The Flooded Reliquary Map
For Basic Fantasy or OSR games..
The Flooded Reliquary
Recommended Levels for Basic Fantasy
Levels 1 to 3
Location: A half-buried stone reliquary cut into a low hillside near an old trade road. Locals avoid it after dark.
Theme: Neglect, damp stone, forgotten worship.
Tone: Quiet, uneasy, with sudden violence.
Background: This place was once a minor shrine and storage vault used by a rural cult devoted to a river spirit. When the nearby stream shifted its course decades ago, parts of the reliquary flooded. The caretakers left. Creatures moved in. Some relics remain, warped by damp and time, but still valuable to the desperate or the foolish.
Adventure Hooks
• A farmer’s son vanished after sheltering near the hill during a storm.
• A traveling priest offers silver for proof the old shrine has been cleansed.
• Goblins have been spotted carrying strange coins stamped with river symbols.
• A drought has locals believing something below the hill has been angered.
Random Wandering Monster Table
Check once every 2 turns on a 1 on 1d6.
1d4 Giant Rats
1 Goblin Scout
1d3 Goblins
1 Giant Centipede
1 Skeleton
No encounter, but dripping water and distant scraping sounds unsettle the party.
Keyed Locations
Room 1. Entry Hall
Description
A broad stone chamber with cracked steps leading down. Moisture beads on the walls. Old carvings depict waves and fish.
Room Dressing
Broken stone benches, moldy prayer mats, faded wall carvings.
Encounter or Feature
A loose stone step. First character entering must save vs Breath Weapon or fall prone.
Treasure
Hidden under a prayer mat, 12 cp and a small tin holy symbol worth 5 sp.
Room 2. Offering Chamber
Description
Circular pits in the floor once held offerings. Several are smashed.
Room Dressing
Stone bowls, cracked idols, scattered bones of small animals.
Encounter
2 Giant Rats feeding in one pit.
Treasure
One intact stone bowl containing 8 sp and a chipped garnet worth 10 gp.
Room 3. Central Hall
Description
A square chamber linking most of the reliquary. The ceiling is high and echoes loudly.
Room Dressing
Broken lantern hooks, scorch marks, damp debris.
Encounter
1d6 Goblins arguing quietly over loot. They flee if reduced to half numbers.
Treasure
On goblins: mixed coins totaling 15 cp, 6 sp.
Room 4. Flooded Shrine
Description
Water fills this chamber to knee height. A stone altar rises above it, carved with river motifs.
Room Dressing
Submerged tiles, floating debris, algae-covered altar.
Encounter
1 Giant Centipede lurks beneath the water.
Treasure
Inside the altar, waterproof clay jar holding 20 sp and a Potion of Healing.
Room 5. Reliquary Vault
Description
A large stone room with niches in the walls. One niche is broken open.
Room Dressing
Stone shelves, shattered boxes, damp parchment scraps.
Encounter
1 Skeleton animates when the party enters more than halfway.
Treasure
Locked iron coffer. Requires a successful Open Locks roll or force. Contains 30 sp, 10 gp, and a silver river medallion worth 25 gp.
Room 6. Inner Sanctum
Description
A small circular chamber with a raised stone ring in the center. The air is cold.
Room Dressing
Cracked ritual circle, old candles, claw marks on stone.
Encounter
Point of interest. The spirit once bound here is gone, but the magic lingers.
Feature
Clerics who pray here regain one spent spell if they succeed on a save vs Spells. This works once only.
Treasure
Buried under loose stones, a scroll of Protection from Water-based Creatures.
Creature Reference
Giant Rat: Small vermin, AC 14, HD 1d6, bite 1d3, Morale 7.
Goblin: Small humanoid, AC 13, HD 1d6, weapon 1d6, Morale 7.
Giant Centipede: Vermin, AC 14, HD 1d6, bite 1d2 plus save vs Poison or take paralysis.
Skeleton: Undead, AC 14, HD 1d6, weapon 1d6, immune to sleep and charm.
Ending the Adventure
If the reliquary is cleared, locals begin using the hill again and reward the party with food, shelter, and rumors. If the sanctum is disturbed carelessly, future encounters near the stream increase as something old takes notice.



