The Seventh RuneThe Founder's Vault

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The Founder's Vault · Finder's Edition

The Seventh Rune

A rescue that turns into a confession. The win is mercy, not a kill.

At a glance — 4 characters · level 3 (scales 1–10, parties of 3–6) · one 3–4 hour session · quiet, then wrong. Seven old wards under a ruined keep have kept a grieving man's dead family asleep for forty years. One ward just broke — and he is so tired. You can't out-fight the Sealer; you can only give him permission to stop.

The seven-rune clock face beneath Caer Brack, six wards glowing warm gold and the seventh split and dark, with Alder Venn kneeling in the ring.

A finder's-edition one-shot for four characters · level 3 · 5e-compatible (SRD 5.1)

For the finder

You found seven runes. Most people who visit the site never see one. You found all of them, in order, and they led you here.

So this one's yours. It's set under Brackenford — the village with the broken bridge and the standing stones and the ruined keep on the hill. The free version leaves the cellars of Caer Brack a mystery. It says the depths are best left undescribed. That was the polite lie. Here's the truth, written down once, for the people who went looking.

Run it for a table you trust. The win isn't a kill. The villain isn't wrong, exactly — that's the whole problem.

Welcome to the vault. The Dungeon Master remembers his own.

The Hook — lands in five minutes

A child is missing, the only way down is down, and the village is too scared to go.

A girl from Brackenford went down into the cellars of Caer Brack on a dare and didn't come back up. That's the surface of it, and it's enough to move the party: the Broken Wheel posts a reward on the notice board, her mother is at the bar not drinking the ale in front of her, and the hole in the hill is right there above the village.

What the party doesn't know — GM

Under the keep are seven sealed wards. They've held something asleep for forty years. The girl wandered all the way down to the deepest one, read the rune on it aloud, and broke it. By the time the party arrives, one ward is broken and six are still shut — and the man keeping them shut is the reason any of this is sealed at all.

You can open the session at the notice board, at the bar, or at the mouth of the cellar stairs. Five minutes in, the party knows: a child is missing, the only way down is down, and the village is too scared to go themselves.

The Villain — Alder Venn, the Sealer

Read this before the players go down. Everything turns on it.

Alder Venn the Sealer: a gaunt, ageless keep-warden, thin and worn with grief, carrying a lantern with no flame in it.
Alder Venn, the Sealer — warden of Caer Brack, forty years alone in the dark.

The wound

Forty years ago Alder Venn was the warden of Caer Brack, back when it was a keep and not a ruin. He had a wife, Maren, and two children. There was a sickness in the deep cellar — the old keep was built over something the first builders should have left alone, a slow rot that came up through the stone in bad years. The sickness took his family in nine days. It did not kill them clean. It changed them, hollowed them out, made them walk and want and hunger, and it would have spread to the whole valley.

The want

Alder could not bury them. He could not burn them. So he did the third thing, the thing nobody should be able to do: he carried them down into the deepest cellar and he sealed them in sleep. Seven wards, seven names — his own, his wife's, his two children's, and three he took from the old keep's foundation stones. As long as the seven hold and the names stay spoken, his family sleeps and does not rot and does not hunger. He has held them like that for forty years.

He never aged past the night he made the wards. That was the price. He cannot leave; if he goes more than a few rooms from the wards, they slacken. So he stays. He keeps them. He has been alone in the dark for forty years, refusing the only thing that would end it: letting them go.

The logic you can almost agree with

Alder is not trying to hurt anyone. He sealed his family precisely so they wouldn't hurt anyone. To him, the wards are mercy. Letting his family die fully — letting them rot, letting them rest — feels to him like murdering them a second time, on purpose, with his own hands. He would rather hold the dark shut forever than admit they are already gone.

The line he will cross

To keep the seventh ward, the one the girl broke, from spreading, he will trade. He needs a name spoken to re-seal it, and a living voice to speak it. He has begun, quietly, to consider whether the girl's voice would do. Or one of the party's.

The lever

He is exhausted past reason and he wants, more than he can say, for someone to tell him it's allowed to stop. That is the whole adventure: getting a man to put down a weight he's carried so long he's forgotten he's allowed to.

The Seven Runes — the spine

Seven sealing wards, each a stone disc cut with one rune, bound to one spoken name. Six hold. One is broken.

The party will encounter the wards as they descend — not all at once, but as a spine running through the whole dungeon. Each ward is a small scene: a thing held just barely shut, and the proof of what happens when one fails. The broken seventh is the dungeon's climax. The seven names are the puzzle, the threat, and the solution, all at once.

I · Maren II · Coll III · Wren (cracked) IV · foundation V · foundation VI · foundation VII · Alder (BROKEN)
The seven wards, as the party finds them
WardRune (what's carved)Bound nameState on arrival
IA closed eyeMaren (the wife)Holding. Hums faintly.
IIA hand, palm outColl (the son)Holding.
IIIA child's footprintWren (the daughter)Holding, but the stone is cracked.
IVA hearth, banked(a foundation name)Holding.
VA river, dammed(a foundation name)Holding.
VIA door, barred(a foundation name)Holding.
VIIA circle, unbroken — now splitAlder's own nameBroken. This is what the girl woke.
The trick of the seventh

Alder bound the last ward to his own name, so that as long as he lived and spoke, it would hold. The girl, lost and frightened, read the split rune aloud — and a name read by a stranger unbinds instead of binds. That's what broke it. The same rule is the party's way out (see the resolution).

Scene 1 — The Mouth of the Cellar

The descent. The point is to make the party feel that this place is held, by someone, on purpose.

Caer Brack: a ruined keep, a broken tooth of dark stone on the hill above Brackenford and the River Wend, a black cellar opening and a stair descending into the dark.
Caer Brack — a broken tooth on the hill above Brackenford. The only way down is down.
Read aloud

The keep is a broken tooth on the hill. The cellar door is gone — just a black square in the floor of a roofless room, and a stair going down into it, worn smooth in the middle the way stairs get when one person walks them for a very long time. The air coming up is cool and clean. That's the first wrong thing. A cellar this old should smell like a cellar. This smells like nothing at all.

What's really going on — GM

The clean air is the wards working — they hold the rot down with the dead. The girl is the same age Wren was the night Alder sealed her — a detail he will fixate on. She came down two days ago.

The stair runs down past Ward I (the closed eye). It hums. If a character touches it or listens, they hear, very faintly, a woman breathing in her sleep. Nothing attacks. The point of Scene 1 is to make the party feel that this place is held, by someone, on purpose.

The interesting beat

A child's chalk drawing on the wall halfway down — a house, four stick figures, done forty years ago and never weathered because nothing down here weathers. Beside it, fresh, in a different child's hand: an arrow pointing further down, and the word HELLO?. The lost girl drew it. She went lower.

Scene 2 — The Hall of Small Rooms

Finding the girl. The party first hears Alder here — not a fight, a plea.

Read aloud

The stair lets out into a long hall of doors, each shut, each with a name carved over it in a hand that pressed hard. A cup sits on the floor outside one door. Water in it. Set down recently, by someone who meant to come back.

What's really going on — GM

These are the rooms where Alder lived his forty years — one per door, because he sleeps in a different one each night so he can stay near a different ward. The cup is his. He set it down when he heard the party come in and went to watch them.

The girl — her name is Sable, eleven, stubborn — is here, locked in one of the rooms. She is not hurt. Alder put her there to keep her away from the broken ward. He has been feeding her. She is furious, frightened, and convinced the old man is a kidnapper.

Read aloud — Sable, through the door

"Are you here for me? There's a man. He talks to the walls. He keeps saying he's sorry but he won't let me go up. Please — he's coming back, I heard him."

What the party can do
  • Free Sable. The lock is simple — DC 12 Thieves' Tools, or the key is on a hook three doors down. She'll tell them: the man, the locked doors, and that "the floor at the bottom is open and there's something in it that used to be people." She read words off a stone and the man screamed and the screaming hasn't really stopped since.
  • Hear Alder. This is where the party first hears him. Not a fight. A voice from down the hall: "Don't read anything. Please. Whatever you do down here, don't read the stones out loud."

Scene 3 — Meeting the Sealer

Run him as a confession, not a fight. He has not had a conversation in four decades.

Read aloud

He's old in the way of a man who stopped counting. Thin. A lantern with no flame in it, that he carries anyway out of habit. When he sees you he doesn't reach for a weapon. He reaches to fix his collar, like he's been caught not ready for company. "Forty years," he says, "and the company they finally send me is armed. Well. You'll do. You can speak, can't you? All of you can speak?"

What's really going on — GM

Alder is measuring them for a job they don't know exists: he needs living voices to re-seal Ward VII, and he is doing the math on whether he can ask, trick, or take. Run him as a confession, not a fight. He is not hostile. He is desperate and tired and he has not had a conversation in four decades.

He'll tell them most of the truth if they let him talk — the sickness, his family, the wards, the price he paid (he doesn't age, he can't leave, he can't sleep more than a few rooms from the stones). He will lie about exactly one thing: that everyone is safe if they just leave now. They are not, because Ward VII is broken and what's behind it is waking.

What he wants from them, in order
  • That they leave Sable with him and go — he'll even pay, with forty-year-old keep silver.
  • Failing that, that one of them speaks the name to re-seal Ward VII, not understanding (or not admitting) it would bind that speaker to the dark the way it bound him.
  • Failing that, that they simply leave and let him manage, which he can't.
The tell a sharp player catches

He keeps almost-saying "we" — "we keep the lower hall swept," "we don't go past the seventh" — and there is no one else alive down here. He's been keeping house with the dead.

Scene 4 — Ward VII and What the Girl Woke

The party watches a man embrace the thing that used to be his son.

The seal chamber: seven name-carved stone seal-discs in a black cellar wall, six glowing warm gold, the seventh split and dark with gold light bleeding from the crack.
The seal chamber — six wards warm, the seventh split and breathing.
Read aloud

The lowest cellar is a round room, and the floor is a ring of seven stone discs set flush like the face of a great clock. Six of them glow a steady warm color, the color of a banked fire. The seventh is split clean down the middle, dark, and the crack is breathing — widening a hair, narrowing, widening — and out of it comes the only smell in this whole clean place: turned earth, and under it, sweet, the smell of something that should have been buried a long time ago.

What's really going on — GM

Behind Ward VII is the Unrested — what's left of Alder himself, in a sense (see stat block). When the girl read the split rune, she didn't free a monster; she unbound the ward holding back the spread. The rot is climbing. If left, it reaches Ward VI within the hour, then V, and so on up — and if all seven fall, it comes up the stairs into Brackenford and the Hollow Marches, exactly the thing Alder spent forty years preventing.

What emerges from the crack is one Hollow Sleeper — a sleepwalking dead thing, slow, wrong, wearing a face. Crucially: if Alder is present, it goes to him. It does not attack. It reaches for him the way a sleeping child reaches for a parent, and he holds it, and he weeps, and that is the scene.

Old Alder Venn kneeling at the broken seventh seal, tenderly holding a hollow sleeping dead figure the way a father holds a child, weeping, gold ward-light around them.
"There. There. It's only a dream. Go back to sleep. I'll keep the door."
Read aloud — Alder, holding it

"There. There. It's only a dream. Go back to sleep. I'll keep the door. I always keep the door."

The interesting choice arrives here

The crack is widening. Something has to be done about Ward VII in the next several minutes of game time, and the only people who can do it are standing in the room. (Full treatment on the next page.)

The Turn, and the Choice

The spine of the one-shot. There is no monster to out-damage.

The turn — the Black Mirror twist

The "monsters" the party came down to fight are a man's sleeping family, and the "kidnapper" who took the girl took her to protect her from the only real danger. The threat isn't Alder. The threat is that Alder will never let go, and his refusal is what's going to spill the rot up into the world. He is the seal and the leak at once.

Ward VII can be closed three ways. The party will likely discover one or two; a clever party may find all three.

  1. Speak Alder's name to re-seal it — with a living voice. This works. It also binds the speaker the way it bound Alder: ageless, unable to leave, keeping the door forever. Alder will let a party member do this if they offer (he'll tell himself it's their choice). It's a trap dressed as a solution. The deathless prison passes to a new warden.
  2. Let it all go — unbind all seven. Speak each of the six holding names as a stranger (the same rule that broke VII), releasing the family into true death. The rot, with nothing left to climb toward and no living anchor, dissipates as the dead finally rest. This is the moral win and the hard one: it requires convincing Alder to stop, or doing it over his grief. It frees him — he ages forty years in a breath and dies, finally, an old man, at peace. The cost is making him watch his family die the death he spent forty years refusing.
  3. Re-seal VII with Alder's own voice, freely given. The cleanest. If the party can bring Alder to choose to re-bind the seventh ward himself — knowing it means dying with it, because his name read by his own mouth one last time closes the circle and ends him along with it — he can shut the door from the inside. He has to want to stop.
The win that isn't a kill

Options 2 and 3 both end with Alder dead and his family at rest, but the good ending is the one where the party gives Alder permission — talks him down, lets him grieve, lets him choose. The lever from his villain profile pays off here: he wants someone to tell him it's allowed to stop. A party that figures that out wins by being kind to a monster, which is the most LIDM thing there is.

The interesting choice, stated plainly

Do you save the man by ending his family, or save his family's sleep by chaining someone — him, or one of you — to the dark forever? There is no option where everyone gets to leave and everyone gets to rest. The kindest path costs Alder his life and his denial both. Make sure the players feel that the easy fix (let a teammate take the seal) is the wrong one, and the right fix (give a grieving man permission to die) is the hard one. That tension is the whole reward.

Resolution Branches

Four ways the night ends. Mercy, the tragic trade, the kill, or abandonment.

When Your Players Go Off the Rails

They will. Here's where they push, and what holds.

Adventure Mini Toolkit

What the dead are dreaming — roll when the party touches a holding ward, listens at a door, or a Hollow Sleeper reaches for them. (Use the DM Tools dice roller for the d8.)

d8 — What the sleeper murmurs
d8The sleeper murmurs…
1"Father, you're letting the soup go cold." (Coll, the son, every night for forty years.)
2A lullaby with the words worn off, just the shape of the tune left.
3"Is it morning? You said you'd wake me when it was morning."
4The party's own names — wrong, in a child's voice, as if expecting different people.
5"Don't let go of my hand in the market. You promised." (Wren, the daughter.)
6Counting. Slow, patient, never reaching a number that means anything.
7"Maren, the children are downstairs, I heard them—" (Alder's own voice, leaking through the stone.)
8Nothing. The worst one. A held breath that never finishes.

Battle Map — The Lowest Cellar (Ward VII Chamber)

A round chamber, 40 ft across · 1 square = 5 ft · the floor is the clock: seven 6-ft seal-discs in a ring.

Stair landing (north) — the retreat safe center I II III IV V VI VII A H Ward VII — broken, breathing venting difficult terrain (turned earth) to the south pillar pillar pillar pillar N 1 square = 5 ft

Place it on a VTT or print it for the table. The stair lands on a 10×10 landing at the north so nobody arrives standing on a ward. Standing on a holding ward is safe; the broken Ward VII (A = Alder, H = Hollow Sleeper) sits at 6 o'clock and vents difficult terrain south. Four broken pillars give half-cover; the 12-ft center ring is the only fully safe footing, where the talk-down plays out. The chamber gets darker as wards fail, not lighter.

❖  Stat Blocks — SRD 5.1, original creatures  ❖

Alder Venn the Sealer — a gaunt, ageless warden carrying a flameless lantern.

Alder Venn, the Sealer

Medium humanoid (deathless) · not meant to be fought

AC 11 · HP 38 · Speed 30 ft (never more than ~60 ft from a ward)

STR 8 (−1)DEX 11 (+0)CON 14 (+2) INT 13 (+1)WIS 16 (+3)CHA 15 (+2)
Saves Wis +5, Cha +4 Skills Insight +5, Persuasion +4 Senses darkvision 60 ft, passive Perception 13

Bound to the Wards.Alder's own name is the anchor of Ward VII, and his life is bound into it. He doesn't age, sleep, or starve, and ordinary harm can't kill him, for as long as that binding holds. Only three things end it, and each one lets him finally die: he re-seals Ward VII with his own voice (and goes into the dark with it); all seven wards are unbound; or the binding passes to a new living anchor who speaks his name (then he dies within the day, his duty spent). He has advantage on saves against fear and against being charmed — forty years alone burned those out of him.

The Keeper's Plea (1/turn, no action).When Alder speaks to a creature that can hear him, he may ask it to stay, or speak, or leave — a DC 13 Wisdom save to shake a creature that's wavering. Used not to harm but to keep the party near the wards. This is roleplay first; only call for the save if a player asks "can he make me?"

Run him as a confession, not a fight. He has no attack action worth the name. His weapons are grief, exhaustion, and the truth.
The Hollow Sleeper — a sleepwalking dead thing reaching out gently, asleep on its feet.

Hollow Sleeper

Medium undead · the sleeping dead of Caer Brack

AC 9 · HP 22 (4d8+4) · Speed 20 ft (shuffling, asleep on its feet)

STR 14 (+2)DEX 6 (−2)CON 13 (+1) INT 3 (−4)WIS 8 (−1)CHA 5 (−3)
Resist necrotic Immune charmed, frightened, exhaustion Senses blindsight 30 ft, passive Perception 9

Still Dreaming.A Hollow Sleeper does not attack unless attacked, cornered, or kept from the thing it's reaching toward (usually Alder). On its turn it moves toward the nearest familiar voice. If Alder is present and free, it goes to him and takes no hostile action.

Grasp of the Drowsy.Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 7 (2d4+2) bludgeoning, and the target makes a DC 12 Constitution save or has its speed halved until the end of its next turn (the heavy pull of sleep).

Rest Releases It.A Hollow Sleeper reduced to 0 HP doesn't "die" — it lies down and is still. Speaking its true ward-name over it ends it gently and permanently. Killing it the loud way only stops it for the scene; the rot it carries seeps back toward Ward VII.

The Unrested — the rot given a shape, a large towering undead horror climbing from a broken seal.

The Unrested

Large undead, the rot given a shape · behind Ward VII — only if the seal fully fails

AC 13 · HP 76 (9d10+27) · Speed 30 ft · use only in the dark "all seven fail" branch

STR 18 (+4)DEX 8 (−1)CON 16 (+3) INT 6 (−2)WIS 10 (+0)CHA 8 (−1)
Resist necrotic; bludgeoning/piercing/slashing from nonmagical attacks Immune charmed, frightened

Spreading Rot.At the start of each of its turns, if it is within 10 ft of a holding ward, that ward must succeed on a DC 14 saving throw (DM rolls, +0) or crack and begin to fail next round. This is the clock made physical.

Two Slams.Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 11 (2d6+4) bludgeoning each.

The only true stopis sealing it back behind Ward VII (a name, freely spoken) — not its HP. It will reform from the rot within a day otherwise. Reaching 0 HP just buys the party a round to do the real work.

Scaling Notes

Levels 1–10 and parties of 3–6. Alder never changes — he's a conversation, not a CR.

Party levelHollow Sleepers in the climaxThe Unrested (dark branch only)Notes
1–21, and it never wakes hostile unless attackedSkip it; the spread is the threatLean hard on the talk-down; combat is lethal here
3 (default)1 active, 1–2 more if they fightas written (HP 76)The baseline experience
4–52–3HP ~110, slams 13 (2d8+4)Add a second cracked ward (VI) to raise the clock
6–73–4HP ~140, +1 slam, DC 16 Spreading RotWards fail two-at-a-time on the clock
8–104–6, and they coordinate toward the loudest PCHP ~170, multiattack 3 slams, DC 17The Unrested can split into two lesser forms when bloodied
By party size
  • 3 PCs: drop one Hollow Sleeper from each beat; give the party a friendly NPC anchor (Sable knows one true ward-name she overheard — a clue, not a combatant).
  • 5–6 PCs: add one Hollow Sleeper per two extra PCs and a second emergence point (a cracked spot at Ward III as well as VII) so the larger party has to split attention. The moral choice doesn't scale — it's the same weight at any size.

Running It in Other Systems

The bones are system-agnostic — the real engine is a conversation under a ticking clock.

The one thing not to change in any system: Alder is never the boss fight. He's the boss conversation.

Long Island Dungeon Master

Original content © Long Island Dungeon Master. Built using the System Reference Document 5.1, available under the Creative Commons Attribution 4.0 International License (CC-BY-4.0). This work is not affiliated with, endorsed, or sponsored by any game publisher. "System Reference Document 5.1" © Wizards of the Coast LLC, used under CC-BY-4.0. No Product Identity is included. Free to run at your table.