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Written by Tobias Adam. Find me on https://tabletobrpg.itch.io/ :)
In memory of Jennell Jaquays.
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.

1F

1F

1. Entrance

Trap: Unstable ceiling held up by a magic spear. Removing it causes the ceiling to collapse and block the exit.
The falling stones inflict 3d10 damage on everyone in the room (save versus petrification to avoid being crushed).

Treasure: Immovable Object (+2 spear)

2. Meeting Chamber

A Lizardfolk Camp: 2-in-6 chance d8 Lizardfolk are present. They hunt the ogre below because it killed their lifestock and use the camp as a base to delve deeper into the dungeon.
Can be convinced to trade for supplies.

Door to 7: stuck

3. Antechamber

Empty. Traces of rats. A stairway leads down to 10

4. Chantry

Female hobgoblin cleric: badly burned and a missing ear. Sits next to her 3 dead companions.
They got tricked by the Ear Collector to bring open fire into 5, which caused the Fire Beetles to attack and collapse part of the bridge.

Treasure: She holds the key to the locked door in 11.

Door to 5: held shut by iron pitons.

5. Broken Stairway

3 Fire beetles: skittering on what is left of the four-way bridge. Their nest in 8 can be seen glowing red, 20’ below.
Open fire will attract the 12 Fire Beetles from 8.

Treasure: A chest with 110sp an 1100cp is visibly stored in the wall to the southeast, just out of reach.

6. Priests Quarters

Home of the Ear Collector: A mountain of clothes and blankets. 5-in-6 chance the Ear Collector is here

Secret doors: A hidden corridor leads 20’ downwards to 8. Another leads north.

7. Gallery

Hazard: Bone scythes swinging from the ceiling. A DEX check is needed to avoid being hit (1d8 damage) and flung 20’ down to the chapel or rooms below (see map).

Secret door: A fresco of the Dragon God on the northern wall hides an ancient Dragon God reliquary.

Treasure: The reliquary contains a piece of Armor made of faded gray scales (Chainmail +1, +2 vs dragons).

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8. Fire Beetle Nest

12 Fire Beetles: buzz and glow red in the dark. They are easily agitated, especially by open fire.
The ground is littered with humanoid bones and stone debris.

Treasure: 200sp, ring of fire resistance on the finger of a skeleton buried beneath the rubble.

Eastern door: Held shut by a barricade of furniture.

Southern door: stuck. The Corridor leads 20’ up to the secret door in 6.

9. Chapel

Ogre lair: 2-in-6 chance the ogre is here.

Altar: A defaced marble statue of the Dragon God on a stone dais. Praying before it imbues believers with protection against normal weapons for 1d10 hours.

Treasure: 400sp, Potion of Speed, Shield +1 which the ogre uses as a plate while he is in his lair.

Door to 8: barricaded with furniture and the door to 10.

Door to 10: missing, part of the barricade.

10. Antechamber

Empty. Traces of rats and ogre leavings. A stairway leads up to 3. A hidden button behind the stairs stops the swinging scythes in 7.

11. Meditation Chamber

Gas Trap: a tripwire behind the door to 10 causes the room to fill with gas of sickly purple color. Looks dangerous, but adds 1d6 points of STR for 1d10 hours when inhaled.

Secret Door: hidden room behind a wall.

Door to 13: locked.

12. Hidden Crypt

Dwarven wight: protects a portable forge on a cart.

Secret Door: a corridor hidden behind a wall leads east.

Treasure: 200sp, 400gp, scroll of Fire Ball, Treasure map. The map shows a location deeper in the dungeon. The portable forge is worth 3.000gp to a blacksmith.

13. Embalming Room

Hazard: A loose stone in the ground near the door to 14 causes a shifting block to close off the exit to 11.

14. Stairway

Empty. A narrow set of stairs leads further down into the darkness.

Subchak, the Ogre

4 meters tall, missing his left eye and ear. Only able to traverse doors in the dungeon by going on all fours.
They are always craving freshly hunted veal from outside the dungeon and will teach their known recipes when provided with some.

Knows of the shifting block in 13. Will promise to tell if helped with the Fire Beetles or Ear Collector.

Needs help. They are afraid of fire and desperate to get rid of the aggressive Fire Beetles that recently built their nest in the stairway adjacent to the lair.

Hates the Ear Collector. They want revenge for having their food drugged and their ear taken while they slept.

Ven, the Ear Collector

A humanoid creature, slightly taller than a gnome. Bald, piercing eyes and sharp teeth. He is constantly wringing his hands during a conversation.
Wears a necklace made of ears, one bigger than the others, another still fresh with blood.
May seem sketchy, but is overall honest. Easily holds a grudge. Took the ear of the ogre because they didn’t hold up their end of a bargain in the past.

Knows all locations of secret doors in the Chapel. Will trade knowledge on a one-per-ear basis.

Needs more ears to find more secret doors. The ears can hear where they are hidden.

Hates broken bargains and especially clerics. Will try to get them killed in 5 or 7 by lying about their respective dangers.

Random Encounters 1F

d6 Encounter
1 Fire Beetles (2), seeking food for nest.
2 Lizardfolk (6), fighting off a swarm of rats.
3 Lizardfolk (8), preparing to hunt the ogre.
4 Swarm of rats, scavenging.
5 The Ear Collector, looking to trade.
6 The Ogre, looking for food.

Random Encounters -1F

d6 Encounter
1 A Shrieker mushroom, looking like a delicious, edible mushroom.
Picking it will increase the next Random Encounter chance by 2-in-6.
2 A Gelatinous Cube, audibly digesting a swarm of rats.
3 Fire Beetles (3), looking for food for their nest.
4 Swarm of rats, scavenging.
5 The Ogre, fighting off Fire Beetles
6 The Ogre, looking for food.