TEXT: Hex 24.26
  The Temple of Bathrymrala
  
  Hex 24.26 – The Temple of Bathrymrala
  
  ©2020 Todd Leback. Some artwork © Dean Spencer, used with permission. All rights reserved. Publisher's Choice Quality Stock Art © Rick 
  Hershey / Fat Goblin Games.
  This product is released under the terms of the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc. Please refer to the 
  Open Gaming License included with this release for additional legal text and copyright information. 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.
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Hex 24.26
  The Temple of Bathrymrala
  Credits Designer: Todd Leback
  Editing: Brian Johnson
  Layout: BJ Hensley
  Cartography: Todd Leback, Aaron Schmidt
  Cover Art: Jen Drummond (jendart.com)
  Temple Maps and dam: by Adrian Barber
  Swamp Flower Illustration Flore Pitteresque: Eduard MÜller
  Demon Art: Zun Pin
  Maps created using Hexographer.
  Hexographer is © Inkwell Ideas (inkwellideas.com).
  Populated Hexes
  Support more hexcrawling by becoming a patron of 
  Populated Hexes at: patreon.com/Populatedhexes
  Table of Contents
  Introduction to Populated Hexes ...........................................1
  Hexcrawling Rules ....................................................................1
  Absalom .....................................................................................1
  Campaign Setting .....................................................................1
  Using Populated Hexes ............................................................1
  0305  Hellish Helborn ......................................................8
  0402 Crawdad Pool ..........................................................8
  0506 Elm Grove ...............................................................8
  0604 Temple Complex .....................................................8
  Area 1. Bandit Lair ............................................................. 10
  Area 2. Standing Circle ...................................................... 11
  Area 3. Beaver Dam ........................................................... 12
  Area 4. Ceremonial Chambers ......................................... 13
  4.1. Entrance .................................................................... 13
  4.2. Antechamber. ........................................................... 14
  4.3. Prayer Room ............................................................. 14
  4.4. The Sacrifice of the Many ....................................... 14
  4.5. The Waterfall ............................................................ 14
  4.6. The Needs of the Few .............................................. 15
  4.7. Summoning Circle ................................................... 15
  4.8. Main Ceremonial Chamber ................................... 16
  4.9. Divination Pool ........................................................ 16
  Area 5. Well ......................................................................... 17
  Area 6. Statue of Bathrymrala .......................................... 18
  Area 7. Rubble .................................................................... 19
  Area 8. Ruined Treasury .................................................... 19
  Area 9. Temple to the Lesser Ones ................................... 19
  9.1. Oil Beetles ................................................................. 19
  9.2. Slippery Slope ........................................................... 19
  9.3. Antechamber ............................................................ 19
  9.4. A Checkerboard and Chasm .................................. 21
  9.5. Empty Coffins? ......................................................... 21
  9.6. Old Torture Chamber ............................................. 21
  9.7. Cavern of the Whispering One .............................. 22
  Area 10. Observatory ......................................................... 22
  10.1. Entrance .................................................................. 23
  10.2. Aranea Sleeping Quarters ..................................... 23
  10.3. Inner Chamber ...................................................... 24
  Area 10A .............................................................................. 24
  Area 10B. Basement ........................................................... 25
  Area 11. Ruins..................................................................... 26
  Area 12. Carcass Crawlers! ............................................... 26
  Area 13. Abandoned Boat ................................................. 26
  Area 14. Ruins..................................................................... 26
  Area 15. Piranhas! .............................................................. 26
  07.02. Mire of the Dead .................................................26
  004.005. Mudpit .............................................................27
  005.003. The Source of Chaos .......................................28
  005.005. Dry Hill ...........................................................28
  006.006. Undead Crocodile ...........................................28
  007.003. Gas Pocket .......................................................28
  Random Encounter Tables ............................................28
  Appendix .......................................................................29
  Summoning Circles ........................................................... 30
  New Spells ........................................................................... 31
  New Creatures .................................................................... 31
  Old School Essentials OGL ...........................................36
  
  1
  Introduction to Populated Hexes
  Welcome to Populated Hexes, the series of 6-mile hexes 
  in the world of Absalom! The goal is to provide a number 
  of individual 6-mile hexes, fully populated with lairs 
  and features, that can either be dropped into an existing 
  campaign as a point of interest, the destination of a 
  treasure map found in the bowels of a dark dungeon, or 
  as a stand-alone mini-sandbox.
  These supplements use the Old School Essentials rules 
  published by Necrotic Gnome, but like many OSR 
  products, pretty much any system can be easily adapted.
  Maps & Scale 
  Each hex will be presented with two hex maps: a smaller 
  map with locations and features noted, and a larger map 
  with only major features noted that can be printed and 
  used as a player handout. The scale represented on the 
  maps included in these products are as follows:
  • Large hex = 6 miles, face to face.
  • Subhex = 1.2 miles, face to face.
  Hexcrawling Rules
  Thirdkingdom Games produces supplements that are 
  used throughout these releases. Two of them – Domain 
  Rules and Hexcrawling Basics – are free to download and are 
  designed to work in conjunction with this series. You can 
  find out where to pick up these and other supplements in 
  the Populated Hexes line at patreon.com/Populatedhexes.
  The following books will be useful to have access to 
  throughout the series. Many of them are free!
  • Old School Essentials Classic Fantasy Rules Tome
  • Old School Essentials Advanced Fantasy Genre Rules
  • Labyrinth Lord Basic and Advanced Edition 
  Companion
  • OSRIC
  • A variety of other OSR resources
  Absalom
  The world of Absalom is one of constant change, where 
  Law and Chaos are more than abstract philosophical 
  ideas but are instead metaphysical realities that shape 
  the very world itself.
  Absalom is dominated by Cycles, each lasting between two 
  to four hundred years. Each Cycle is divided into an Apex – 
  when Law holds sway – and a Nadir – when Chaos sweeps 
  over the lands, driving back the light of Civilization.
  Cycles are marked in the beginning by the Apex and ascent 
  of Law, and the end by the Nadir. During each Apex the 
  civilizations of Man do their best to expand their domains 
  and bring law to the land; these civilizations often shrink, or 
  even crumble, during the Nadirs as barbarians, beastmen, 
  and worse fall upon the kingdoms of Man.
  Campaign Setting
  The following assumptions are made in this setting:
  Starting Date
  This series is set at the beginning of the Sixteenth Cycle 
  of recorded history. There have been many civilizations 
  that have risen and fallen, some of Men, some of others.
  Humanocentric
  The adventurers will be human, setting out to explore the 
  new world with the ebbing of the forces of Chaos. Non-
  human classes are certainly allowed – and indeed, these 
  supplements present rules for many non-human classes – 
  but the base assumption is that most PCs will be human.
  Chaos Storms
  During Nadirs – and occasionally in an Apex – events 
  called Chaos storms can spontaneously occur, changing 
  the very landscape, distorting distances, and wreaking 
  havoc upon the nature of reality. Maps from the previous 
  Cycle may prove unreliable.
  The Gods
  Gods are real but are local. They are the Small Gods of 
  Terry Pratchett or the hearth deities of ancient Rome. 
  Belief gives strength and power to spirits of the world.
  Using Populated Hexes
  As stated above, each 6-mile hex can be used as a 
  mini-setting, a drop-in adventure location that is 
  encountered during travel, or as part of a greater 
  hexcrawl. Elements can be added or abandoned as 
  needed, as is true of all supplements.
  These hexes are released one at a time, seven in a series. 
  Each series is a cluster of seven hexes: a central hex and 
  the six surrounding it.
  Each release will be divided into two sections: the hex itself, 
  with keyed encounter locations, and an Appendix, which 
  builds on encounters and concepts in the hex. Populated 
  Hexes offers some expanded alternatives to the basic rules 
  found in Old School Essentials, and these will be introduced 
  as needed in each hex. Broadly speaking, the intention is to 
  introduce character options – to bring some of D&D 5e into 
  B/X. These rules can be used or abandoned, as desired.
  Introduction to Populated Hexes
  
  2
  Introduction to Populated Hexes
  
  Hex 18.24 – The Deadwoods
  3
  Hex 24.26 The Keep of Bathrymrala
  Resources: Vegetable, industrial (elm, 4)
  This hex centers on an area where two of the region’s 
  largest rivers converge, creating a small swamp. The 
  light forest surrounding the central hex comprises 
  mostly elms and cypress trees; many of the elm trees 
  have been infected by a parasitic insect that stains the 
  wood a rainbow of colors, making the lumber much 
  sought after by furniture makers and other artisans.
  The Bel is a shallow river, fast-flowing with many 
  rapids, while the Sarn is deeper and lazier. The Bel is 
  not navigable by anything larger than a canoe, while 
  the Sarn sees a fair amount of river traffic: mostly long, 
  flat-bottomed river boats that journey from the ore-
  rich mines of the Hataja Hills north of the settlement 
  of Junction to the plains village of Hob, then onward to 
  the domain of Deepwater further south and finally out 
  into the Silver Sea.
  Cycles past, this hex was home to a large temple complex 
  devoted to Chaos, and the two rivers met further 
  downstream. At the height of the Thirteenth Nadir, when 
  the forces of Chaos were at their peak, a mighty earthquake 
  shook the land, sinking and flooding the complex and 
  drowning many of the priests and supplicants. The waters 
  have since subsided somewhat, leaving half-flooded ruins 
  behind, and the taint of Chaos remains.
  The river boats that pass through this region make sure 
  to do so in the middle of the day, under full sun, and even 
  then the crews bend their backs to their oars and poles 
  to leave the cursed swamp behind as quickly as possible.
  If not traveling by river, movement is slow through this 
  hex. Numerous small creeks, deceptively deep pools, 
  and the lack of any path larger than a game trail reduce 
  movement by half.
  This hex, like Hex 25.25, is under the influence of the 
  node of Chaos found in subhex 06.04. Throughout 
  these two large hexes the node has the following effect:
  ➢ Sentient creatures killed within these two hexes 
  have a 1-2 in 6 chance of being raised by ambient 
  chaotic magics as undead 1d6+1 days after their 
  death, provided they are not laid to rest by Lawful 
  or Neutral clerics or their bodies burned.
  To determine what type of undead they return as, roll 
  1d10 and add the creature’s original Hit Dice to the 
  result, comparing the total to the following:
  d10
  Result
  1-5
  Skeleton
  6-10
  Zombie
  11-14
  Wight
  15-17
  Zombie, mud (see p. 7)
  18-19
  Wraith
  20
  Mummy, bog (see p. 8)
  Subhex 06.04 is the actual node of Chaos, resulting from 
  the flooding of the original temple complex, the death 
  of hundreds of individuals, and the vagaries of fate. The 
  following effects apply within the boundaries of this subhex:
  ➢ The chance of a sentient creature returning as an 
  undead creature (as above) increases to 1-4 in 6, 
  after a period of only 1d4+1 days.
  Reversed spells (such as cause wounds, curse, or animate 
  dead) have their numerical variables maximized when 
  cast within the subhex, automatically taking effect with 
  the greatest possible result.
  In addition to the above, for every two hours spent 
  traversing Hex 24.26, roll 1d20 for potential hazards, 
  comparing the result to the following list. This roll is 
  in addition to the random encounter roll made daily in 
  wilderness situations (p. 111, OSE Core). Note that when 
  a chance to avoid a hazard is given, elves, halflings, and 
  any woodswise characters (such as druids) have their 
  chance of stumbling into the hazard reduced by 1 (from 
  1-4 in 6 to 1-3 in 6, for instance). If such characters are 
  leading the party, the Referee may decide to allow the 
  entire party to avoid the hazard.
  Hex 24.26 – The Temple of Bathrymrala
  
  Hex 18.24 – The Deadwoods
  4
  Hex 24.26 The Keep of Bathrymrala
  Hazards
  d20
  Result
  1-2
  Dry Hummock
  3-11
  Nothing
  12-14
  Mudpit
  15-17
  Deep Pool
  18-19
  Insect Swarm
  20
  Encounter
  Dry hummock
  The adventurers find a raised patch of land that is 
  mercifully dry and suitable to camp on. There’s a 1-2 
  in 6 chance that someone, or something, is already 
  taking advantage of the dry patch of land. Roll on the 
  (1-4) creature or (5-6) plant encounter table, below. 
  Otherwise, the patch of dry land is empty. However, 
  wandering monster checks are made with a frequency 
  of once every six hours, using the standard random 
  encounter table at the end of this hex.
  Nothing
  The adventurers encounter nothing of interest.
  Mudpit
  There’s a 1-4 in 6 chance the adventurers stumble into 
  this area unsuspectingly. It is filled with thick, grasping 
  mud that reduces the adventurers’ speed in combat to 
  zero. Reduce the distance traveled by the adventurers 
  for the remainder of the day by half.
  Deep Pool
  The adventurers stumble into a pool of water that 
  is deceptively deep. The party’s leader has a 1-4 in 6 
  chance of falling in, with those following behind having 
  consecutively reduced chances (so, the third person 
  in line has a 1-2 in 6 chance of falling in). Reduce the 
  chance appropriately if the adventurers are taking care 
  (such as testing the waters in front of them with a 
  pole). Adventurers falling into the water must roll their 
  Strength or lower on 2d6 to avoid drowning in 3d4 
  rounds. If the character is wearing light armor (leather) 
  they must roll their Strength or lower on 3d6; if heavy 
  armor (chain or plate) they must roll 4d6. Adventurers 
  that have not fallen in may rescue those that have, each 
  taking 1d4+1 rounds. 
  Insect Swarm
  The swamp in this area is infested with clouds of 
  small, flying insects that are attracted to unfortunate 
  adventurers. When disturbed they swarm around 
  their victims, flying in ears, noses, mouths, and eyes, 
  delivering a plague of virtually painless bites. However, 
  these particular insects are the carriers of a disease 
  called swamp fever. 
  Each adventurer caught in a swarm must roll equal 
  to or under their Constitution score on 3d6 to avoid 
  contracting swamp fever. Those that succumb develop a 
  high fever, cold sweats, and a pounding headache 1d6+1 
  hours after encountering the swarm. The fever is not 
  fatal, but is annoying, imposing a –3 penalty to all attacks, 
  saving throws, and skill checks (if applicable) for 1d4 
  days. Spellcasters affected by swamp fever must roll equal 
  to or under their Constitution on 4d6 whenever they 
  attempt to cast a spell. Rolling above their score indicates 
  their concentration breaks and the spell is lost, uncast.
  Once an individual has contracted swamp fever and let 
  it run its natural course they are forever immune to it. 
  A cure disease spell will remove the affliction but not 
  provide immunity.
  Encounter
  The adventurers have an encounter with a (1-3) creature, 
  (4-5) plant, or (6) undead. Roll on the appropriate table, 
  below, instead of the random encounter table at the end 
  of this hex.
  Swamp Encounter Tables
  Creature (1d10)
  Result
  1-2
  Cottonmouth, giant
  3-4
  Crayfish, giant
  5-6
  Leech, giant
  7
  Pudding, brown*
  8
  Scum creeper
  9
  Water termite (swamp)
  10
  Roll on wandering encounter table 
  (p. )
  *There is only one brown pudding in the swamp. Treat any such 
  result after the first as no encounter.
  Plant (1d10)
  Result
  1-2
  Bladderwort, giant
  3-5
  Butterwort, giant
  6-7
  Rainbow plant, giant
  8-10
  Swordgrass
  
  Hex 18.24 – The Deadwoods
  5
  Hex 24.26 The Keep of Bathrymrala
  Undead (1d10)
  Result
  1-4
  Skeleton
  5-7
  Zombie
  8-9
  Zombie, mud
  10-11
  Wraith
  12
  Mummy, bog
  Creatures
  Cottonmouth, giant. AC 6 [13], HD 2* (9 hp), Att 1 x 
  bite (1d4 + poison), THAC0 18 [+1], Move 90’ (30’) on 
  land and swimming, SV D12 W13 P14 B15 S16 (F1), ML 
  7, AL Neutral, XP 25, NA 1d8 (1d8), TT None
  ➢ Infravision to 60’.
  ➢ Surprise on a roll of 1-3 in 6 while in a marsh.
  ➢ Bite causes death in 1d4 turns on a failed save 
  versus poison.
  Crayfish, giant. AC 4 [15], HD 4+4 (20 hp), Att 2 x 
  claw (2d6), THAC0 15 [+4], Move 60’ (20’) / 120’ (40’) 
  swimming, SV D12 W13 P14 B15 S16 (F2), ML 9, AL 
  Neutral, XP 125, NA 1d4 (1d4), TT None
  ➢ Surprise on a roll of 1-3 in 6.
  Leech, giant. AC 7 [12], HD 6 (27 hp), Att 1 x bite (1d6 
  + blood drain), THAC0 14 [+5], Move 90’ (30’) on land 
  and swimming, SV D11 W12 P13 B14 S15 (F3), ML 10, 
  AL Neutral, XP 275, NA 0 (1d4), TT None
  ➢ Attaches to a victim on a successful hit, doing 1d6 
  automatic damage per round.
  ➢ Must be killed to detach from victim, although if the 
  victim dies the leech detaches and flees to digest.
  ➢ Encountered only in the water.
  Pudding, brown. AC 4 [15], HD 11* (49 hp), Att 1 x 
  touch (5d4), THAC0 11 [+8], Move 60’ (20’), SV D9 
  W10 P11 B11 S13 (F6), ML 12, AL Neutral, XP 1,900, 
  NA 1 (1d4), TT None
  ➢ Lurks in muddy pools and surprises on a roll of 
  1-3 in 6.
  ➢ Only harmed by fire or magic missile spells.
  ➢ Brown puddings do not dissolve metal but destroy 
  leather and wood in one turn, regardless of magic 
  enchantment.
  ➢ Non-fire or magic missile attacks cause the 
  pudding to divide, creating a new 2-HD pudding 
  that attacks for 1d6 damage. Each pudding created 
  reduces the original pudding’s HD by 2. If a 2-HD 
  pudding is hit (as above) it becomes two 1-HD 
  puddings that attack for 1d4 points of damage.
  ➢ Can move across walls and ceilings, and along the 
  surface of water.
  ➢ It has a thicker skin than other puddings and 
  cannot squeeze through small openings like 
  they can.
  Scum creeper. AC 7 [12], HD 1 (5 hp), Att 1 x bite (see 
  below), THAC0 19 [0], Move 30’ (10’), SV D12 W13 
  P14 B15 S16 (F1), ML 8, AL Neutral, XP 10, NA 2d12 
  (2d12), TT None
  Scum creepers are small, slug-like creatures that feed on 
  organic material. They prefer areas with dim light.
  ➢ Scum creepers surprise on a roll of 1-4 in 6. 
  Surprised targets have an effective AC of 9 [10] 
  during the round in which they are surprised.
  ➢ Creepers attach themselves to a target on a 
  successful attack roll, doing 1 point of damage per 
  round until they or the target dies.
  ➢ Bright light (such as that created by sunlight, or 
  from a light spell) causes them to check morale; 
  otherwise they never do.
  Water termite (swamp). AC 4 [15], HD 1+1 (5 hp), Att 
  1 x bite (1d3) or 1 x spray (stun), THAC0 18 [+1], Move 
  90’ (30’) swimming, SV D12 W13 P14 B15 S16 (F1), ML 
  10, AL Neutral, XP 15, NA 0 (1d4), TT None
  ➢ Above water, a termite can spray an irritant at 
  a target within 10’. The target must save versus 
  poison or be stunned for 1d4 rounds, suffering a 
  –2 penalty to all actions.
  ➢ Underwater, a termite can release an ink spray 
  that gives them advantage (roll twice, taking 
  best result) when attempting to flee (see p. 119, 
  OSE Core).
  ➢ Termites can attach themselves to a wooden ship, 
  inflicting 1d3 hull damage before dropping off; 
  there’s a 1-2 in 6 chance of spotting leaks caused 
  by the termites.
  ➢ Encountered only in the water.
  
  Hex 18.24 – The Deadwoods
  6
  Hex 24.26 The Keep of Bathrymrala
  Plants
  Bladderwort, giant. AC 5 [14], HD 8 (40 hp), Att  (see 
  below), THAC0 18 [+1], Move 0’, SV D11 W12 P13 B14 
  S15 (F4), ML 12, AL Neutral, XP 650, NA 0 (1d2), TT V 
  (usually found in the water below the plant)
  Bladderwort is a free-floating water plant drifting just 
  below the surface of stagnant water. Each plant has 1d6 
  balloon-like, translucent traps; when a creature brushes 
  up against one the trap opens momentarily, sucking the 
  victim inside, before closing again.
  ➢ Surprise on a roll of 1-4 in 6.
  ➢ Randomly determine targets from among those 
  that touch the trap; they must make a saving throw 
  versus death to avoid being sucked into the trap.
  ➢ Those sucked inside suffocate in a number of 
  rounds equal to their Constitution. At the same 
  time they suffer 1d2 points of damage per round 
  as the plant releases digestive acid into the trap.
  ➢ Those trapped can attempt to escape by rolling 
  equal to or under their Strength on 4d6. 
  Alternatively, they may attempt to attack the 
  interior of the trap with bladed or piercing 
  weapons of short-sword size or smaller. These 
  attacks are made with disadvantage. The interior 
  of a bladder has an AC of 6 [13] and 5 hit points. 
  Butterwort, giant. AC 6 [13], HD 5 (24 hp), Att 1 x 
  encase (1d4), THAC0 15 [+4], Move 0’, SV D12 W13 
  P14 B15 S16 (F1), ML 7, AL Neutral, XP 175, NA 0 
  (1d6), TT V
  The giant butterwort grows in a rosette of leaves lying 
  flat on the ground, approximately twelve to fourteen feet 
  in diameter. When an unsuspecting victim steps on the 
  rosette the leaves snap shut, vertically, entrapping the 
  target. The butterwort attacks as a monster of equivalent 
  HD but can only make one attack; if the attack misses, 
  the leaves take 1d4+1 rounds to “reset” before they can 
  attack again.
  
  Hex 18.24 – The Deadwoods
  7
  Hex 24.26 The Keep of Bathrymrala
  ➢ A man-sized or smaller target hit by the attack is 
  encased in the leaves, unable to move or attack, 
  and takes 1d4 points of damage from the highly 
  acidic digestive juices the plant produces.
  ➢ Attacks from outside inflict half damage to the 
  plant and half to the plant’s victim.
  ➢ Giant butterworts surprise their prey on a roll of 
  1-4 in 6.
  Rainbow plant, giant. AC 6 [13], HD 6* (27 hp), Att (see 
  below), THAC0 13 [+6], Move 0’, SV D11 W12 P13 B14 
  S15 (F3), ML 12, AL Neutral, XP 500, NA 0 (1d4), TT V
  The rainbow plant is a tree-like, semi-intelligent plant 
  with woody trunk and 5d4 branch-like leaves, each leaf 
  about ten feet in length.
  The plants have a limited awareness and intelligence, and 
  typically ignore prey smaller than 4’ in height. Rainbow 
  plants are covered in a thin layer of mucilaginous sap 
  that produces a hypnotic shimmer when exposed to 
  light. Anyone viewing the plant in daylight (or magical 
  light) must save versus paralysis. Those that fail are 
  dazzled and suffer a –2 penalty to attack rolls.
  ➢ The plant attacks by lashing out with its leaf-like 
  fronds. Up to 6 fronds will attack a single target 
  within 10’. Each hit inflicts 1d4 damage.
  ➢ Dead victims are slowly dissolved via the acidic, 
  iridescent secretion, their nutrients absorbed via 
  tubes in the creature’s fronds.
  Swordgrass. AC 7 [12], HD see text, Att (see below), 
  THAC0 19 [0], Move 0’, SV D12 W13 P14 B15 S16 (F1), 
  ML 7, AL Neutral, XP 10, NA 0 (1d6), TT V
  Appearing as a clump of tall (1d6 feet) grass, swordgrass 
  can be found in clusters of 1d6 individual plants. Due to 
  its innocuous appearance it gains surprise on a roll of 
  1-3 in 6 the first time it is encountered.
  Damage is inflicted upon creatures moving through the 
  clump of grass, based on the height of the plant: 1d4 hp 
  at 1’ tall, 1d6 hp at 2-3’ tall, 1d8 hp at 4-5’ tall, and 1d10 
  hp at 6’.
  Clumps of grass have hp equal to their height. They take 
  no damage from blunt or piercing weapons (such as 
  arrows, spears, etc.). Each clump can only be killed by 
  digging up the root mass and destroying it; otherwise 
  the bladed leaves regrow in 1d4 weeks.
  Undead
  When undead are encountered as a result of the swamp 
  hazard roll, reduce the number encountered by half 
  (minimum of 1).
  Skeleton. AC 7 [12], HD 1 (4hp), Att 1 x weapon (1d6 
  or by weapon), THAC0 19 [0], Move 60’ (20’), SV D12 
  W13 P14 B15 S16 (F1), ML 12, AL Chaotic, XP 10, NA 
  3d4 (3d10), TT None
  ➢ Skeletons make no noise until they attack. They are 
  immune to effects that affect only living creatures, 
  in addition to mind-affecting spells.
  Zombie. AC 8 [11], HD 2 (9 hp), Att 1 x weapon (1d8 
  or by weapon), THAC0 18 [+1], Move 60’ (20’), SV D12 
  W13 P14 B15 S16 (F1), ML 12, AL Chaotic, XP 20, NA 
  2d4 (4d6), TT None
  • Standard undead characteristics.
  • Zombies always attack last.
  Zombie, mud. AC 7 [12], HD 4* (18 hp), Att 2 x claw 
  (1d6), THAC0 15 [+4], MV 60’ (20’), SV D10 W11 
  P12 B13 S14 (F4), ML 12, AL Chaotic, XP 125, NA 1d8 
  (2d4), TT None
  ➢ Mud zombies are slow and always act last in a round.
  ➢ Anyone taking damage from a mud zombie must 
  roll equal to or under their Constitution score on 
  3d6 or contract zombie fever, losing 1d2 points 
  of Strength each day for 1d6 days. Characters 
  reduced to 0 Strength die; those that survive 
  regain Strength at a rate of 1d2 per day once the 
  fever passes. Humans killed by zombie fever rise 
  as mud zombies after 1d6 days unless given the 
  proper funeral rites (cremated, blessed, etc.).
  ➢ If both attacks from a mud zombie hit, the target 
  is drawn into a mucky grapple, automatically 
  losing 1d4 hp each subsequent round as they 
  begin to suffocate. Grappled targets can escape by 
  rolling equal to or under their Strength score on 
  4d6, provided they spend a whole round trying to 
  break the grapple.
  ➢ Mud zombies take half damage from edged and 
  piercing weapons.
  Wraith. AC 3 [16], HD 4** (18 hp), Att 2 x touch (1d6 + 
  energy drain), THAC0 16 [+3], Move 120’ (40’), SV D10 
  W11 P12 B13 S14 (F4), ML 12, AL Chaotic, XP 175, NA 
  1d4 (1d6), TT E
  
  Hex 18.24 – The Deadwoods
  8
  Hex 24.26 The Keep of Bathrymrala
  ➢ Standard undead characteristics.
  ➢ Only harmed by silver or magical weapons, or 
  by fire.
  ➢ Suffer only half damage from silver or non-
  magical fire.
  ➢ A target hit by a wraith loses 1 level (as per OSE 
  Core, p. 203). A victim drained of all levels 
  becomes a wraith in one day, under the control of 
  the wraith that slew them.
  Bog mummy. AC 2 [17], HD 5+1* (22 hp), Att 2 x claw 
  (1d8), THAC0 15 [+4], Move 60’ (20’), SV D10 W11 
  P12 B12 S14 (F5), ML 11, AL Chaotic, XP 125, NA 0 
  (1d4), TT V
  Not true mummies, bog mummies are the animated 
  corpses of individuals that die and are left submerged 
  in alkaline water, where their bodies slowly mummify. 
  ➢ Take half damage from non-magical weapons and 
  no damage from non-magical fire.
  ➢ Take half damage from magical fire.
  ➢ Typical undead characteristics.
  0305  Hellish Helborn
  Dwelling in this subhex is a sentient, carnivorous plant 
  known as a helborn (see Appendix for write-up), rooted 
  atop a dry patch of land in the swamp. Glittering gold 
  and silver can be seen surrounding the tree, tempting 
  the unwary into believing that treasure may await them!
  This helborn is old and well-fed, with plenty of unsuspecting 
  prey traveling nearby, on the outskirts of the swamp.
  Helborn. AC 2 [17], HD 8+3* (43 hp), Att 4 x tendril (1d4 
  + poison), THAC0 12 [+7], Move 0’, SV D8 W9 P10 B10 
  S12 (F8), ML 11, AL Chaotic, XP 1200, NA 0 (1), TT D
  ➢ A helborn can communicate empathically with 
  any living creature within 60’, using feelings to 
  communicate instead of words.
  ➢ It can cast mass suggestion at will, as per the 6th-
  level illusionist spell, as a 12th-level caster. The 
  typical suggestion is for a victim(s) to approach 
  the helborn and not resist.
  ➢ It can use up to four tendrils per round to attack 
  foes within range that have not fallen victim to its 
  suggestion power. Living creatures hit by a tendril 
  must make a save versus poison. Those failing take 
  an additional 1d4 points of acid damage, plus an 
  additional 1 point in the subsequent round.
  0402 Crawdad Pool
  A trio of giant crayfish lurk in a shallow pool, just deep 
  and dark enough to provide cover to the creatures, who 
  lunge out at passersby.
  Crayfish, giant (3). AC 4 [15], HD 4+4 (19, 24, 30 hp), 
  Att 2 x claw (2d6), THAC0 15 [+4], Move 60’ (20’) / 
  120’ (40’) swimming, SV D12 W13 P14 B15 S16 (F2), 
  ML 9, AL Neutral, XP 125, NA 1d4 (1d4), TT None
  ➢ Surprise on a roll of 1-3 in 6.
  ➢ If both claws hit, the target is grappled and will be 
  dragged into the water for the crayfish to feast upon. In 
  subsequent rounds grappled creatures automatically 
  take 1d6 points of damage from the crayfish’s 
  mandibles and may start drowning, if underwater. 
  Each round a target is grappled it can only attempt 
  to free itself by rolling equal to or under its Strength 
  score on 3d6. Success indicates the target is free.  
  0506 Elm Grove
  There is a grove of especially valuable elm trees growing 
  here. The grove has a base resource value of 606 gp and 
  a Step Value of 3.
  0604 Temple Complex
  The old temple complex is found in this subhex, right 
  before the Bel joins the larger Sarn. Here the river is 
  broken into a number of smaller channels through the 
  marsh, dividing the ruins into three distinct sections. 
  Areas 1-3
  These three areas comprise the western side of the 
  complex. The chief inhabitants are a gang of bandits 
  that have recently taken up residence here. The bandits 
  spend some time scavenging for treasure that has 
  washed up against the dam in Area 3, but otherwise 
  almost never cross the western branch of the river into 
  the rest of the complex.
  The river itself at this point is somewhat difficult to 
  cross. The dam is old and in poor condition, and each 
  creature of man-size or larger has a 1-3 in 6 chance of 
  dislodging and breaking branches if they attempt to walk 
  across the top. If a creature does so they must roll equal 
  to or under their Dexterity on 4d6 (assume a Dexterity 
  of 11 for those without generated ability scores). Those 
  that succeed manage to catch themselves before falling 
  in; those failing fall in the (1-3) upstream side, taking 
  1d6–1 damage from sharp, unfortunately placed sticks, 
  or (4-6) downstream, where they just get wet.
  
  Hex 18.24 – The Deadwoods
  9
  Hex 24.26 The Keep of Bathrymrala
  
  Hex 18.24 – The Deadwoods
  10
  Hex 24.26 The Keep of Bathrymrala
  Otherwise, each individual crossing the river upstream 
  of the dam has a 1 in 20 (1-3 in 20 in the spring or after 
  a heavy – more than 2” of rain – storm) chance of losing 
  their balance and being swept 1d100 yards downstream 
  (or until they reach the dam). For every 25 full yards 
  traveled they take 1d4–1 points of damage. 
  If a wandering monster check occurs while in this area 
  roll on the following table to determine the encounter.
  d6
  Result
  1-2
  Bandits (1d6 + gangboss)
  3
  (1-3) Laf Rahol + 1d6 bandits and 1 gangboss, 
  or (4-6) Drunk Ris and aforementioned bandits.
  4
  Roll on animal encounters, p.
  5
  Roll on undead encounters, p. 
  6
  2d4 lizard-men from Hex 25.25
  Area 1. Bandit Lair
  A gang of bandits has taken up residence in the building 
  on the north bank. Led by Drunk Ris, a cutthroat of no 
  small renown, the gang fled their former lair on the 
  border of the Scarlet Principality after attracting too 
  much attention from the local militias. 
  Led by Drunk Ris, the gang has taken to robbing the 
  occasional merchant boat passing through on the Sarn, 
  to the north of their lair, in addition to digging for 
  treasure in the beaver dam (see Area 3). So far they have 
  managed to avoid the attention of the other denizens of 
  the ruins who, although aware of the bandits’ presence, 
  have yet to trouble themselves to contact them.
  There are a total of twenty-six bandits, divided into four 
  gangs, as follows:
  ➢ Gang 1. Five normal bandits, one gangboss with 
  1+1 HD.
  ➢ Gang 2. Four normal bandits, one gangboss with 
  1+1 HD.
  ➢ Gang 3. Five normal bandits, one gangboss with 
  1+1 HD.
  ➢ Gang 4. Six normal bandits, one gangboss with 
  1+1 HD.
  ➢ Laf Rahol, 2nd-level fighter and Ris’s lieutenant.
  ➢ Drunk Ris, 4th-level thief.
  The following stats can be used for the bandit gang.
  Bandit, normal. AC 6 [13], HD 1 (4 hp), Att 1 x weapon 
  (1d6 or by weapon), THAC0 19 [0], MV 120’ (40’), SV 
  D13 W14 P13 B16 S15 (T1), ML 8, AL Chaotic, XP 10, 
  NA 1d8 (3d10), TT A
  ➢ Each bandit has 1d20 cp.
  ➢ Each bandit wears leather armor and is armed 
  with a weapon doing 1d6 points of damage. Each 
  bandit also has (1-3) a sling with 1d20 bullets, (4-
  5) a short bow with 1d12 arrows, or (6) a crossbow 
  with 1d10 bolts.
  ➢ If catching an opponent by surprise a bandit’s 
  successful attack deals an additional 1d6 points 
  of damage.
  Bandit, gangboss. AC 6 [13], HD 1+1 (6 hp), Att 1 x 
  weapon (1d6 or by weapon), THAC0 19 [0], MV 120’ 
  (40’), SV D13 W14 P13 B16 S15 (T1), ML 8, AL Chaotic, 
  XP 10, NA 1d8 (3d10), TT A
  ➢ Each gangboss has 1d20 sp.
  ➢ Gangbosses are armed as per normal bandits.
  ➢ Gangbosses do extra damage against surprised 
  opponents as per normal bandits.
  Laf “Chuckles” Rahol (F2). AC 5 [14], HD 2 (13 hp), 
  Att 1 x sword (1d8+1), THAC0 18 [+1], MV 90’ (30’), 
  SV D12 W13 P14 B15 S16 (F2), ML 9, AL Chaotic, XP 
  20, NA unique, TT A
  ➢ Laf wears chain armor and wields a sword and 
  longbow with 15 arrows.
  ➢ If using the Alternate Rules for fighters (see 
  the Alternate OSR Class document, by Third 
  Kingdom Games) Laf has the Improved Critical 
  Knack, scoring critical hits on rolls of 19 and 20.
  ➢ Laf has the single-weapon fighting style, 
  gaining a +1 bonus when attacking with a sword 
  (included above).
  ➢ Laf wears boots of speed. Usable once per day, the 
  wearer can double their speed for one minute. 
  During this time he gains a +1 bonus to AC and a 
  +1 bonus to attack rolls. None of the bandits know 
  about these boots, and Laf is determined to keep it 
  this way.
  ➢ He also has 45 cp, 24 sp, and 15 gp stored in his 
  coinpurse.
  
  Hex 18.24 – The Deadwoods
  11
  Hex 24.26 The Keep of Bathrymrala
  Drunk Ris (T4). AC 5 [14], HD 4 (14 hp), Att 1 x 
  weapon (1d8+1 or 1d4+1; see below), THAC0 18 [+1], 
  MV 120’ (40’), SV D13 W14 P12 B15 S14 (T4), ML 8, 
  AL Chaotic, XP 75, NA unique, TT A
  ➢ If using the Alternate Rules from the Alternate 
  OSR Class document Ris has the Alertness and 
  Lucky Knacks. Alertness grants a +1 bonus to 
  initiative and avoiding surprise, and Lucky allows 
  Ris to reroll three attack rolls or saving throws 
  each day.
  ➢ Ris has the dual-weapon fighting style; when 
  attacking with both his magical sword and dagger 
  only the largest weapon die is rolled (although 
  magical bonuses from both are applied to the to-
  hit and damage rolls). If the attack hits, roll the 
  damage die twice, taking the best result.
  Drunk Ris has the following personal treasure:
  ➢ Potion of treasure finding
  ➢ Ring of invisibility
  ➢ Leather armor +1
  ➢ Sword +1, light
  ➢ Dagger +1
  ➢ 124 cp, 153 sp, 75 gp
  ➢ Two gems, one worth 150 gp and the other worth 
  375 gp
  The bandits had to leave their hoard behind in their 
  last hideout to avoid capture, and since arriving at their 
  new lair have accumulated the following treasure. The 
  gems have all been discovered amidst the branches of 
  the beaver’s dam (see Area 3).
  ➢ 1,100 sp
  ➢ 456 gp
  ➢ 2 gems worth 25 gp
  ➢ 4 gems worth 50 gp
  ➢ 3 gems worth 100 gp
  ➢ 1 gem worth 500 gp
  ➢ A treasure map (see Appendix) with instructions 
  written in code that reads “follow the river north 
  to the cave that overlooks the sandbar. The goods 
  are buried under the flat rock fifteen paces down 
  the dragon’s maw”. The last line refers to a rock 
  formation within the cave that resembles a 
  dragon’s gaping mouth.
  Additionally, the bandits have stolen the following 
  goods from merchant boats:
  ➢ 6 casks of ale (there are an additional five 
  empty casks scattered around the camp, already 
  consumed) bearing the stamp of Redrock Brewery, 
  located in Junction. Each cask weighs 400 cn and 
  is worth 50 gp.
  ➢ 10 bags of grain, each weighing 400 cn and worth 
  75 sp.
  ➢ Four barrels of preserved meat, each weighing 800 
  cn and worth 20 gp.
  Area 2. Standing Circle
  Near the bandits’ lair can be found a circle of stones 
  atop a slight hill. There are seven stones forming the 
  perimeter, each roughly half again as tall as a man, and 
  one stone in the center of the circle, this one the height 
  of a man, although because the hill slopes upward 
  towards the center of the circle the tops of the stones are 
  all at the same height.
  No moss grows upon the stones, and little vegetation 
  grows within the circle, outside of some tough and 
  stunted weeds. Once used as a ritual circle by the 
  
  Hex 18.24 – The Deadwoods
  12
  Hex 24.26 The Keep of Bathrymrala
  temple, it has been long abandoned and long unused, 
  its power faded.
  An examination of the stones (each stone takes one turn 
  for a single person to examine) reveals that the central 
  stone has rusted iron eyehooks set into the western face 
  — eyehooks that were once used to attach manacles that 
  bound a sacrificial victim — and that the surface of this 
  stone is crusted with dried blood.
  The circle (thankfully, perhaps) is no longer functional, 
  but it still has some value. The dried blood residue 
  covering the central stone can be scraped off and used 
  as special components in divine magical item creation. 
  5d6 ounces of the stuff can be scraped off, each ounce 
  having a value of 250 gp. If used for the creation of 
  Chaotically-aligned items (such as a staff of withering) 
  the residue is worth 375 gp per ounce. If it is used in 
  the creation of divine items that are not specifically of a 
  Chaotic nature, the chance of creating a cursed item is 
  increased from 95-100 to 90-100 (see Hex 18.23).
  Area 3. Beaver Dam
  An old beaver dam is found here, stretching across the 
  slow-moving tributary. It doesn’t do much anymore to 
  slow down the flow of the water, nor does it provide 
  an easy way to cross, as it is old, falling apart, and 
  treacherous to walk upon.
  However, it does act as a sieve, of sorts, catching items of 
  interest that float down the river before getting tangled 
  in its branches. Careful exploration of the upstream 
  side of the dam may uncover something after a day of 
  searching (roll 1d20 and consult the following table). 
  For every day spent searching, subtract one from the 
  roll, resetting after every seven days.
  d20
  Result
  1-10
  Nothing of interest.
  11-12
  A small, dead animal.
  13-14
  Scrap of brown cloth, washed out from a 
  wardrobe containing the robes the chaotic 
  clerics once wore. There’s a 1-2 in 6 chance an 
  intact – yet waterlogged – robe is discovered.
  15
  1d4 random human bones, ancient and brittle.
  16
  1d20 cp.
  17
  1d12 sp.
  18
  1d10 gp.
  19
  Gem worth 1d12 × 10 gp.
  20
   Roll on Treasure Table (1-4) U or (5-6) V.
  Areas 4-8
  These five areas occupy the central portion of the former 
  complex, an island between the two river tributaries. 
  The western branch is more difficult to cross, and as 
  such there is less traffic between Areas 1-3 and the 
  central island. 
  There are five encounter locations on the central island, 
  one of them a small dungeon, as well as one dangerous 
  inhabitant with no fixed home: Helpohan the Freed. 
  A living statue, once the guardian to the entrance in 
  Area 4, Helpohan did the unthinkable a decade ago 
  and wrenched itself free of the plinth upon which it had 
  been carved, shattering both of its legs at the ankles and 
  leaving spiky stubs.
  Careful observers, or those searching the ground on the 
  central island, have a chance (1-2 in 6 for most; 1-3 in 6 
  for elves, thieves, or woodswise characters) of noticing 
  the ground is pockmarked by dozens of strange holes, 
  each about four inches in diameter and about six deep: 
  the tracks left by Helpohan the Freed in the soft ground 
  of the island.
  Once a priest of Bathrymrala, cursed long ago for some 
  unknown blasphemy, Helpohan was turned to stone and 
  placed in the antechamber of the temple complex to act 
  as guard and alarm. In the time since the complex was 
  abandoned, isolation has driven Helpohan insane and 
  the animate statue now stalks the island, still fulfilling 
  its primary purpose of killing all except worshipers 
  of Bathrymrala. The statue will not attack anyone 
  wearing the brown robes of the worshipers, nor anyone 
  accompanying them. Helpohan can be found anywhere 
  on the central island, except for Area 4, which it will not 
  venture within.
  If a random encounter occurs on the central island, roll 
  on the following table:
  1d6
  Result
  1-3
  Helpohan the Freed
  4
  Roll on animal encounter table, p.
  5
  Roll on undead encounter table, p.
  6
  1d2 aranea from Area 10
  Helpohan, marble living statue (1). AC 3 [16], HD 
  4* (19 hp), Att 2 x blow (1d6) THAC0 16 [+3], MV 
  60’ (20’), SV D10 W11 P12 B13 S14 (F4), ML 11, AL 
  Neutral, XP 125, NA 1d4 (1d4), TT None
  ➢ Marble living statues are unaffected by sleep, 
  illusion, and charm spells.
  
  Hex 18.24 – The Deadwoods
  13
  Hex 24.26 The Keep of Bathrymrala
  ➢ There’s a 1 in 6 chance that a non-area of effect 
  spell cast upon Helpohan will be absorbed without 
  taking effect. In the following round the statue 
  can direct the spell at a target within range while 
  performing its normal actions.
  ➢ Helpohan cannot speak, but it can understand the 
  Common tongue, and can respond via nods or 
  gestures if a high enough reaction roll is achieved 
  to allow for a chance to parley, or if it is fooled by 
  scavenged robes.
  Area 4. Ceremonial Chambers
  This small underground complex was once used by the 
  priests of the temple to conduct a series of rituals to one 
  of the gods they worshiped.
  The interior of this complex is carved from living 
  stone, showing visible signs of being worked by the 
  hands of man. When originally created the complex 
  was relatively dry, but now the walls and ceiling sweat 
  with humidity. All surfaces are slick with water, and 
  wood or organic materials that still remain within are 
  rotting and in poor condition.
  The ceilings are approximately 10’ high. Door openings 
  are carved stone archways. Unless otherwise indicated, 
  doors are wood, banded in bronze, and are swollen and 
  require force to open (1-2 in 6 chance of opening).
  4.1. Entrance
  The entrance to the complex is a large, stone-lined well 
  about twenty feet in diameter, with stone stairs hugging 
  the walls’ circumference as they curve down some forty 
  feet underground. The stairs were once enclosed within 
  a building, long since gone, although remains of the 
  structure can be found scattered about nearby.
  If the area outside the entrance is searched, a small 
  treasure is found: under what was once the entrance 
  door to the building – a slab of wood banded in iron, the 
  oak now rotten and spongy – the adventurers can find a 
  curious ivory statuette depicting a worm-like creature, 
  about the length of one’s index finger. The statuette is a 
  figurine of wondrous power (see Appendix).
  Unfortunately, an enormous centipede lairs under the 
  door as well, and if the door is shifted or moved it will 
  automatically attack, surprising on a roll of 1-4 in 6 
  unless precautions are taken.
  Centipede, enormous (1). AC 8 [11], HD 1* (5 hp), Att 
  1 x bite (1d4 + poison), THAC0 19 [0], MV 60’ (20’), SV 
  D12 W13 P14 B15 S16 (F1), ML 7, AL Neutral, XP 13, 
  NA 1d6 (1d6), TT None
  ➢ Characters bitten by a centipede must Save v. 
  Poison with a +2 bonus. Those failing die in 1d4 
  turns; those who succeed become ill, suffering –2 
  to all rolls for 1d8 hours.
  
  Hex 18.24 – The Deadwoods
  14
  Hex 24.26 The Keep of Bathrymrala
  4.2. Antechamber.
  The stairs lead down into a room with two doors leading 
  out of it, one in the west wall leading to Area 4.3 and one 
  in the south wall leading to Area 4.8. In the center of the 
  room is a plinth that once clearly served as the base of 
  a statue; all that remains atop the plinth are stone feet, 
  with cruelly clawed toes, broken off at the ankles. This 
  was the plinth upon which Helpohan the Freed stood 
  for decades before freeing itself.
  There’s a small table in one corner, rotten and collapsing, 
  and a pile of leaves and branches in another, detritus 
  blown in from the entrance. The small table is covered 
  in red mold (see below), a relative of both yellow and 
  brown mold. Anyone examining the table causes 
  the mold to release a cloud of spores. Assuming the 
  adventurers are able to overcome this hazard, a search 
  of the table yields a potion in an unmarked bottle of 
  blown yellow glass. This is a potion of gaseous form.
  Red mold (1). AC No hit roll required, HD 2* (9 hp), Att 
  1 x spores (see below), THAC0 18 [+1], MV 0’, SV D12 
  W13 P14 B15 S16 (F2), ML 12, AL Neutral, XP 25, NA 
  1d8 (1d4), TT None
  ➢ Each 10 square feet of mold is treated as one 
  “monster”.
  ➢ Red mold is immune to all attacks except for 
  alcohol, which inflicts 1d6 points of damage per 
  quart (or 1d10 for hard liquor).
  ➢ If touched it automatically hits the one touching 
  it with a spore attack; there is an additional 1-3 in 
  6 chance of setting off a cloud of spores that fills a 
  10’ × 10’ × 10’ space.
  ➢ Anyone touching or breathing in the spores 
  automatically begins to lose 1 hp per round as 
  living material begins to liquefy. 
  ➢ Creatures reduced to 0 hp by the mold are reduced 
  to an organic soup and cannot be resurrected 
  short of a wish or similar magic.
  ➢ Targets suffering damage from red mold can wash 
  it off themselves and halt the damage with one 
  quart of alcohol.
  The archway leading to Area 8 has partially collapsed 
  and stones litter the ground under it. The first time an 
  adventurer passes under the archway several small rocks 
  will fall upon them, doing no damage. Other than this, 
  the archway is safe and will not collapse unless damaged 
  (a fireball that hits the archway would certainly cause a 
  collapse, for instance).
  4.3. Prayer Room
  This room was once used as a prayer and meditation 
  room by the priests of Bathrymrala. There are a number 
  of decaying reed mats on the floor, half covered in 
  accumulated mud. 
  Everyone entering the room should make a Hear Noise 
  roll (see p. 108, OSE Core). Those succeeding become 
  aware of a low murmuring, as if dozens of people were 
  whispering prayers at an almost inaudible level. The 
  sensation is extremely distracting, and those that are 
  able to hear the whispered prayers make their next roll 
  within the complex at disadvantage, rolling twice and 
  taking the lower of the two results. Upon making this 
  roll they do not hear the whispers again.
  4.4. The Sacrifice of the Many
  In the final moments of the temple’s existence the 
  priests began to sacrifice themselves in an effort to stave 
  off the destruction. The lower-ranked priests went first, 
  and their bodies are found in this chamber, reduced to 
  little more than skeletons encrusted with a thin layer of 
  efflorescence and calcium. 
  The remains are not animate, but any Lawful characters 
  that enter this room experience an instant dimming of 
  light sources, effectively cutting in half their radius of 
  illumination for those characters. Shadows flicker on 
  the walls without a noticeable source of movement, even 
  with magical illumination. NPCs of Lawful alignment 
  must make morale checks upon entering the room, as 
  they notice their shadows begin moving in ways not 
  congruent with their own movements.
  One of the skeletons wears a gold ring set with a single 
  ruby, worth 250 gp. Finding the ring requires a roll as if 
  to discover a secret door.
  The entrance to room 4.5 is obscured by an illusion that 
  mimics the natural rock wall. The effect is somewhat 
  spoiled by the sound of running water than can be 
  heard from Area 4.5, making it easier to spot (base 1-3 
  in 6 chance, 1-4 in 6 chance for elves or dwarves).
  4.5. The Waterfall
  The wall on the far side of the room has partially 
  collapsed, and swamp water is rushing in through the 
  many gaps and cracks, forming a small pool before 
  draining out through the floor.
  A mold-covered skeleton is found spread-eagled on the 
  floor here, in front of the pool of water. The skeleton 
  has been partially calcified by the rushing water. When 
  the adventurers enter the room the skeleton animates 
  and attacks.
  
  Hex 18.24 – The Deadwoods
  15
  Hex 24.26 The Keep of Bathrymrala
  in Area 4.4, that animate as zombies and attack once the 
  adventurers enter. If it takes more than two attempts for 
  the adventurers to force the door open the zombies will 
  be animate and waiting, gaining surprise on a roll of 1-4 
  in 6 when the door is finally forced.
  Removing the statuette from the altar prevents the 
  zombies from reanimating, but also imparts a powerful 
  curse. Anyone touching the statue must make a saving 
  throw versus spells with a –2 penalty. Those failing are 
  cursed with bleeding wounds; every time they suffer 
  damage they take an additional 1d2 points of damage 
  from blood loss.
  The curse can only be removed by a remove curse spell 
  cast by a cleric of 11th level or higher, along with the 
  destruction of the statuette. The altar is made of volcanic 
  rock from the Shadowlands. It may be used as a relic to 
  store profane energy (see Hex 14.21). It is worth 1,500 
  gp and is currently storing four gp of profane energy. 
  This energy carries the same risks as described in Area 
  2 if used to create non-Chaotic items.
  Zombies (8). AC 8 [11], HD 2 (9 hp), Att 1 x fist (1d8), 
  THAC0 18 [+1], MV 60’ (20’), SV D12 W13 P14 B15 S16 
  (F1), ML 12, AL Chaotic, XP 20, NA 2d4 (4d6), TT None
  ➢ As long as the statuette of Bathrymrala remains 
  atop the altar each zombie will reanimate with 1d4 
  hit points two full rounds after being destroyed. 
  The only way to prevent this from occurring is to 
  take the statuette off the altar.
  4.7. Summoning Circle
  The door to this room is both locked and swollen shut. 
  If an attempt is made to unlock it the adventurers will 
  still have to force it open; if the door is forced there is no 
  need to unlock it.
  This chamber contains a summoning circle (see 
  Appendix) worth 2,500 gp. The circle cannot be 
  removed from the chamber without destroying it. Set 
  into the wall, immediately behind the circle, is a mirror, 
  but instead of reflecting the room and its occupants it 
  shows the reflection of a dimly lit, smoky landscape 
  strewn with porous, volcanic rocks (similar to that 
  forming the altar in Area 4.6). The mirror is a viewing 
  portal showing a particular location in the Shadowlands. 
  Characters can study the mirror and attempt to divine 
  the location by rolling equal to their Intelligence or 
  lower on 5d6. Reading the tome found in this room 
  reduces the number of dice rolled to 4d6.
  Also in the chamber is a bed-like contraption with a 
  winch at one end and chains attached to the four corners 
  There are two entrances into this room: the illusory 
  door leading into Area 4.4 and a closed (and stuck) 
  door leading into Area 4.8.
  The floor in this room is slick with moisture; anyone 
  (other than the skeleton) making an attack must 
  roll equal to or under their Dexterity on 3d6. Failure 
  indicates they fall, taking 1d2–1 points of damage, and 
  having to spend half their movement to stand up.
  Additionally, the room is small, and if combat ensues 
  only two man-sized creatures can fit in the room 
  without entering the pool.
  Calcified Skeleton (1). AC 5 [14], HD 1 (7 hp), Att 1 x 
  claw (1d4 + red mold), THAC0 19 [0], MV 60’ (20’), SV 
  D12 W13 P14 B15 S16 (F1), ML 12, AL Chaotic, XP 13, 
  NA 3d4 (3d10), TT None
  ➢ The partial calcification has improved the 
  skeleton’s AC, as noted above.
  ➢ The skeleton is coated with the same red mold as 
  found in Area 4.2. There’s a 1-4 in 6 chance every 
  time the skeleton is hit that a cloud of spores is 
  released, and a 1-2 in 6 chance every time the 
  skeleton successfully attacks that the target is 
  affected by the red mold.
  4.6. The Needs of the Few
  The door to this chamber is swollen shut in addition to 
  being blocked by fallen rocks. It takes 4 turns to clear 
  the debris (or two people 2 turns, four people 1 turn, 
  etc.), after which the door must be forced as described 
  at the beginning of this Area. 
  Each attempt at forcing the door, whether successful 
  or not, carries the risk of dislodging more rocks from 
  the ceiling. There’s a 1-2 in 6 chance that this occurs, 
  striking the PC making the attempt, who takes 1d8 
  points of damage (a successful save versus death halves 
  the damage).
  There are more bodies within this room, scattered on 
  the floor before an altar set against one wall. The altar 
  is carved from a reddish, spongy stone unknown in 
  the Mortal world, and atop the altar is a carved jade 
  representation of Bathrymrala, the Bloodletter. Were 
  one to spill blood upon the stone altar the liquid would 
  be absorbed quickly, almost greedily, into the porous 
  surface.
  This room was used by some of the higher-ranked 
  priests to sacrifice themselves after they saw to the lesser 
  priests found in Area 4.4. There are the corpses of eight 
  individuals here, in better condition than those found 
  
  Hex 18.24 – The Deadwoods
  16
  Hex 24.26 The Keep of Bathrymrala
  — a torture device used to sacrifice victims as a part of 
  summoning ceremonies — and a round table used to 
  hold implements of torture. Amongst the pliers, brands, 
  and knives on the table is a book bound in snakeskin. 
  It is a short book, concerning itself primarily with the 
  summoning of a specific demonic entity: Faugnthlide, 
  the Fleshripper, a servant of Bathrymrala, as well as the 
  spell required to summon Faugnthlide. See the Appendix 
  for information on the Forbidden Folio of Faugnthlide.
  Were Faugnthlide to be summoned, the adventurers 
  would find the demon to be both highly annoyed at 
  being bothered after such a long time as well as intrigued 
  by the demise of the cult that had bound it for so long. It 
  would use its innate detect evil ability to determine the 
  alignments of the adventurers; Lawful characters would 
  be the targets of attempted subversion, while Chaotic 
  characters would be offered the chance to serve it and 
  its master, Bathrymrala. Those of Neutral alignment are 
  of little interest to the demon, and it will largely ignore 
  them unless compelled magically to do otherwise.
  ➢ Can only be slain in the Shadowlands; if damaged 
  anywhere else it regenerates 1 hp per turn.
  ➢ Immune to charm, sleep, and hold spells as well as 
  mortal poisons and diseases.
  ➢ Can use the following abilities: detect evil (at 
  will), glamour (3/day), spectral force (1/day), and 
  suggestion (1/day).
  ➢ Mortals taking damage from its claw attack must 
  save versus poison or be slowed, automatically 
  acting last in the next round in which they can act.
  4.8. Main Ceremonial Chamber
  This room was used as the main ceremonial chamber for 
  the complex. Dominating the room are four concentric 
  circles carved into the floor, decorated with blasphemous 
  runes and sigils that, when looked at out of the corner of 
  one’s eye, seem to writhe and dance obscenely. Despite 
  the rest of the floor being covered in a thin layer of slick 
  mud, the concentric circles are clean, dust and dirt free. 
  This, while likely causing concern amongst the players, 
  has no in-game effects.
  The rest of the room contains a table, the wood rotten 
  and worm-eaten, upon which is laid a spread of petrified 
  food. In one corner of the room is an inanimate statue, 
  carved from stone, of Bathrymrala. A chest nearby 
  contains six sets of cultists’ robes, all of them surprisingly 
  well preserved, although one of them conceals a patch of 
  yellow mold and sends spores into the air if disturbed.
  Yellow mold (1). AC No hit roll required, HD 2* (9 hp), 
  Att 1 x spores (1d6 + choking), THAC0 18 [+], MV 0’, 
  SV D12 W13 P14 B15 S16 (F2), ML 12, AL Neutral, XP 
  25, NA 1d8 (1d4), TT None
  ➢ Each 10 square feet of mold is considered to be 
  one creature.
  ➢ Only harmed by fire (torches inflict 1d4 points 
  of damage).
  ➢ When touched or attacked (unless by fire) releases 
  a cloud of spores into a cube 10’ to a side.
  ➢ Those within the cloud suffer 1d6 points of 
  damage and must save versus death or choke to 
  death in 6 rounds.
  4.9. Divination Pool
  The door to this chamber is swollen shut, like all the 
  other wooden doors in the complex, but is even more 
  difficult to open than the others, being forced open only 
  on a roll of 1 in 8.
  Faugnthlide, lesser demon (unique). AC 4 [15], HD 
  5*** (24 hp), Att 2 x claw (1d6 + special), THAC0 15 
  [+4], MV 90’ (30’), SV D10 W11 P12 B12 S14 (F5), ML 
  9, AL Chaotic, XP 550, NA unique, TT See below
  Faugnthlide is a man-sized demon, humanoid in form. 
  It speaks the Common tongue with a hissing, metallic 
  accent, and has the following abilities:
  ➢ Takes half damage from non-magical weapons 
  or attacks. 
  
  Hex 18.24 – The Deadwoods
  17
  Hex 24.26 The Keep of Bathrymrala
  The chamber beyond was once used as a pool for 
  divination purposes: the clerics would strip naked and 
  immerse themselves in the water, bringing themselves 
  to a state of near drowning to induce ecstatic visions. 
  The corpse of the last diviner can be found at the bottom 
  of the pool, reduced to skeletal remains, while the rest 
  of the room – and the pool itself – is strewn with all 
  manner of debris.
  The spirit of the diviner still exists, haunting the room 
  as a tatterdemanimal, a creature of animated trash and 
  detritus. It does not attack automatically, doing so only 
  to defend itself (if the adventurers spend more than a 
  turn searching the debris in the room, or try to remove 
  any of it).
  Tatterdemanimal (1). AC 6 [13], HD 4* (18 hp), Att 1 
  x batter (1d6 + blinding), THAC0 16 [+3], MV 60’ (20’), 
  SV D10 W11 P12 B13 S14 (F4), ML 12, AL Chaotic, XP 
  125, NA 1d4 (1d3), TT U
  ➢ Largely incorporeal creatures, tatterdemaminals 
  are only damaged by magical weapons or spells. 
  Magical weapons inflict 1 point of damage, plus 
  whatever bonus they possess.
  ➢ As undead, they are turned as 6-HD undead 
  creatures; a successful turning attempt causes 
  them to de-animate for 1d4 turns, rather than flee.
  ➢ Tatterdemanimals animate as a swirling cloud of 
  junk and detritus, filling an area roughly 10’ to a 
  side. All caught within the radius automatically 
  suffer 1d6 points of damage per round, and 
  each round they’re within they must save versus 
  paralysis to avoid being blinded by airborne grit 
  for 1d4 rounds.
  ➢ Almost impossible to detect, tatterdemaminals 
  surprise on a roll of 1-7 in 8.
  A thorough search of the chamber reveals the following 
  treasure:
  ➢ 78 cp.
  ➢ A short sword +1, capable of generating light 
  (as per the 1st-level cleric spell, centered on the 
  sword) once per day.
  Area 5. Well
  This area was once used as a well for the temple 
  complex. All that remains is a 10’-diameter circular 
  wall, the height of a man’s knee, of laid stone. Due to the 
  saturated ground the water level of the well is right at the 
  top of the casing, and the surface is brackish and thick 
  with green algal growth. A green slime lurks among the 
  algae, and if anyone disturbs the water’s surface it will 
  attack, even going so far as to surge up poles or sticks 
  that may be used by cautious adventurers.
  
  Hex 18.24 – The Deadwoods
  18
  Hex 24.26 The Keep of Bathrymrala
  Curious adventurers will no doubt assume there is 
  treasure to be found at the bottom of the well, some thirty 
  feet under the scum-slicked surface. In this, they will be 
  disappointed, as nothing but a thick mat of decaying 
  leaves and branches is to be found in the depths.
  Green slime (1). AC No hit roll required, HD 2* (6 hp), 
  Att 1 x touch (consume flesh), THAC0 18 [+1], MV 3’ 
  (1’), SV D12 W13 P14 B15 S16 (F1), ML 12, AL Neutral, 
  XP 25, NA 1 (0), TT None
  ➢ Gains surprise on a roll of 1-4 in 6.
  ➢ Can surge forward 10’ in the first round if 
  gaining surprise.
  ➢ Adheres to targets, destroying wood and metal in 
  6 rounds.
  ➢ After 6 rounds the victim is killed, turning into 
  green slime in an additional 1d4 rounds.
  ➢ Only harmed by cold or fire; when stuck to a 
  victim only harmed by flame. Half damage is 
  inflicted upon victim and half upon slime.
  Area 6. Statue of Bathrymrala
  An enormous statue of Bathrymrala rears into the tree 
  canopy in this location. It is covered in a thick layer of 
  moss and lichen, and, while fearsome in appearance, 
  possesses no unusual properties.
  There is a small crypt behind the statue, however, that 
  contains the remains of the two founding members of 
  the cult. As may be expected, the pair have since risen 
  as fearsome and potent undead foes. The crypt doors 
  are magically locked, and can only be opened by the 
  following means:
  ➢ A knock spell cast by a spellcaster of 9th level or 
  higher.
  ➢ Other, more powerful magics.
  ➢ Manipulating the statue’s tentacles. A clue to 
  this can be found above the door to the crypt: 
  “Those within are clutched tight in Bathrymrala’s 
  embrace”. The correct tentacles can be identified 
  as if searching for a secret door, or by a Find Traps 
  roll, and Disarming them as a trap causes the 
  doors of the crypt to swing open.
  If the doors are opened the adventurers behold a 
  narrow space within, containing naught but two hewn 
  blocks of stone, mostly submerged in brackish swamp 
  water. Upon each stone lies a skeletal corpse, each 
  clad in chain armor and tattered brown robes.
  The two former high priests have risen as Children 
  of Bathrymrala, undead creatures that have retained 
  some of their intelligence and gained some spellcasting 
  abilities. When the doors to their crypt are opened they 
  emerge, attacking any living creatures they see.
  Children of Bathrymrala (2). AC 1 [18], HD 6**** (27, 
  35 hp), Att 1 x touch (2d6 + disadvantage), 1 x cackle 
  (special), THAC0 13 [+6], MV 120’ (40’), SV D9 W10 
  P11 B11 S11 (F6), ML 10, AL Chaotic, XP 1,175, NA 
  1d4 (0), TT E
  ➢ Immune to non-magical attacks.
  ➢ Make saving throws against all spells at advantage: 
  roll twice and take the best result.
  ➢ Those touched by a child of Bathrymrala take 
  damage and automatically roll their next attack at 
  disadvantage: roll twice, taking the worse result.
  ➢ In addition to their melee attack a child of 
  Bathrymrala may target a single individual 
  within 30’ with their cackle, a hideous burst of 
  laughter that functions as an emotion spell (p. 29 
  of Advanced Fantasy: Druid and Illusionist Spells) 
  bestowing hopelessness. Only one target per child 
  may be affected at any one time.
  ➢ A target cursed by a child of Bathrymrala (see 
  below) bleeds more easily and often, suffering 
  the effects of a critical hit (however the Referee 
  adjudicates such a thing) if an opponent rolls a 
  natural 17 or higher. 
  ➢ Children of Bathrymrala turn as 7-HD undead.
  At the end of each round a child of Bathrymrala has the 
  opportunity to perform one of the following actions:
  ➢ Cast blight (1/day).
  ➢ Cast curse (1/day).
  ➢ Move 30’, even if engaged in melee.
  ➢ Heal 1d8 points of damage.
  Other than the two undead the crypt is empty. One 
  of the funeral slabs is actually a secret door, however. 
  Discovering this is difficult while water is still in the 
  chamber. If searched while the room is flooded the 
  chance to discover the secret door is rolled on 1d8 
  instead of 1d6. If found, the following treasure is within:
  ➢ Aamutähti, a sword +2
  ➢ Potion of heroism
  ➢ Potion of gaseous form
  ➢ Potion of poison
  
  Hex 18.24 – The Deadwoods
  19
  Hex 24.26 The Keep of Bathrymrala
  Area 7. Rubble
  A large building once stood here, part of the main 
  temple complex. It has fallen, reduced to rubble. There is 
  nothing of interest to find here. However, for every hour 
  spent searching there is a 1 in 6 chance of encountering 
  a creature from the (1-3) animal or (4-6) undead table, 
  found at the beginning of this book.
  Area 8. Ruined Treasury
  Much like Area 7, this area is filled with the collapsed 
  remains of a former building. Unlike Area 7, there 
  is treasure to be found here. For every person-hour 
  spent searching roll below to determine what is 
  found. However, as above, there is a 1 in 6 chance of 
  encountering a wandering creature.
  1d20
  Result
  1
  Rubble shifts: 1d4 searchers must save versus 
  death to avoid taking 1d6 points of damage.
  2-4
  Nothing of interest.
  5-9
  1d100 cp.
  10-13
  1d100 sp.
  14-15
  1d100 gp.
  16-17
  1 gem.
  18-19
  1 piece of jewelry.
  20
  1 magic item.
  Areas 9-16
  The rest of the complex is located beyond the eastern 
  branch of the two tributaries. The branch of the river 
  between it and the central island is sluggish and shallow, 
  easy to cross, although a school of dangerous predatory 
  fish lair in Area 15 and patrol the river in search of prey. 
  If the adventurers linger in the water, or make too much 
  commotion crossing, there is a chance they will attract 
  the attention of the giant piranhas.
  There are two more small dungeons on this side of the 
  river.
  Area 9. Temple to the Lesser Ones
  A spur of land juts into the water here, upon which a 
  half-ruined building can be found: little more than 
  crumbling stone walls with no roof. What is interesting 
  is the wide set of stairs leading under the structure to a 
  small complex that once served as a temple to a minor 
  demon the cult venerated. This complex is partially 
  flooded, both from swamp-water percolating up and 
  rain-water running in through the open entrance.
  9.1. Oil Beetles
  A colony of oil beetles can be found here, in a small 
  chamber at the bottom of the stairs. They have 
  established a semi-permanent lair, sheltered from the 
  weather and outside predators.
  Oil Beetles (7). AC 4 [15], HD 2* (4, 9, 10, 11, 13, 13, 15 
  hp), Att 1 x bite (1d6), 1 x oil spray (blistering), THAC0 
  18 [+1], MV 120’ (40’), SV D12 W13 P14 B15 S16 (F1), 
  ML 8, AL Neutral, XP 25, NA 1d8 (2d6), TT None
  ➢ Once per round when an oil beetle suffers damage 
  it will release a spray of mildly acidic fluid that 
  hits a single target within 5’. The target must make 
  a saving throw versus poison or suffer painful 
  blisters, incurring a –2 penalty to attack rolls for 
  24 hours. A cure light wounds spell can negate this 
  effect in lieu of healing damage.
  9.2. Slippery Slope
  Once underground the stairs give way to a winding 
  incline that, in drier times, was no doubt a shallow, 
  easily traveled route. Now the slope, roughly two 
  hundred yards in length, is slick with mud and water. 
  Halfway down the slope, the Referee should have each 
  adventurer roll 3d6. Those rolling above their Dexterity 
  fall and slide the remaining distance down. Those that 
  roll equal to or under their Dexterity are able to traverse 
  the distance without issue.
  All that fail their check must also make a saving throw 
  versus death. Those failing this saving throw slide into a 
  serrated spur of stone largely hidden in the mud, taking 
  1d8 points of damage. There’s an additional 1 in 6 chance 
  that anyone suffering damage in this manner contracts 
  a waterborne disease, losing 1 point of Dexterity per 
  day over a period of days equal to 1d10 + the amount 
  of damage they took from the sharpened rocks. Lost 
  Dexterity returns at a rate of 1 per day after this period. 
  If a victim’s Dexterity is reduced to 0 they:
  ➢ Have their movement reduced to 0 until their 
  Dexterity returns to 1.
  ➢ Have their maximum Dexterity score decreased 
  by 1d4 once they have completely healed.
  9.3. Antechamber
  The decline terminates in a circular room dominated 
  by a circular fountain in the center of the chamber. The 
  floor is covered in a thick layer of mud, washed down 
  from above; the fountain holds approximately two feet 
  of (relatively) clean water. A closed stone door is set into 
  
  Hex 18.24 – The Deadwoods
  20
  Hex 24.26 The Keep of Bathrymrala
  
  Hex 18.24 – The Deadwoods
  21
  Hex 24.26 The Keep of Bathrymrala
  the eastern wall, carved with a series of cruel geometric 
  shapes that cause mild headaches to anyone examining 
  them too closely or for too long. These shapes are a 
  message written in a demonic tongue, and declare the 
  chambers beyond to be unhallowed in the name of one 
  Shudxoal, the Terror in the Dark. 
  The door is locked, and the key to open it can be found 
  clutched in the skeletal hand of a semi-calcified corpse 
  that lies mostly submerged in the mud. The body is that 
  of an adventurer, a member of the party that made it as 
  far as Area 9.7. This unfortunate was gravely wounded 
  and managed to stumble this far before expiring, her 
  companions suffering a much more unpleasant fate. A 
  close examination of the bony remains reveals a few 
  scraps of velvet cloth, a rotten leather backpack, the 
  sodden and bloated remains of a book (the former 
  magic-user’s now ruined spellbook), and a silver dagger 
  that is slightly tarnished but otherwise totally usable. 
  Additionally, within the backpack is a bronze bar, as 
  long as a man’s forearm, with a spherical bulb on one 
  end. This is the missing part needed to complete the 
  Observatory in Area 10 (see p. ).
  The stone door, once unlocked, pivots reluctantly 
  inwards, the mechanism that once allowed it to open 
  smoothly ruined by grit.
  9.4. A Checkerboard and Chasm
  This room was once an opulently appointed chamber, 
  with plastered walls and a tile floor set in an intricate 
  checkerboard pattern. However, the entire northern 
  half of the room’s floor has collapsed, due to a waterfall 
  cascading through the north wall.
  The chasm is two hundred feet deep, with walls slick 
  from spray. It is difficult to descend, requiring a thief 
  to make a Climb check for every fifty feet descended 
  or a non-thief to roll equal to or under their Dexterity 
  on 4d6 at the same distance interval. Failure on any 
  one check means the adventurer slips and falls, taking 
  damage based on the remaining distance (1d6 per 10’). 
  It is beyond the scope of this publication, but the chasm 
  could potentially lead to an underground network of 
  caves and tunnels, inhabited by whatever manner of 
  creature the Referee desires.
  Accessing the door leading to Area 9.6 is difficult, 
  requiring an adventurer to carefully skirt the chasm. 
  Thieves may do so automatically; all other characters 
  must roll equal to or lower than their Dexterity on 3d6 
  to avoid falling into the abyss.
  Flanking the portion of collapsed wall and waterfall in the 
  northern section are two tapestries, each water-logged 
  but in decent condition. They each depict horrifying 
  scenes of the blasphemous worship of Shudxoal; each is 
  worth 250 gp if recovered and dried out. When wet each 
  weighs 2000 cn and requires two individuals to handle; 
  when dried they weight half that amount and can be 
  handled by a single individual.
  9.5. Empty Coffins?
  The door to this chamber is locked and trapped with 
  magic; anyone touching the door from the outside 
  without using the proper key (see below) must make a 
  saving throw versus spells or be targeted by a confusion 
  spell as cast by a 9th-level magic-user. This chamber is 
  mostly empty, save for puddles of stagnant water on the 
  floor and two coffins, fashioned from stout oak, set up 
  off the floor on a wooden table.
  The coffins are locked from the inside and can only be 
  opened with an Open Locks check made at disadvantage 
  (roll twice, take the lower result), magic, or through 
  brute force and ignorance. If the latter method is chosen 
  each coffin has an AC of 6 [13] and 20 hp.
  Both coffins are empty, save for a couple inches of 
  (undisturbed) dirt at the bottom and a brass key (for 
  the door leading to Area 9.4) attached to the underside 
  of each lid. Any adventurer worth their salt should be 
  able to recognize that these coffins are intended for 
  vampires. Fortunately (perhaps!) for the adventurers, 
  these coffins are backups for a pair of vampires that 
  dwell in Hex 28.24 and have not been used. At the 
  Referee’s discretion they may allow a 3% chance that the 
  coffins are currently occupied by 1d2 vampires.
  9.6. Old Torture Chamber
  When the cult was active the priests of Shudxoal used 
  this chamber to prepare captives for ritual sacrifice. 
  Two stone slabs, at waist height, are in the eastern side 
  of the room, each with dissected human remains atop 
  it. In the western portion of the room are two tables, 
  each holding a variety of wicked-looking instruments: 
  knives, cleavers, scalpels, etc. All of these items are 
  in poor condition, pitted with rust and dried organic 
  material, and clearly not used in years.
  The bodies atop the dissecting slabs are distressingly 
  fresh and look as if they were killed within the past day 
  or two. They in fact were, and are the remains of two 
  bandits from Area 1 that strayed across the river and 
  were captured by Shudiasa, the demon that lurks in this 
  complex (see Area 9.7).
  
  Hex 18.24 – The Deadwoods
  22
  Hex 24.26 The Keep of Bathrymrala
  9.7. Cavern of the Whispering One
  The door from Area 9.6 leads into a natural cavern, 
  dripping with moisture and dominated by an enormous 
  carving of a demonic being: Shudxoal, the Terror in 
  the Dark. The statue once had enormous, multi-faceted 
  gems set into its eye sockets; one has been prized out and 
  is in the grasp of the corpse of a fighter found nearby. 
  They are rubies, but are both flawed, and so worth much 
  less than might initially be thought. The one still set in 
  its socket is worth 500 gp; the one that is currently on 
  the floor is badly chipped and worth only 310 gp.
  Lurking within the cavern, whispering incessantly to 
  itself, is the demon Shudiasa, bound to this place by the 
  priests of Shudxoal before the temple fell and unable 
  to return to the Shadowlands from whence it came. 
  Shudiasa is extremely bored and looking for diversion. 
  Thus far the only diversions it has come across are the 
  rare – and foolish – adventurers that have ventured into 
  the complex. Several decades prior to the arrival of the 
  pair of bandits on the dissecting tables in Area 9.6 a 
  band of adventurers stumbled across this complex and 
  met their doom trying to remove the eyes of Shudxoal.
  ➢ Infravision to 90’.
  ➢ Takes half damage from non-magical weapons or 
  attacks. 
  ➢ Can only be slain in the Shadowlands; if damaged 
  anywhere else it regenerates 1 hp per turn.
  ➢ Immune to charm, sleep, and hold spells as well as 
  mortal poisons and diseases.
  ➢ Takes half damage from fire and cold attacks.
  ➢ Can use the following abilities: detect evil (at will), 
  wall of fog (3/day), confusion (3/day).
  ➢ Living creatures hit by one of Shudiasa’s claw 
  attacks suffer a bleeding wound, losing an 
  additional 1 hp per cut in the following round. 
  If the attack roll is a natural 20 they bleed for an 
  additional 1d4+1 points of damage rather than 1.
  Shudiasa has no treasure, although it is possible to 
  collect ichor from the creature’s body worth a total of 
  1,660 gp that can be used as special components for 
  magical item creation.
  Additionally, there is a hollow in the back of the statue’s 
  head, cunningly concealed with painted plaster (detect as 
  secret door if an elf or stonework if a dwarf). The following 
  can be found within, left as offerings to Shudxoal:
  ➢ 9,000 sp.
  ➢ 4,000 gp.
  ➢ 1 piece of jewelry worth 600 gp, 2 worth 700 
  apiece, 1 worth 1,100.
  Area 10. Observatory
  This structure was once used by the priests of the 
  complex to track the movement of celestial bodies 
  through the skies – those of the Mortal World, 
  and other worlds as well. The Observatory is now 
  inhabited by a family of three aranea (see Appendix) 
  — Thurrath, Arar, and Cthoog — that discovered the 
  Observatory in their travels and are currently using it 
  in their magical research.
  The building is a large dome, built from fitted blocks 
  of smooth granite, cunningly curved and shaped to be 
  self-supporting. Unless otherwise stated, the walls curve 
  inwards to form the roof itself. The exterior is covered 
  with vines and vegetation that have been inexorably 
  working their roots into the many mortar joints.
  The aranea enter and leave the compound by means of 
  the aperture at the top of the dome. At any given time 
  there will be 1d2+1 aranea within the Observatory 
  Shudiasa, lesser demon (unique). AC 4 [15], HD 7*** 
  (32 hp), Att 2 x claw (2d4 + special), THAC0 12 [+7], 
  MV 90’ (30’), SV D8 W9 P10 B10 S12 (F7), ML 9, AL 
  Chaotic, XP 1,660, NA unique, TT See below
  Shudiasa speaks the Common tongue with a hissing, 
  metallic accent, and has the following abilities:
  
  Hex 18.24 – The Deadwoods
  23
  Hex 24.26 The Keep of Bathrymrala
  conducting research. If one is missing it will be out 
  hunting, returning in 1d100 turns. As creatures of 
  Chaos, these spider-creatures do not keep to a strict 
  schedule. For each aranea within the complex roll 1d6. 
  On a roll of 1-2 in 6 that specific aranea will be asleep 
  in Area 10.2.
  The Observatory has two primary purposes, which are 
  discussed in the entry for Area 10A. One of its purposes – 
  the collection and storage of divine energy – is no longer 
  possible, at least not until the storage system is repaired. 
  Parts for this system are scattered throughout the complex, 
  and all fit into various niches, slots, and receptacles in 
  Area 10.3. See that Area for more information.
  Incurious players will no doubt see the components 
  needed to reassemble the Collector as treasure and not 
  important components. If they ask for the values of each 
  item, roll 1d100 and assign a gp value as you see fit. Do 
  not discourage them from selling the items, although 
  kind Referees may allow an Intelligence roll once Area 
  10.3 is examined. Success indicates the character realizes 
  there is a correlation between the strangely shaped 
  items they have been finding and the niches, alcoves, 
  and divots within this chamber.
  10.1. Entrance
  Set into the western wall of the Observatory is a large 
  door of beaten brass, once beautifully crafted and 
  embossed with a map of the stars visible over this part 
  of Absalom. It is now tarnished and bent, and hangs off 
  its hinges drunkenly, creating a space large enough for a 
  man to slip through. 
  The aranea have set a magic mouth at the entrance (as 
  per the spell on p. 24 of OSE AF:D&IS) set to be triggered 
  when a humanoid creature not wearing the brown robes 
  of the ancient order enters (see Area 10B). If triggered, 
  a loud male voice proclaims in accented Common: 
  “Announce yourselves before entering”. The voice is 
  audible throughout the complex; any aranea in Area 
  10A will exit the building through the aperture in the 
  roof in an attempt to sneak up behind intruders; those 
  on the first floor will do their best to conceal themselves 
  to gain a chance at surprise. Any human slaves will act 
  to interpose themselves between the intruders and their 
  masters, acting as a distraction for the creatures.
  Scattered around the entrance are the following items, 
  components for the Collector in Area 10.3:
  ➢ A copper disc engraved with astrological signs.
  ➢ A truncated pyramid of marble, the size of a 
  man’s head.
  ➢ Sixteen brass spheres, each the size of a marble. 
  Even though they appear identical they are not, a 
  fact that can be ascertained by weighing each with 
  a set of scales.
  10.2. Aranea Sleeping Quarters
  When not hunting or conducting magical research the 
  spider-creatures can be found here, sleeping in web-
  hammocks of their own devising.
  Largely concealed by the webbing that crisscrosses the 
  room is a painting that has fallen off the wall and is 
  
  Hex 18.24 – The Deadwoods
  24
  Hex 24.26 The Keep of Bathrymrala
  currently face down. The painting is of a night sky, one 
  in which the constellations are not recognizable and 
  the sky has an eldritch green glow to it. The painting 
  is in poor condition and worth only one hundred gold 
  to a collector. If the painting is cleaned (takes one day) 
  and examined carefully (roll equal to or lower than 
  Intelligence on 4d6 after an additional day of study) 
  it can be used to gain a –2 bonus to the research roll 
  needed to figure out the Observatory’s functions (see 
  Area 10A).
  Additionally, strewn throughout the room are the 
  following components for the Collection device in Area 
  10.3:
  ➢ Three rods – one of gold, two of bronze – the 
  diameter of a man’s thumb and 5” long.
  ➢ A curious square of basalt, 4” to a side.
  ➢ A tuning fork made of silver.
  ➢ Three large quartz crystals.
  10.3. Inner Chamber
  The center of the Observatory is partitioned off by 
  a structural wall pierced with openings leading into 
  the other areas of the complex. The walls and circular 
  staircase block lines of sight to other areas in the 
  Observatory. The interior surfaces of the curved walls, 
  the floor, and the underside of the curved staircase 
  in this room are decorated with intricate geometric 
  drawings and pierced by inscrutable niches, holes, and 
  recesses, all of which are empty.
  The central chamber also performs a more important 
  function: storage for the divine energy the Observatory 
  was designed to collect. The curved staircase acts as a 
  transmitter and relic, capable of storing 100 gp worth of 
  divine energy (refer to Hex 14.21 for more information). 
  However, it is currently not in working order.
  Repairing the relic requires the collection of the missing 
  parts – all of which except for one can be found in the 
  Observatory complex. The last piece is located in Area 
  9.3. Once all of the pieces are collected they must be 
  returned and placed in their proper locations in this 
  chamber. Doing so requires the following:
  ➢ Cleaning the chamber. This takes four total days (so 
  four individuals could accomplish the task in a day) 
  and is necessary to reveal all of the markings, to ensure 
  all of the niches are free of mud and debris, etc.
  ➢ A roll as if a magical item were being created (see 
  Hex 18.23). The base chance of success is reduced 
  by 30%.
  ➢ If the main character working to repair the relic 
  has read the third section of the Forbidden Folio 
  of Faugnthlide they receive a –5 bonus to the roll.
  ➢ It takes a base period of one week to reassemble 
  the Collector.
  Once the Collector is reassembled it begins to 
  accumulate the divine energy created through rare, 
  multi-dimensional stellar conjunctions. These happen 
  at nearly unpredictable intervals and naturally generate 
  1d2–1 gp worth of divine energy per month.
  If the Collector has a caretaker spending at least two 
  weeks per month observing the heavens, charting 
  celestial paths, and calculating obscure occurrences, 
  they may make a magical research roll (as if researching 
  a 3rd-level spell). Success indicates they are able to eke 
  extra divine energy out of the Collector, producing 1d3 
  gp worth of energy that month.
  The Collector can safely store 100 gp worth of divine 
  energy. Anything more than that – and it will continue 
  to accumulate more energy – is dangerous, potentially 
  creating an explosive backlash. For every gp worth of 
  divine energy collected above the maximum there’s a 
  5% chance per week that the Collector explodes, doing 
  6d6 points of fire damage to everything within a 100-
  yard radius of the building.
  The following components can be found in here, strewn 
  across the floor:
  ➢ A sheaf of copper sheets, each the size and shape 
  of a beech leaf.
  ➢ A rod of electrum the length and breadth of a 
  man’s little finger.
  ➢ Two large pieces of quartz.
  Area 10A
  The spiral staircase can only be ascended one person at 
  a time, and if there are any aranea lurking in the upper 
  room of this complex they will no doubt be alert and 
  waiting for the head of an unfortunate adventurer to 
  emerge from below.
  A 5’-wide opening pierces the ceiling on the southern 
  side of the chamber, allowing access from outside and 
  viewing of the sky above.
  Any aranea not sleeping in Area 10.2 or hunting 
  outside the building will be found in this chamber 
  conducting magical research. The trio have been using 
  the Observatory as a magical laboratory but have not 
  figured out its other uses, although Thurrath suspects 
  they exist.
  
  Hex 18.24 – The Deadwoods
  25
  Hex 24.26 The Keep of Bathrymrala
  This low-ceilinged chamber is the heart of the complex, 
  a complicated stellar observatory designed not only 
  to view the visible skies of the mortal world but to 
  pierce planar boundaries and view other heavens. The 
  Observatory, therefore, has two functions:
  ➢ As a magical laboratory to aid in the creation of 
  spells and magical items, specifically those that 
  deal with summoning, other dimensions, planar 
  travel, divination, etc.
  ➢ As a collection device for ambient divine energy 
  generated when certain celestial conjunctions 
  occur across planar boundaries.
  The chief purpose of the Observatory is as a magical 
  laboratory. It has a value of 10,000 gp when used by 
  spellcasters to create magical items. It has specific 
  benefits to the creation of items or spells that have to 
  do with:
  ➢ Summoning (such as conjure elemental, invisible 
  stalker, etc.).
  ➢ Divination (such as commune, contact other plane, 
  etc.).
  ➢ Planar or dimensional travel (such as dimension 
  door, teleport, or other higher-level ritual spells/
  items that are campaign specific).
  Using the Observatory to create such items provides a 
  benefit equal to possessing a library worth 10,000 gp 
  (+3 bonus, see Hex 18.23). However, in order to do so 
  the spellcaster must have a basic understanding of how 
  the Observatory functions. Doing so requires a magical 
  research roll (see Hex 14.21) as if trying to research a 
  7th-level ritual spell.
  The following components for the Collector can be 
  found in this chamber:
  ➢ A thin disk, perhaps 4” in diameter, made of an 
  iridescent yet bendable material. There is a hole in 
  the center large enough for a man’s little finger.
  ➢ Three iron tuning forks, each slightly different in 
  size and weight.
  ➢ A bifurcated rod of copper, 16” long and 1” in 
  diameter.
  Thurrath, aranea leader. AC 6 [13], HD 5** (26 hp), 
  Att 1 x bite (1d6 + poison) or 1 x spell, THAC0 18 [+1], 
  MV 180’ (60’) / 120’ (40’) web, SV D11 W12 P11 B14 
  S12 (M5 plus ring of protection), ML 7, AL Chaotic, XP 
  425, NA unique, TT D
  ➢ Casts spells as a 5th-level magic-user and typically 
  has the spells charm person, floating disc, esp, 
  levitate, and dispel magic memorized.
  Arar. AC 7 [12], HD 3** (14 hp), Att 1 x bite (1d6 + 
  poison) or 1 x spell, THAC0 19 [0], MV 180’ (60’) / 120’ 
  (40’) web, SV D13 W14 P13 B16 S14 (M3), ML 7, AL 
  Chaotic, XP 65, NA unique, TT D
  ➢ 3rd-level magic-user. Typically has the spells sleep, 
  read languages, and knock memorized.
  Cthoog. AC 7 [12], HD 3** (14 hp), Att 1 x bite (1d6 + 
  poison) or 1 x spell, THAC0 19 [0], MV 180’ (60’) / 120’ 
  (40’) web, SV D13 W14 P13 B16 S14 (M3), ML 7, AL 
  Chaotic, XP 65, NA unique, TT D
  ➢ 3rd-level magic-user. Typically has the spells magic 
  missile, sleep, and phantasmal force memorized.
  The communal treasure of the aranea is kept in the 
  Observatory. They have:
  ➢ 3,000 gp.
  ➢ 3,100 gp in special components for magical item 
  creation.
  ➢ A ring of protection +1, worn by Thurrath.
  ➢ A scroll containing the 3rd-level magic-user spell 
  lightning bolt (carried by Thurrath).
  ➢ A potion of growth.
  ➢ A spellbook, containing all of the spells the trio 
  have typically memorized plus light, invisibility, 
  water breathing, and confusion.
  Area 10B. Basement
  This damp, dark chamber is home to dozens of snakes 
  – normal sized and harmless, but snakes nonetheless 
  – and any human slaves the aranea have dominated. 
  When the Observatory is first encountered there will 
  be 1d4–1 slaves (mostly taken from among the bandits 
  in Area 1). The slaves are clad in the ancient brown 
  robes of the order – when the aranea first arrived at the 
  Observatory they found a cache of robes within, and 
  decided to clothe their dominated slaves in them so as 
  to mark them as their own. There are three more sets of 
  unworn, mildewed robes in the basement.
  Slaves are eaten at a rate of 1d2 each week. The aranea 
  have been able to capture 1d3–1 slaves per week.
  Human slave (Variable). AC 9 [10], HD 1 (4   hp), Att 
  1 x club (1d4), THAC0 17 [+2], MV 120’ (40’), SV D12 
  W13 P14 B15 S16 (F1), ML 11, AL Neutral, XP 10, NA 
  see above, TT None
  
  Hex 18.24 – The Deadwoods
  26
  Hex 24.26 The Keep of Bathrymrala
  Within the basement can be found two components for 
  the Collector in Area 10.3:
  ➢ A spiky sphere of burnished silver, 4” in diameter.
  ➢ A 9” bar of copper stamped with a hexagonal hole 
  in the middle.
  Area 11. Ruins
  Once a rectangular building that was used as housing 
  for the priests of the cult, this structure has collapsed, 
  leaving nothing but the foundation and floor.
  Area 12. Carcass Crawlers!
  A trio of carcass crawlers can be found here, lairing 
  amongst the collapsed walls and ceiling of another 
  structure.
  Carcass Crawlers (3). AC 7 [12], HD 3+1* (13, 21, 24 
  hp), Att 8 x tentacle (paralysis), THAC0 16 [+3], MV 
  120’ (40’), SV D12 W13 P14 B15 S16 (F2), ML 9, AL 
  Neutral, XP 75, NA 1d3 (1d3), TT B
  The following treasure can be found scattered throughout 
  the ruins. It takes a full three turns to find everything. 
  Additionally, the search uncovers the remains of several 
  humans, adventurers who perished at the tentacles of 
  the carcass crawlers. 
  ➢ 4,000 sp
  ➢ 2,000 ep
  Area 13. Abandoned Boat
  A canoe has been tied off here, partially hidden in 
  the bracken and undergrowth at the river’s edge. It 
  is in decent shape but nearly foundering from the 
  accumulated rainwater than has partially filled the 
  interior. Two paddles are floating inside. If the canoe 
  is bailed out it can hold a total of three adventurers and 
  their gear. 
  Area 14. Ruins
  This area contains the ruins of another structure, 
  its former use now unclear. A nest of dangerous pit 
  vipers can be found here now, hidden under debris. 
  Any searching of the ruins will uncover the nest; if 
  encountered in the nest the pit vipers make a reaction 
  roll with a –2 penalty.
  Pit Viper (7). AC 6 [13], HD 1* (3, 3, 7, 8, 9, 9, 9 hp), 
  Att 1 x bite (1d4 + poison), THAC0 17 [+2], MV 90’ 
  (30’), SV D12 W13 P14 B15 S16 (F1), ML 7, AL Neutral, 
  XP 25, NA 1d8 (1d8), TT None
  ➢ Has infravision to 60’.
  ➢ Always wins initiative.
  ➢ Poison causes death in 2d6 rounds on a failed 
  saving throw.
  Area 15. Piranhas!
  The ruined remains of an ancient structure poke out 
  of the water here, concealing a valuable treasure in 
  addition to six giant piranhas. These foul-tempered 
  fish automatically attack any warm-blooded creature 
  that enters the water near this location; crossing the 
  river at a distance of more than one hundred yards still 
  incurs a chance of encountering some (or all) of the 
  piranhas. Each time the adventurers cross this branch 
  of the river there’s a 1-2 in 6 chance they are attacked 
  by 1d6 giant piranhas. 
  Piranha, giant (6). AC 6 [13], HD 3+3 (10, 14, 17, 18, 
  19, 20 hp), Att 1 x bite (1d8), THAC0 16 [+3], MV 150’ 
  (50’), SV D12 W13 P14 B15 S16 (F2), ML 7, AL Neutral, 
  XP 50, NA 0 (2d4), TT None
  ➢ Up to 8 giant piranhas can attack a single 
  individual.
  ➢ When blood is in the water the piranhas do not 
  check morale.
  Located ten feet under the surface, at the bottom of 
  the river, is a magical treasure half-buried under the 
  collapsed roof of the ruined structure. It takes one 
  full turn to extract it, provided an individual is able 
  to stay underwater for that long. It is an efreeti bottle, 
  created in the last weeks of the temple’s existence using 
  the Observatory (see Area 10) and forgotten when the 
  complex fell.
  07.02. Mire of the Dead
  Hundreds of unfortunate cultists met their end here 
  in a battle against the forces of Law, shortly before the 
  destruction of their temple. The Mire of the Dead is a 
  fetid expanse of water in the swamp, nearly the size of 
  the entire subhex. It is shallow, no more than waist deep 
  on a human-sized adventurer (at most) and contains the 
  animated undead remains of 199 creatures. Luckily for 
  the adventurers, these undead do not arise and attack 
  all at once. For purposes of exploring this subhex, it is 
  further subdivided into another hex map, with each of 
  its subhexes measuring roughly a quarter of a mile, face 
  to face. It takes two turns to thoroughly explore one of 
  these smaller subhexes and one turn to explore a half-
  subhex (located along the perimeter of the hex).
  
  Hex 18.24 – The Deadwoods
  27
  Hex 24.26 The Keep of Bathrymrala
  Every time the adventurers enter a new subhex on 
  this map there is a 1-4 in 6 chance they are attacked 
  by undead lurking within. There is only one chance per 
  day per subhex of encountering undead. This chance is 
  “reset” at the beginning of each day unless one of the 
  conditions to clear the swamp is met (see below).
  Every time an encounter occurs roll 1d20 and compare 
  it to the following table to determine the composition of 
  the undead that rise from the brackish bottom.
  d20
  Result
  1-5
  3d4 skeletons
  6-8
  2d4 zombies
  9
  1d6 wights
  10
  1d6 zombies, mud (see p. 7)
  11
  1d4 wraiths
  12
  1d2 mummies, bog (see p. 8)
  13-16
  Roll 1d12 twice. For each result, the number 
  encountered is the minimum possible for 
  that undead type.
  17
  Roll 1d12 twice, rolling for the number 
  encountered normally.
  18-19
  Roll 1d12 three times. For each result, 
  the number encountered is the minimum 
  possible for that undead type.
  20
  Roll 1d12 three times, rolling for the number 
  encountered normally.
  Many sensible adventurers, when it is realized that 
  subhex 07.02 contains a seemingly uncountable number 
  of undead, will shun it for safer sections of the swamp. 
  There are, however, several motivating factors for a 
  thorough exploration of the subhex:
  ➢ The undead are not without treasure. Regardless 
  of their type, if the area around each encounter 
  is searched a treasure of Type C is discovered. It 
  takes an additional turn to search each subhex for 
  this treasure. Note that there is only one chance 
  per subhex to encounter treasure, regardless of the 
  number of times the party is attacked by undead 
  in a subhex.
  ➢ If the undead are not cleared from subhex 07.02 
  the entirety of Hex 24.26 is not considered 
  “cleared” for purposes of settling (i.e. there will 
  always remain the threat of random encounters).
  ➢ A powerful magical item can be found within this 
  subhex (see map, below).
  This hex can only be cleared once one of the following 
  conditions has been met:
  ➢ All 199 of the undead are destroyed.
  ➢ The artifact in subhex 005.003 is removed or 
  destroyed.
  ➢ Another clever solution is discovered.
  004.005. Mudpit
  There’s a 1-3 in 6 chance that the lead adventurer 
  stumbles into this mudpit and begins to sink. They must 
  roll equal to our under their Strength on 3d6 or go under, 
  “drowning” in mud in 1d6+4 rounds. If the adventurer 
  is wearing metal armor increase the dice rolled for the 
  Strength check to 4d6. Each subsequent adventurer has 
  a chance to fall in, reduced by 1 per place in line (so an 
  adventurer in the third rank has only a 1 in 6 chance of 
  falling in).
  Adventurers that do not fall in may spend 1d4+1 rounds 
  each fishing out one of their companions. However, one 
  round after an individual falls in, four mud zombies 
  emerge from the mud and attack. These four zombies 
  are subtracted from the total number of undead found 
  in this hex. 
  Zombie, mud (4). AC 7 [12], HD 4* (18, 23, 25, 26 hp), 
  Att 2 x claw (1d6), THAC0 15 [+4], MV 60’ (20’), SV 
  D10 W11 P12 B13 S14 (F4), ML 12, AL Chaotic, XP 
  125, NA 1d8 (2d4), TT see below
  One of the mud zombies was once a magic-user and 
  upon one bony, mud-slimed finger can be found a ring 
  of spell storing capable of holding two arcane spell levels.
  
  Hex 18.24 – The Deadwoods
  28
  Hex 24.26 The Keep of Bathrymrala
  005.003. The Source of Chaos
  A powerful artifact, the Cauldron of Dhraudoug, is 
  located in this subhex, submerged in the muddy mire, 
  abandoned and forgotten when the priests fell. It is a 
  potent magical item that allows for the almost limitless 
  creation of minor undead creatures, as well as limited 
  resurrection of the dead. It is a sentient artifact of Chaos, 
  not to be used lightly by mortal Man.
  Removing the Cauldron from the swamp is the main 
  way to eliminate the undead scourge that troubles this 
  area; destroying it is the better – although more difficult 
  – of the two options. The Cauldron is described in detail 
  in the Appendix.
  This subhex is teeming with undead, drawn to the power 
  of the Cauldron. When this subhex is first entered, 
  roll 1d20 as described on p., but roll with advantage, 
  taking the higher of the two results. These will be the 
  undead creatures *automatically* encountered within 
  this subhex.
  If the Cauldron is physically carried out of hex 07.02 
  roll with advantage for each subhex passed through to 
  determine the number and types of undead that may be 
  encountered. The encounter chance is further increased 
  from 1-4 in 6 to 1-5 in 6. This roll is also made even if 
  the adventurers had previously encountered undead in 
  these subhexes during the same day; the siren call of 
  the Cauldron is strong. Undead drawn by the call of the 
  Cauldron are subtracted from the total number found 
  in the swamp.
  Example. The adventurers find the Cauldron and decide 
  to take it with them. They head southeast, passing through 
  subhex 004.004, 003.004, and 002.005. Rolling for the 
  undead encountered the Referee rolls a 6, 2, and 2. No 
  undead are encountered in subhex 004.004, but there are 
  encounters in the other subhexes. Rolling 2d20 twice for 
  those two subhexes the results are 15 and 7, and 10 and 
  3. In subhex 003.004 the result of 15 is used (meaning roll 
  1d12 twice, taking the minimum number appearing for 
  each result), and in subhex 002.005 the result is for 1d6 
  mud zombies.
  005.005. Dry Hill
  A slight rise emerges from the mire in this area, 
  providing a dry sanctuary from the rest of the swamp. 
  While dry, it is by no means safer than the rest of the 
  swamp; make the initial encounter roll as normal when 
  this subhex is first entered, then wandering encounter 
  rolls every four hours, with an encounter occurring on 
  a roll of 1-2 in 6. If a wandering encounter occurs roll 
  on the above table to determine the type and quantity; 
  undead encountered via these checks are subtracted 
  from the total in the swamp.
  006.006. Undead Crocodile
  In addition to the normal chances of encountering 
  undead in this subhex the adventurers will, upon 
  first entering the subhex, encounter a fearsome foe: 
  a zombie crocodile! This creature is nearly thirty feet 
  long and moves with a litheness that most zombies do 
  not possess.
  Zombie, crocodile (1). AC 7 [12], HD 4 (22 hp), Att 1 x 
  bite (2d8), THAC0 15 [+4], MV 90’ (30’), SV D12 W13 
  P14 B15 S16 (F2), ML 12, AL Chaotic, XP 75, NA 1d8 
  (2d4), TT None
  ➢ Rather than attacking last, the zombie crocodile 
  rolls for initiative with a –1 penalty.
  ➢ On a successful hit the target is grappled and the 
  crocodile will attempt to drag it back underwater. 
  See the rules for mud zombies, above, except the 
  target must roll equal to or under their Strength 
  on 5d6.
  007.003. Gas Pocket
  This subhex contains an enormous bubble of fouled air 
  trapped under the water’s surface. Searching the subhex 
  disturbs the bubble, releasing it, upon which it hovers 
  above the water’s surface for one turn before dissipating.
  All living creatures in the subhex must make a saving 
  throw versus death. Those failing take 3d6 points of 
  damage from the poisoned air.
  Random Encounter Tables
  Random encounters in this hex are divided into four 
  different groups: those occurring north of the River 
  Sarn (Table A), those occurring between the Sarn and 
  the Bel (B), those occurring south of the river Bel/Sarn 
  (C), and those occurring within one of the rivers (D).
  Table A.
  1. Crawdad, giant (subhex 04.02), 1d3.
  2. Animal (roll on Hazard Table).
  3. Undead (roll on Hazard Table).
  4. Troll (1d4), from Hex 23.25.
  5. Bandits (1 gang plus gangboss, plus (1-2) Drunk 
  Ris, (3-4) Laf Rahol, or (6) neither of the two).
  6. Bugbears (1 gang, plus gangboss) from Hex 23.26.
  
  Hex 18.24 – The Deadwoods
  29
  Hex 24.26 The Keep of Bathrymrala
  Table B.
  1. Undead (roll on Hazard Table).
  2. Undead (roll on Hazard Table).
  3. Animal (roll on Hazard Table).
  4. Hydra (1) from Hex 25.25.
  5. Ogres (1 gang, plus gangboss) from Hex 25.25.
  6. Lizardmen (1 gang, plus gangboss) from Hex 25.25.
  Table C.
  1. Animal (roll on Hazard Table).
  2. Undead (roll on Hazard Table).
  3. Bugbear (1 gang plus gangboss) from Hex 23.26.
  4. Ogre (1 gang plus gangboss) from Hex 25.25.
  5. Elf (1 squad, plus leader) from Hex 25.26.
  6. Rhagodessa (1d3) from Hex 24.27.
  Table D.
  1. Animal (roll on Hazard Table).
  2. Animal (roll on Hazard Table).
  3. Undead (roll on Hazard Table).
  4. Undead (roll on Hazard Table).
  5. River boat carrying goods/passengers (1d4).
  6.  Sturgeon, giant (1).
  Appendix
  Aamutähti
  This ancient blade possesses a +2 enchantment. When 
  wielded by a thief the character gains a +10% bonus to 
  Move Silently and Hide in Shadow rolls.
  Cauldron of Dhraudoug
  This potent magical item grants the wielder power over 
  life or death. It is a large, iron cauldron, five feet in 
  diameter and height. In order to use it, the spellcaster – 
  it can be used by both arcane and divine casters – must 
  fill it with water, 250 gp worth of special components, 
  and place it on a fire. The standard abilities of the item 
  will not function if the water is not heated.
  Once per day the user may place a dead body within 
  the cauldron. Within one minute the corpse emerges, 
  having been granted unlife! It animates as either a (1-
  4) skeleton or (5-6) zombie. Undead animated in this 
  way are under the control of the user of the cauldron. 
  There are no limits to the number of undead that can be 
  created and controlled by the item, other than the limit 
  of being able to create only one per day.
  Once per month a dead body may be placed within the 
  waters of the cauldron and reincarnated, as the magic-
  user spell. This usage drains the cauldron of water and 
  special components, and it cannot be used to create 
  undead for one week after reincarnating a creature.
  Using the cauldron is not without risks, however. Each 
  time it is used to create an undead creature there is a 
  1 in 12 chance the user’s alignment shifts one degree 
  towards Chaos. This chance is increased to 1-3 in 12 
  when reincarnating a creature. If the user is already 
  Chaotic they lose 1d2 points of Charisma instead. A 
  creature drained to 0 Charisma by the cauldron becomes 
  a spectre, bound to the cauldron.
  The cauldron also attracts nearby undead that have not 
  been animated by it. When making random encounter 
  checks a result of 6 indicates that a number of undead 
  (determine number and type based on location) are 
  attracted by the cauldron. Unfortunately, these undead are 
  not controlled by the owner of the cauldron. This check is 
  only made once per day, typically during the night.
  Figurine of Wondrous Power, Worm
  Once per week this magical item can be used to 
  summon a caecilian (see p. 147, OSE Core) under the 
  verbal control of the wielder. The worm has 27 hp and 
  each time it is used it remains for 1 hour.
  If the worm is killed it reverts to figurine form and 
  cannot be used two weeks.
  Forbidden Folio of Faugnthlide
  This cursed tome is in three parts. Written in the 
  Common tongue, it has a mind-bending effect upon the 
  reader, although those that read it and remain sane are 
  granted great knowledge. Reading each section takes 
  one week and reduces the reader’s Wisdom score by 
  1d8–1; in order to gain the hidden benefits of the book 
  the reader must take no more than four consecutive 
  weeks to complete the tome. The benefits granted from 
  each section are as follows:
  Section the First
  A treatise on the summoning and binding of extra-
  planar creatures. Provides guidance on the creation of 
  summoning circles and the following spells:
  1. Circle of confinement, unseen servant (see Hex 
  14.23)
  2. Summon lesser servitor (Hex 14.23)
  3.  Phantom steed (AF:D&IS)
  4.  Shadow monsters (AF:D&IS)
  5. Conjure elementals
  
  Hex 18.24 – The Deadwoods
  30
  Hex 24.26 The Keep of Bathrymrala
  6.  Invisible stalker
  ➢ Alternate Rule. Magic-users can attempt to learn 
  and cast illusionist spells (and vice versa) using 
  this tome, although they must be cast at one level 
  higher than their actual spell level.
  Section the Second
  Planar geography. This section contains a treatise 
  on the cosmic order of the multiverse and the 
  relationships between the various worlds. In Absalom, 
  the Three Worlds are the Mortal Realm, Faerie, and the 
  Shadowlands. These three worlds are bound together by 
  the Elemental Chaos. Each world also either has its own 
  Dreamlands or connects to a common Dreamlands 
  (sages disagree on this).
  When this section is complete the reader is able to 
  subtract 5% from the research roll to understand the 
  Observatory (see p. 22).
  Section the Third
  The collection and use of profane/divine energy. This 
  section grants insight into how to create and use relics 
  to store divine energy, granting a –3 bonus to such rolls. 
  Additionally, the character gains a –5 bonus on the roll 
  to successfully re-assemble the Collector. The chance of 
  catastrophic failure in doing so is further reduced from 
  96-100 to 98-100.
  When the entire book is read within a one-month 
  period, provided they do not go insane, the reader’s 
  Wisdom score is increased by 1 and they gain the ability 
  to cast an additional 1st-level divine spell once per day. 
  If the reader is not a divine caster they still gain the 
  ability to cast a 1st-level divine spell once per day.
  Lost Wisdom returns at a rate of 1d8 per week. If a 
  reader’s Wisdom is reduced to 0 they are affected as 
  per the feeblemind spell (p. 91, OSE Core). During this 
  time they are susceptible to automatic possession (i.e. 
  no save) by the demon Faugnthlide, should its attention 
  be drawn to the Mortal world. Characters reduced to 
  a Wisdom of 0 cannot regain Wisdom until cured of 
  the feeblemind effect, at which point it returns at a rate 
  of 1d8 per week. Even after being cured they are still 
  vulnerable to possession, suffering a –2 penalty on any 
  relevant saving throws.
  Summoning Circles
  Summoning circles allow for the “safe” summoning 
  of extra-planar entities. If successfully performed, the 
  summoned target is bound within the circle until verbally 
  released by the caster or the circle itself is damaged, a feat 
  that only those *outside* the circle are able to accomplish.
  There are two types of circles: temporary and permanent. 
  Temporary summoning circles are drawn or created 
  quickly (with chalk, or salt, or perhaps scratched into the 
  ground) in conjunction with the casting of a spell. They 
  are less stable and more dangerous to use – especially 
  with more powerful entities – but quick and easy.
  Permanent circles are crafted as minor magical items 
  using the Magical Engineering skill. On a failure result 
  of 86-95 the failure is obvious; on a result of 96-100 it is 
  not, and the magic-user believes the circle to be suitable 
  until it is too late. Refer to Hex 18.23 for rules on magical 
  item creation.
  Permanent circles have a minimum cost of 500 gp per 
  HD of creature to be contained, with “plusses” adding 
  100 gp per “plus”. Ex. A circle capable of restraining a 
  demon with 4+1 HD must have a minimum value of 
  2,100 gp.
  Successful circles provide the following benefits and 
  caveats.
  ➢ The caster does not need to maintain concentration 
  on the summoning spell as long as the entity is 
  within the circle.
  ➢ As long as the entity is within the circle they 
  cannot physically affect the circle itself, nor 
  anyone outside of the circle. 
  ➢ Physical attacks originating from outside the 
  circle break the protection of the circle, allowing 
  the entity to escape.
  ➢ The entity cannot affect the circle or anyone 
  outside the circle with magic.
  ➢ Magic originating outside of the circle can affect 
  those within but can potentially ruin the circle (a 
  fireball might destroy it, for instance).
  ➢ Only one entity can be contained within a single 
  circle.
  ➢ The caster can, at will, lower the barrier to allow 
  the entity to leave the circle. Normally entities 
  must be dispelled and then re-summoned to 
  appear back in the circle (once freed an entity 
  cannot be forced back into the circle), unless the 
  summoner knows the creature’s true name.
  If the summoned entity’s HD exceed the capacity of the 
  circle there’s a base 1 in 6 chance each round, plus 1 for 
  every additional HD exceeded, that the entity is able to 
  breach the circle. Ex. A circle can safely contain a 4-HD 
  entity. If a 5-HD creature is summoned there’s a 1 in 6 
  chance per round it can break the barrier. If it has 6 HD 
  
  Hex 18.24 – The Deadwoods
  31
  Hex 24.26 The Keep of Bathrymrala
  there’s a 1-2 in 6 chance. If the chance is 6 in 6 the creature 
  can automatically break the barrier.
  If the caster knows the summoned creature’s true name 
  the chance die is increased to a d10: there’s a base 1 in 
  10 chance per round the entity is able to break free of 
  the circle. If the circle is temporary, however, the die 
  is always reduced to a d4. Breaking free of the circle 
  automatically ruins temporary circles and has a 1 in 6 
  chance of ruining permanent circles.
  If the caster knows the true name of the summoned 
  (escaped) entity they may attempt to force the entity back 
  into a functioning circle, under the following conditions:
  ➢ The entity and caster are both within 30’ of the circle.
  ➢ The caster spends one round of unbroken 
  concentration. 
  ➢ In the subsequent round the entity must save v. 
  spells. On a failed roll they return to the circle.
  New Spells
  Circle of Confinement (arcane/divine)
  Level: 1
  Duration: Permanent until dispelled or broken
  Range: Touch
  The caster creates a temporary circle by drawing or 
  somehow physically representing the barrier on a 
  solid surface. It can have a diameter no larger 5’ plus 
  the caster’s HD. The maximum HD that can safely be 
  contained within the circle (see summoning circles, 
  above) is equal to the caster’s Hit Dice. 
  The circle lasts for as long as it remains physically 
  unbroken and undisturbed, or until dispel magic is cast 
  upon it.
  New Creatures
  Aranea. AC 7 [12], HD 3** (14 hp), Att 1 x bite (1d6 + 
  poison) or 1 x spell, THAC0 19 [0], MV 180’ (60’) / 120’ 
  (40’) web, SV D13 W14 P13 B16 S14 (M3), ML 7, AL 
  Chaotic, XP 65, NA 1d3 (1d6), TT D
  Aranea are an intelligent race of giant spiders, the size of 
  a small pony. They have a large hump on their back that 
  contains their brain. Front legs are divided into flexible 
  digits that can manipulate tools and items.
  ➢ Cast spells as a 3rd-level magic-user.
  ➢ Can spin webs, but slowly, not in enough volume 
  to use offensively.
  ➢ The bite of an aranea contains a mind-altering 
  venom. Humanoids bitten by an aranea must save 
  versus poison with a +2 bonus. Those failing are 
  subjected to a powerful charm spell, similar the 
  gaze of a vampire.
  ➢ Each aranea speaks Common plus 1d3 additional 
  languages.
  ➢ Can perform spell research as a magic-user two 
  levels higher than their casting level.
  Helborn. AC 2 [17], HD 8+3* (43 hp), Att 4 x tendril 
  (1d4 + poison), THAC0 12 [+7], Move 0’, SV D8 W9 
  P10 B10 S12 (F8), ML 11, AL Chaotic, XP 1200, NA 0 
  (1), TT D
  This plant resembles a squat tree, with a trunk perhaps 
  ten feet tall, but instead of a crown of branches and 
  leaves the trunk tapers into two hinged, clamshell-like 
  jaws. Nine whip-like tendrils, each about twenty feet 
  long, grow like branches from the trunk of the creature.
  The helborn may attack a living creature within range 
  with a tendril, each of which is AC 5 [14] and has 8 hp. 
  Damage to a tendril does not affect the main plant, and 
  severed tendrils grow back in 1d4 weeks. 
  The helborn has several magical abilities, which it can 
  use at will:
  ➢ It can communicate empathically with any living 
  creature within 60’, using feelings to communicate 
  instead of words.
  ➢ It can cast mass suggestion at will, as per the 6th-
  level illusionist spell, at 12th level of ability. The 
  typical suggestion is for a victim(s) to approach 
  the helborn and not resist.
  Dead or unresisting prey are grappled with several 
  tendrils and deposited inside the maw of the creature, 
  where they suffer 1d4 damage per round from the 
  digestive fluid within. Undigestible objects are later 
  regurgitated.
  Helborn are intelligent and use the undigested treasure 
  of their prey as bait to lure more victims, and are able 
  to manipulate items (clumsily) with their tendrils. They 
  are capable of slow movement but cannot climb steep 
  hills, nor cross water, so usually remain in the general 
  location where they were sprouted.
  Once every 1d6 years a helborn produces 2d4 seeds, 
  each the size and shape of an apple, although they more 
  closely resemble walnuts. When the seeds are ready to 
  be distributed the creature will forgo a meal or two and 
  instruct individuals (via suggestion) to take the seeds 
  and plant them some distance away.
  
  Hex 18.24 – The Deadwoods
  32
  Hex 24.26 The Keep of Bathrymrala
  Hex 24.26
  Large Hex = 6 miles, face to face
  Smaller Hexes = 1.2 miles, face to face
  
  Hex 18.24 – The Deadwoods
  33
  Hex 24.26 The Keep of Bathrymrala
  Subhex 07.02
  Large Hex = 1.2 miles, face to face
  Smaller Hexes = 1,200 feet (400 yards) face to face
  
  Hex 18.24 – The Deadwoods
  34
  Hex 24.26 The Keep of Bathrymrala
  Player’s map to the bandit’s lair. 1 hex = 6 miles.
  
  Hex 18.24 – The Deadwoods
  35
  Hex 24.26 The Keep of Bathrymrala
  
  Hex 18.24 – The Deadwoods
  36
  Hex 24.26 The Keep of Bathrymrala
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  Joel Rojas.
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SOURCE: textdata/thevault/Old-School Essentials BX Essentials/Old-School Essentials Adventures & Settings/Populated Hexes (OSE)/Populated Hexes Hex 24.26 The Temple of Bathrymrala (OSE).pdf