left alone the swarm will not attack.
7 A juvenile carcass crawler skitters into A ravenous giant cave spider eagerly
view along ceiling, tentacles squirming. awaits the party around next corner.
Further Flooded Area random Further Dry Area random encounter
encounter rolls are made with a 1d4+1. rolls are made with a 1d4+1.
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RANDOM ENCOUNTER MONSTERS
Carcass Crawler, Juvenile. AC 8 [11] Rat Swarm (9 rats). AC 9 [10] HD n/a
HD 1+1* hp 8 MV 40’ #AT 8 x tentacle hp 9 MV 10’ swim #AT 1 x bite
THAC0 18 [+1] D paralysis SV F2 THAC0 19 [+0] D 1d6 + disease
ML 7 AL N XP 19 SV NH ML 5 AL N XP 65
► Paralysis. Save vs paralysis or ► Engulf. Save vs death or fall prone.
paralyzed 2d4 rounds. ► Disease. Bite 1:20 cause disease
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► Cling. Can walk on walls & ceilings unless save vs poison. 1:4 deadly
and die in 1d6 days, otherwise
Giant Cave Spider. AC 7 [12] HD 2*
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bedridden for a month.
hp 9 MV 40’ #AT 1 x bite
THAC0 18 [+1] D 1d6 + poison SV F1 ► Swimmers. No water attack penalty.
ML 7 AL N XP 25 ► Afraid of fire. Will auto flee flames,
► Surprise. On 1-3 due to stealth. confidently presented.
► Poison. Save vs poison or -1d4 STR Skeleton. AC 7 [12] HD 1 hp 4 MV 20’
and -1d4 DEX for 1d6 turns. #AT 1 x shortsword THAC0 19 [+0]
e D 1d6 SV F1 ML 12 AL C XP 10
► Undead. Silent until attack. Immune
to poison and mind-affecting magic.
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THE BARROW TREASURE TABLE
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d6 Poor Treasure Fine Treasure
1 Set of clay gaming dice (1 sp) Large golden coin minted by mythical
ancient king (45 gp to an historian)
2 Handful of lapis lazuli beads (3 gp) Teak game board, ivory pieces (90 gp)
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3 Clay pot of bitumen. If combined with Gleaming bronze shield with ebony and
rags and a long bone, creates a torch silver inlay depicting owl’s eyes (150 gp)
4 1d3 gold (3:6) or ivory teeth (2 gp each) A javelin +1 wrapped in fine silk (90 gp)
5 (3:6) 2d3 bronze javelins (1 gp each), or Bone tube sealed with wax containing
a bronze hand axe (4 gp) (3:6) a cleric spell scroll of remove/cause
fear, or a Scroll of Protection from Magic
6 (3:6) A quartz crystal false eye (15 gp), (3:6) Black volcanic glass vial containing
or a set of copper and malachite bangles a potion of levitation, or a rose quartz
of unique design (20 gp) flask containing a potion of healing
7 Heavily tarnished silver dagger (20 gp) Set of tin plaques bound with gold wire,
counts as magic-user spell scroll of shield
8 Threadbare pouch containing rare fossils Ornate orichalcum Helm of Defense
of ancient aquatic life (25 gp) (as Ring of Protection) in the ancient style
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THE BARROW
1 square = 10 feet
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The Arrival 2. Entrance Chamber
The party members find themselves
Creatures. Bat swarm on ceiling.
before the barrow’s great ruined por- Seeping; disturbed by loud noise.
tal. The waning autumn sun’s mottled
Light. If daytime, sunlight from area 1.
rays flicker through the branches of the
Smell. Strong stench of ammonia.
great forest as afternoon gives way to
early evening. A chill breeze scatters Sounds. Rustle of sleeping bats above.
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fallen leaves across the tumbled scree Encounters. No encounter checks.
of the hill. Time is of the essence. Western half of room tilts at an
Taking Stock. Allow the players to dis- angle. Massive crack down center of
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tribute the following hastily-collected chamber. Knee-deep water in west.
supplies amongst their characters: Raised entrance platform. Stairs de-
scend on either side to chamber floor;
▶ Torches x6 empty pedestal at far end; thick mat
▶ Rations x8 of guano and leaves; 7 goblin corpses;
▶ 60’ rope a curious bundle of sticks and bones.
▶ Iron spikes x6 and a hammer
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tered statue half submerged; broken
▶ Crowbar pottery; many scattered bones.
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Megalithic stone walls. Extremely
1. Barrow Portal faded frescoes; massive cracks.
Light. Appropriate to the time of day. Western doorway. Tilted. Knee-deep
water. Tunnel beyond. Leads to area 3.
Smell. Sharp odor of ammonia and
the dank mustiness of wet stone wafts Eastern door. Featureless stone door.
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from within. Leads to area 4.
Sounds. Slight breeze whispers through ▶ Examine small bundle. Sticks,
the trees. A finch warbles. feathers, bone charms. Goblin ward
Encounters. No encounter checks. against evil. Undead cannot come
within 20’. Destroyed if moved.
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Exposed megalithic stonework. Re-
vealed by a rockslide. ▶ Search goblin corpses. Shriveled
Stone portal. Cracked and leaning. husks, stab wounds. 1d6 sp on each.
Stone double doors. Stand ajar; sun- ▶ Examine scattered bones. Human,
dered and pitted with age; crude knife ancient, relatively fresh hack marks.
symbol hastily painted in faded red. ▶ Examine stone door. This door is
Just off the map. To the west, a small stuck. Trapped, see area 4.
pool is fed by a miniature waterfall
issuing from a fissure fifteen feet up Bat Swarm (17 bats). AC 6 [13] HD n/a
a cliff face of exposed granite. 2d3 hp 17 MV 40’ fly #AT 1 x swarm
apple cores inexplicably bob on the and 1 x bite THAC0 20 [-1] D 1d2
surface of the pool. Leads to area 9, SV NH ML 6 AL N XP 85
but is unclimbable from this direction. ► Swarm. Cause confusion: -2 on
attack rolls and saves, and no spells.
► Flighty. Check morale every round.
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3. Flooded Tunnel 4. Dusty Tunnel
Light. None. Faint light visible from Trap. Scything blade.
southern doorway if daytime. Activation: 2:6. Trigger: Opening
Smell. Wet stone. Faint stench of am- door. Effect: Gears and coil spring
monia from the south. cause bronze scything blade to swing
Sounds. Intermittent drip of water down from lintel for 1d6 dmg. Detect:
echoes from the north. Machinery clearly visible from inside
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tunnel. Disarm: Jam something in the
Encounters. Check every 3 turns. gears. Reset: No.
Knee-deep water. Ancient human Light. None. Faint light visible from
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bones bob on the surface. Movement southern doorway if daytime.
is halved. Smell. Dust and mildew.
Uneven terrain. Slanted floor, angled Sounds. A slight scraping of metal on
west. Debris underfoot. Ability checks stone from further north. Then silence.
and saving throws are at -1.
Encounters. Check every 3 turns.
Eight alcoves line the walls. Scraps
of bone and cloth, but perhaps a fur- Eight alcoves line the walls. Dusty
e human skeletons wrapped in thread-
ther search is warranted?
bare rags with burial goods.
▶ Examine submerged debris.
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Unidentifiable chunks of corroded ▶ Search alcoves. 1:6 chance each
bronze and stonework. alcove contains something of interest.
Discover a Poor Treasure from The
▶ Search alcoves. 1:6 chance each
Barrow Treasure Table.
burial alcove contains 3d6 ancient
blackened and fused-together silver ▶ Three or more alcoves are
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pieces. searched. The skeleton in the 3rd al-
cove searched tumbles onto the PC,
scattering bones and fabric scraps
across the floor. It is not animated.
Save vs paralysis or PC exclaims
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in surprise, causing an immediate
encounter check.
▶ Listen intently in silence. After a
dozen heartbeats, another metallic
scrape is heard from the north. It
sounds far off and doesn’t seem to
be approaching. It does not repeat.
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5. Hall of Warriors Western half: Uneven terrain. Slant-
ed floor, angled west. Debris under-
Light. None. foot. Ability checks and saving throws
Smell. Dust and mildew. are at -1.
Sounds. Intermittent drip of water Alcoves line the walls. These alcoves
echoes from the west. appear empty.
Encounters. Check every 3 turns. ▶ Examine huge crack. Walls are
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Sundered floor. Tunnel is split by a megalithic stonework. Dwarves can
huge crack from floor to ceiling. West- tell there is no danger of further
ern half of the tunnel slants downward cave-in at this time. Others are not
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from the crack into black knee-deep so sure.
water. Eastern half is dry. ▶ Examine debris. Unidentifiable
Western half: Knee-deep water. An- chunks of corroded bronze and
cient human bones bob on the surface. stonework.
Movement is halved. ▶ Search the alcoves. The alcoves are
empty beyond scattered rags and
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6. Vestibule of Enyales North door. Carved from a block of
stone. Large keyhole in center of door.
Trap. Touch-activated golem. Leads to area 8.
Activation: Auto. Trigger: Touching
items in offering bowl or touching ▶ Examine debris. Roll 1d6+2 twice
the north door. Effect: The Ancient on The Barrow Treasure Table to
Bronze Golem attacks, automatically discover 2 Poor Treasures.
achieving surprise. Detect: A detect ▶ Examine statue. Heavily corrod-
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magic spell indicates the door, the ed greenish bronze statue of a
offering bowl, and the statue are well-muscled man of fierce counte-
magical. Disarm: Place item(s) worth nance. Wields a huge spear and
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30gp or more in offering bowl. Reset: shield. Check INT to determine the
The room is empty of living beings. statue is of Enyales, a dead and
Creatures. Ancient Bronze Golem, forgotten god of war. If touched, this
standing on a plinth in the middle of Ancient Bronze Golem activates,
the room. Begins deactivated. automatically achieving surprise.
Light. None. ▶ Search offering bowl. Roll 1d6+2
on The Barrow Treasure Table to
Smell. Sharp scent of corroded metal.
e discover a Fine Treasure. Taking
Sounds. None. Silent as a tomb. this treasure activates the Ancient
Encounters. None, while golem persists. Bronze Golem.
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If destroyed, check every 3 turns.
▶ Examine stone door. If the door is
Uneven terrain. The floor tilts down to touched, the Ancient Bronze Golem
the northwest. Debris underfoot. Ability activates, achieving surprise. The
checks and saving throws are at -1. corroded tumblers may be picked at
Waist-deep water. Foot movement a -10% penalty to Open Locks.
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speeds are reduced to one quarter in
this chamber. Ancient Bronze Golem. AC 5 [14]
Mortared brick walls. Signs of paint- HD 6 hp 18 MV none (but can reach
ed plaster, but most has sloughed off 10’ to attack) #AT 1 x huge spear
into the water. THAC0 14 [+5] D 1d6 SV F8 ML 12
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Stone plinth and corroded bronze AL N XP 275 Treasure Golem’s spear
statue. Plinth rises to just above the counts as a spear +1, but is destroyed if
waterline. Offering bowl at statue’s wielder rolls a 20 when attacking.
feet containing one or more items. ► Immunities. Gas, charm, hold, sleep.
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7. Vestibule of Athallas Mortared brick walls. Faded mural of
a winged woman and owl companions.
Trap. Proximity-activated golem. Crushed bronze statue. Head and
Activation: Auto. Trigger: Approach one arm extend from beneath rubble.
within reach. Effect: Save vs paralysis Massive fissure in north wall.
or golem grabs PC’s leg, causing 1d3 Choked with rubble. Leads to area 8.
damage and immobilize. Open doors
roll to free PC or take 1d2 damage Doorway to the north. The shattered
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per round. Detect: A detect magic stone door lies in pieces on the floor.
spell indicates the statue is magical. ▶ Examine mural. Check INT to
Disarm: No. Reset: The room is empty determine the mural is of Athallas,
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of living beings. a dead and forgotten goddess of
Light. None wisdom and the harvest.
Smell. Earth and stone. ▶ Examine statue. A stern yet hand-
Sounds. None. some woman. A crushed rat lies
Encounters. Check every 3 turns. nearby in a puddle of blood. If
approached, the trap triggers.
Partially collapsed ceiling. Huge
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blocks of stone and a mound of earth ▶ Examine collapse. Dwarves can tell
have fallen from the ceiling. Bronze there is no danger of further cave-in
statue crushed beneath. at this time. Others are unsure.
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