"Welcome to Crest of a Star; these maps and other graphics are only for playing D&D type games. They are copyright and not to be used for other purposes. If you have them on your site, please remove them. Thank you."

"My maps are free. If you purchased them, you got scammed."
"Not for redistribution or resale. Hyperlinking from Pinterest or other such share sites is prohibited."





Shagtor Castle ruins, level 2 rooms

Posted

 Odd-shaped, Map 4, Trillolara


Room 1) 10’ x 70’ x 30’

can see all of room 4 while touching the corner from room 4, it looks like a stone all.



Room 2) 80’ x 90’ x 75’ – 10’ approximately 15’ x 10’ - 20’ x 50’ x 50’

glassteel stairs with glassteel door (door painted same color as walls)

Wyvern

the stairs will block any missles



Room 3) 50’ x 50’ x 50’ ( 125,000 cubic feet)

false door 30’ up on North wall



Room 4) 30’ x 30’ x 30’

spiral staircase continues down to next level

Secret Door: elf touch or ranger touch



Room 5) 30’ x 20’ x 15’

vertical glass cases contain 2 statues of Other women, NG opening the glass cases will return them to the living.

chest contains all of their goods left to them:
2 long swords +3, Plate +2, leather +4
left: is a Cleric/Fighter right is a: fighter/thief
the Others and their gear detect as Good.
Sign on wall between the cases:
“What is stone was alive !
the forgotten Ones of Good,
to balance the free forgotton ones of evil !”



Room 6) 30’ x 40’ x 30’ – 10’ 30’ x 25’ dust

3 scarecrows ( Fiend Folio)



Room 7) 20’ x 40’ x 10’ room of traps (8,000) (total 19,500 cubic feet)

A (10’ x 10’ x 10’)
teleport to room 6

B (10’ x 20’ x 10’ (2,000) )
chest: Masochistic Fit
100 gold pieces

C ( 10’ x 10’ x 20’ )
Gelatinous cube in upper 10’ of room

D ( 10’ x 20’ x 10’ – 10’ x 10’ x 15’ ) (3,500 cubic feet)
teleports to room 2
E ( 20’ x 10’ x 15’) (3,000)
entrance causes illusion of giant hands coming out of the west wall.
Permanent Illusion at 18th level. 7 Hit dice, 1d10 hp/hand



Room 8) 40’ x 60’ x 50’ empty, dusty (120,000)



Room 9) curved walled room

on east wall: black cloaks with scowls showing under hoods ( detect as evil)
on west wall: blue cloaks and smiles showing under hoods ( detect as good)



Room 10) 30’ x 30’ x 50’ ( 45,000)

2 statues of spotted lions (activate when characters walk into the room)

steel chest: locked: -30 percent
Fireball 5d6 on lid top ( Dispel vs 5th level)
Long Sword +3 ; shimmer sheen cloth 10’ x 10’ (3,000 gp)
glows blue in a darkened room.
Wand of Detect Evil ( 10 charges)
“Who ?”

three 1,500 gp gems



Room 11) 50’ x 30’ x 10’ room of puzzles

a stone table runs the entire length of the South wall

#1) poem on sheet of vellum:
“What is yellow, hairy, and
frowns for a grin ?” (answer: an orc)

#2) “When is it wetter outside,
than if it is raining ?” (answer: underwater)

if #3, #4, or #5 are picked up, the vellum vanishes
and a Wraith and a fountain appear at areas marked.

magic fountain: (in my campaign, I treated them as if a drink was a Limited Wish)
all drinks are Permanent

1) drinker gets three 500 gp gems
2) drinker can detect good
3) immune to illusions
4) lose one secend level spell
5) +2 lowest ability
6) character gets malaria
7) +500 XP
8) gain ability to talk to a medusa
9) 50 platinum pieces
10) mental block towards this dungeon’s exit. (cannot see it, notice it, etc.)
11) gain 2 spell levels
magic fountain vanishes after 11th drink


Room 12) 20’ x 10’ x 10’ – 10’ x 10’ x 10’ ( 3,000)

Ochre Jelly


Author
Categories South Hemisphere


Privacy policy: I track IP addresses and pages looked at out of a vague curiosity to learn what pages are looked at on my site. After a set period, this information is deleted. No personal information is permanently kept.


[ Copyright © by Jim, 1980-2050. All Rights Reserved. ]

[ Except where noted, and where copyrights are held by others. ]