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Posted

Special note: the ‘where the stairs connect’ chart could be wrong. It should be correct now, March, 2003.



floor to floor distance floor thickness
surface 1 25’ 10- 15’
1 2 25’ 10- 13’
2 3 30’ 15- 18’
3 4 35’ 20- 23’
4 5 38’ 20- 26’
5 6 45’ 25’
6 7 55’ 25- 25’
7 8 78’ 28- 53’
8 9 150’ 80-120’

======================================

level passage maximum room height heights 1 10’ 15’ 2 12’ 15’ 3 12’ 15’ 4 12’ 15’ 5 15’ 18’ 6 20’ 20’ 7 20’ 30’ 8 25’ 50’ 9 30’ 70’

======================================

Stairs information:

The stairs are rather odd, in that they are not very clear from this chart on how they connect to everything. You can only get from 7A to 7B by going back to level 6. This is the first dungeon I created from scratch, and it kinda shows it… I did get compliments, as hard as that may be to believe. I didn’t start labelling corridors until I drew up Dwarf Home. I might renumber the rooms to make it easier to follow the maps. I know I’m having a hard time doing that.

stair    stair   stair   stair           from level            to level
number   height  length  angle
=======================================================================================
  1        25'     39.73'  51 degrees      surface                1  room 2
  2        25'     39.73'  51                 1  room 10          2  room 20
  3        30'     53.65'  56                 2  room 30          3  hallway to rooms 38, 39
=======================================================================================
  4        30'     53.65'  56                 2  room 17          3  hallway to room 40
  5        30'     53.65'  56                 3  room 35   up to  2  room 22
  6        35'     70'     60                 3  room 33          4  room 86 (dead end)
=======================================================================================
  7        35'     70'     60                 3  room 33          4  room 79 (dead end)
  8        35'     70'     60                 3  room 33          4  hallway to rooms 48,49,50,55
  9        35'     70'     60                 3  room 33          4  room 53
=======================================================================================
 10        35'     70'     60                 3  room 42          4   rooms 47/127
 11        38'     80.9'   62                 4  room 53          5   hallway to rooms 67, 70
 12        45'     80.5'   56                 5  room 61          6-1 hallway to room 104, 123
=======================================================================================
 13        55'    110'     61                 6-2 near room 129   7b-2 hallway/172
 14        55'     63.51'  30                 6-3 room 149        7b-2 giant slug path
 15        55'     69.8'   38                 6-3 hallway/139     7a-1 hallway/142,148
=======================================================================================
 16        78'    171.81'  63                 7a-1 near room 215  8 room 156
=======================================================================================
cistern on level 6 room 101 leads to level 9 passageway/cavern exit 40' drop to floor
                      metal rungs start 5' from top of cistern.
=======================================================================================
cistern on level 8 room 161 leads to level 9 Strazl's Real Treasure Room and emergency hide out.
                      metal rungs start 5' from top of cistern. 30' drop to floor
=======================================================================================

Steep stairs ? Yes, but there are two ‘wells’ that connect some of the levels. Might be ‘safer’ than the stairs.

Map 7b_2 is under map 6_1: this dungeon many of the levels are not under each other. Levels 1-4 are below the one above it. 7A and 7B are not connected except by traveling first to level 6.


Author
Categories South Hemisphere

Posted

Sraa Keep level 1, Trillolara

Why yes, I did suddenly find a chart for magic fountains just before I started designing this scenario…


Room 1) 20’ × 30’ × 15’ at center 7’ high walls at sides: Guard Room

The 2 ghouls placed 100 cp on the floor and covered them mostly with dust to act as a lure for adventurers. Weapon racks on walls and in room: 6.5’ high x 6’-8’ long x 2’ deep all are empty except one has a mace +2 ( user/owner glows green in the dark) empty weapon racks. part of a chair. written on one of the weapon racks: “Do not wander”

Room 2) 30’ × 30’ entrance to first level

dusty, dirty, mud, leaves, no foot prints. Torch stub to left of entrance.

stairs number 1 connects this area to the surface. North secret door: two palm prints 4’ apart 4.5’ up from floor elf touch opens or Knock South secret door: palm print 3’ from floor gnome touch to operate or Knock if non-gnome touch, toucher gets 1d4+1 Magic Missile

Room 3) 30’ × 30’ empty

Type 1 demon

Opening the door to this room will bring the demon out of stasis. Will attack anyone opening the door as it was tormented by Strazl

Room 4) 10’ × 10’

my old map shows a monster, but I have no info as to what it might have been.


Room 5) 10’ × 10’ empty

West secret door: only opens from room 6

East secret door: opens when door in west wall is closed

Room 6) 30’ × 40’ store room

57 barrels: 4’ high x 2’ diameter

barrel 1: 75 percent full of what looks like gold pieces that when taken three miles from Sraa Keep revert to copper pieces (thousands of coins)
barrels 2-7: rye flour
barrels 8-18: dried apples
barrels 19-27: empty
barrels 28-38: salt
barrels 39-43: sunflower seeds
barrels 44-54: empty
barrel 55: 600 gp jewelry
barrel 56: 1,300 gp jewelry
barrel 57: 1,400 gp jewelry
owner/wearer of any of these jewelries, their eyes will turn red and glow in dark.Wont give nor interfere with Infravision. Cure Disease or Dispel Magic to get rid of these items.
East secret door: push on bottom

Room 7) 20’ × 30’ × 12’ embalming room

the stone block has very dried blood on it. Floor is dusty

North secret door: cannot be opened from this direction Elf runes on west wall: “Place of Rest before the Last” Rubbish pile Northwest corner:
under it is a Ring of Protection +4 AC/+2 SR; item is cursed.
Small children, dogs, and cats run from the wearer.
small slot on south side of the stone slab:
any hand placed inside will trigger needle traps
1d6 for number of needles.
1-2: 2 needles
3-4: 1 needle
5-6: 3 needles
each needle does 1d4 hp. If 3 needles are activated: victim must Saving roll vs. poison +2 if miss SR sleep for 2 weeks. Remove Curse to awaken before then.

Room 8) 50’ × 50’ × 15’ Burial room

21 coffins: 17 are 3’ × 6’; one is 4’ × 6’; one is 4’ 8’, two are 6’ × 8’

crypt marked ‘A’ contains 5 ghouls inside the crypt is a Scroll of Protection from Type 1, 2, and 3 demons and 50 pp

Room 9) 20’ × 60’ × 12’

Door in east wall is a trap: one Magic Missle (1d4+ 1) for each attempt to open, 2d4 +2 hp for third attempt. Its a false door.

Entrance door to room is a one-way door and if not blocked open it will close by itself. Door will take HP 30 at AC 10 to be opened. If it is hit more than 8 times:
a Gelatinous cube pops into room 93:
Only item in it is a dagger that detects as magic, but isn’t.
If a dwarf holds the dagger a Magic Mouth says:
“(belch !) Gee, you smell terrible runt !”
1-5 in 20 chance it will break each melee round if used in combat.

Room 10) 50’ × 60’ × 12’

3 bugbears, one long sword each

There are few ways to leave this room: 1) go to next level
2) wear Ring of Free Action within 5 feet of door,
3) use Knock on door
4) 2 cure light wounds on door
The stairs, number 2, go down to second level room 20

Room 11) 100’ × 20’ × 12’ ( 24,000 cubic feet) Meeting Room

2 rows of benches north to south, bench: 2’ × 6’, 16 benches
under front left bench is 2 jars of Keoghtum’s Ointment, 5 applications each.

under front right bench is a large spider large chair south end of room.
trapped: if moved all within room get 1d4+1 Magic Missle damage

Room 12) 20’ × 30’ × 12’ empty room

absolutely clean


Room 13) 20’ × 90’ × 12’ store room

west end: pile of stone blocks: 2’ × 2’ × 4’ pile is 20’ × 8’ high x 10’ deep

Inside the pile of blocks are: one pair Boots of Elvenkind east end: Fountain: Any who touch basin or water are compelled to drink. Its clean water, not magical.

Room 14) 20’ × 40’ × 12’ Chapel

8 benches 2’ × 6’ all face away from east end of room

basins NE and SE corners, 4’ × 4’ × 5’ high, no water Archer figure on South wall:
        6' tall human. The bow and quiver project from wall:
          Magic-User  touch: Magic Mouth 'thank you for freeing me"
          Illusionist touch: Magic Mouth 'thank you for freeing me"
          Cleric      touch: Magic Mouth 'thank you for freeing me"
          Druid       touch: Magic Mouth 'thank you for freeing me"
          Fighter     touch: fighter takes 1d6 hp.
          multi-class fighter: -100 experience points
figure disappears, bow and quiver of 6 arrows drop to floor. South secret door opens. Inside Sraa Keep the bow and the arrows are +6 to hit and damage each. Outside Sraa Keep the bow and arrows are +1 to hit and damage each.

Room 15) 40’ × 30’ × 12’ ( 14,400 cubic feet) Fountain room

Fountain in Southeast (SE) corner, 16’ radius basin 8’ radius

basin glows red, water glows blue If a character can reach the basin without touching water in main area, drinks will benefit the characters, otherwise detriment. 1 in 20 chance of falling in. If fall 1d4 hp damage to character. ( I used magic fountain tables from a magazine article.) a pearl can be found in the basin: Periapt of Proof against Poison +4, will become a permanent part of the character. The third PC to look at it, becomes GEASed to swallow it. ( No SR)

Room 16) 10’ × 30’ × 12’ ( 3,600)

3 barrels: 20” diameter x 4.5’ tall

1) 5,000 gp
2) empty
3) gray ooze
Secret door: pressure plate 10’ up, 3’ above door

Room 90) 10’ × 10’

North door see room 14:

South secret door will open when all of party are in this room, of course a large group wont all fit. Knock will also open the secret door.

Room 91) 10’ × 80’ × 12’ (9,600)

Gargoyle

West Secret door: only open from room 8 crypt A or 2 Knocks Crypt A is the large ‘A’ on the map.
North secret door: only open if all of party are in alcove for room 99, then will open itself. Knock can be used as well.
East door: (trap) if tried Magic Missle d4+2 to opener.

Room 92) 10’ × 20’ empty


Room 93) 10’ × 10’ empty

east door: enter from room 9 only, or Knock


Room 94) 40’ × 10’ empty

dried blood on floor, any elf will recognize it as elf blood

cannot enter room 5 from this direction unless use Knock ( its a one-way door) East Secret door: if touched by PC under 5’ 10” tall, it will open.
any others take 1-3 hp.
after door opens the door becomes part of the wall. North door: push

Room 97) 30’ × 10’ × 12’

North secret door: pushes open from room 97, or use Knock

South secret door: 1. opens automatically if the earlier Periapt of Proof vs. Poison is found 2. 2 PC under 6’ 6” touch two blue plates on west wall. on west wall are some ceramic squares: ( 5 high x 4 wide) 4 blue, 4 green, 4 orange, 4 yellow: somewhat randomly on wall

Room 98) 10’ × 10’

Gargoyle

East secret door: opens by gnome or elf touch

Room 99) 10’ × 10’ × 10’ alcove

see room 91 for opening secret door


Room 100) 10’ × 30’ ( smell of apricots outside room)

Ogre HD 4 +1
has a 9” pouch with a key that opens door on south wall.
Turn key to left to open.


Author
Categories South Hemisphere

Posted

Sraa Keep level 2, Trillolara


Room 17) 40’ × 40’ × 12’

Owlbear

South Secret door: 1 lever both sides of door, both are down. Both must be up for door to open. Stairs, number 4, goes down to level 3 hallway to room 40

Room 18) 30’ × 70’

Stag Beetle

fresco on north wall glows slightly, a pale blue. Its a picture of 10 barbarians bowing to a magic-user

Room 19) 50’ × 60’ barracks

32 bunks, 1 row of bunks between Ogres and the door.
They are cooking their food.
Their laughter can be heard from the stairs in room 20.

2 Ogres ( Graz has 70 gp and Raglt has 50 gp) in a bunk in the southeast corner is a rotting blanket, under the blanket is 350 pp

Room 20) 30’ × 50’

about 5-6 dwarf and elf bones

stairs, number 2, go up to level 1 room 10

Room 21) 30’ × 20’ Guard Room

broken spears, slashed water skin, leather glove ( all too large for human use)



Room 22) 30’ × 20’

3 ghouls

stairs, number 5, only connect to third level room 35 This room, unless the characters dig or use a spell, is not otherwise accessible from level 2.

Room 23) 40’ × 30’

broken sword blade, no handle/grip



Room 24) 70’ × 40’

6 ghouls

due to the Evil here, cannot be turned.

Room 25) 50’ × 30’ Fountain room

entrance to room is an illusional wall first drink will be detriment ( I used a magazine article for magic fountain generation.) 30’ diameter center bowl has a red glow. center bowl is 6’ high if non-good touch: 1d4 hp ( Any alignment without Good as part of the title would be considered non-good for the purposes of this encounter. )
if good touch: glow vanishes and Ring of Fire resistance will be found 20 percent chance to fall due to slipperiness; 1d4 hp chest south end of room:
trap: any on this side of fountain take d4+1 hp when it is opened.
inside is 20 pp

Room 26) 30’ × 70’ × 15’ (32,850 cubic feet)

Secret door to room 32: depressions in west wall: 2” across, 6” apart, 3” deep.
They start at 1 foot from the floor in a pattern of 10 depresisons up,
and 10 depressions across. Numbered, in elf runes, across the top A to J,
and down left side 1 to 10. a finger pushing on A3 opens secret door to room 32.
a finger pushing on A1 open North door to room 87.
a finger pushing on D6 opens secret door to room 27.
a finger pushing on G9 opens secret door to rooms 18, 23, 24, 25.
All other depressions, 1-5 in 20, gives 2 hp damage.

Room 27) 10’ × 10’

east secret door: opens when all PCs are inside room, or Knock



Room 28) 10’ × 10’

North door: one way to room 29.

If opened, will close in 1 hour, not findable from room 29. Can push open door going from room 28 to room 29. word ‘push’ in common on room 28 side of door.


Room 29) 20’ × 40’

Gargoyle



Room 30) 20’ × 20’

Gargoyle



Room 31) 90’ × 30’ Fountain room

after 5 minutes in room, grating noises are heard from below
( like stone on stone)

Fountain: 20’ radius in NW corner ( I used magic fountain tables from a magazine) North door: wood with iron bands.

Room 32) 10’ × 10’

small water puddle on floor.

South secret door: push North secret door: push

Room 87) 10’ × 10’ metallic smell in room

South secret door: Knock
North secret door: push up



Room 95) 40’ × 10’

south door is one-way into room 20, or Knock

West wall is slimy

Room 96) 10’ × 60’

halfling bones on floor

Gargoyle

Author
Categories South Hemisphere

Posted

Sraa Keep level 3, Trillolara


Room 33)

stairs, number 6, trapped: overhead are 100 spear heads about 8.5’ up held by thin cords of string.
third person on stairs will trigger the dropping of the spear heads
1d4 hp each, 5 or better to hit
( leads to level 4 room 86 Dead End unless passage found) stairs, number 7, trapped: dead end. If all of the group goes down the stairs, a wooden plate closes the top off. ( leads to level 4 room 79 Dead End) stairs, number 8, trapped: fifth and sixth character to go down the steps gets 2d4 electrical damage. SR vs. electrical damage for 1/2 damage. ( leads to level 4 hallway and room 52 and most of level 4) stairs, number 9, safer than the others in this room only non-trapped stairs in this room ( leads to level 4 room 53 and connects to stairs 11 for other levels of Sraa Keep)

Room 34) 40’ × 50’

frescoe on west wall shows Strazl torturing someone/something but that part
is missing. ( He is smiling, there is a brazier of burning coal and
metal rods are heating in the brazier.)

7 Gnolls have been trying to get the chest open
Chest: 6’ × 3’ × 2’ high, locked
Long sword +2/+4 vs. True Dragons vs. Red Dragons get triple damage
Neutral Good aligned sword
400 pp

Room 35) 50’ × 40’ × 15’ ( 30,000)

five 4’ × 6’ × 3’ coffins
five 4’ × 8’ × 4’ coffins all 10 are empty

9 Ghouls stairs, number 5, goes up to level 2 room 22

Room 36) 10’ × 40’ Storeroom

1 barrel: 3’ diameter X 4’ high, wood

South wall directly opposite of door:
a sword is projecting out for the wall, point first, about 4” of blade.
human blood on the sword


Room 37) 10’ × 40’ alcove

trapped: darts fire at any crossing movement.
1 dart per NPC; 3 darts per PC.
1d6 hp per dart. SR vs. poison +4 for any hit.
will hit on 1-9 in 20


Room 38) 30’ × 60’ × 15’ Fountain Room

the 2 fountains are non-magical

North wall, a spear point projects from the wall,
with a bit of chain mail on the point
( about 6.5 feet above the floor)
dried blood on it, spear point is very rusty.
Anyt attempt to remove it and it shatters and falls apart.

Room 39) 20’ × 40’ empty except for barrel

barrel in Northeast corner:
2’ diameter x 3’ high
full of lead, takes 2 characters of S16 or more to move it.

behind it is a secret door.

Room 40) 40’ × 40’ × 15’ ( 24,000)

2 giant lizards


Room 41) 30’ × 20’

a pile of human bones in the center of the room


Room 42) 40’ × 60’ rotting flesh smell


Room 43) 10’ × 10’

Dryad in stasis, captured by Strazl, from woods north of Sraa Keep

If PC attack, the PC takes 5 hp and the Dryad disappears. If they don’t attack, she thanks them for releasing her and she says
“here is your reward” and she vanishes.
The sack contains: 10 pp and a Ring of Protection +3

Room 44) 40’ × 20’ Auxillary Burial Room

4 coffins: 2’ × 6’ × 4’ empty
2 coffins: 2’ × 6’ × 2’ a cleric will recognize the bones in them as
halfling bones.

3 Ghouls

Room 45) 20’ × 60’

The entire north wall is covered by an abstract ceramic fresco
of red, yellow, green, blue, and violet tiles. The colors will
appear to swirl to any PC Intelligence 16 or less. SR vs. paralyzation
Unless blocked from seeing it, the affected character will
continue to look at it for 3 melee rounds. The PC
will be hypnotized for a week, must be led, wont fight.
Cure Disease to remove.


Author
Categories South Hemisphere

Posted

Sraa Keep level 4, Trillolara


Room 46) 20’ × 110’ × 15’ another Fountain Room

Secret door to this room: opens if touched by magic ring

5 gargoyles
Fountain: 30’ × 20’ × 6’ Basin in back glows bright blue 6 feet above floor. Anyone attempting to destroy fountain will lose 1 hp, -1 to Intelligence, -2 to Wisdom, -3 Charisma, -2 Strength permanently.
        Anyone who climbs into pool to see what is in basin or in the pool,
         climbing in: 1d6 hp; move 3' in: 6 hp; move total of 6' in: 8 hp
           ; move total of  9' in: 7 hp; move total of 12' in: 10 hp
           ; move total of 15' in: 3 hp; move total of 15' in: 3 hp
           ; move total of 18' in: 6 hp; move total of 21' in: 9 hp
           ; move total of 24' in: 10 hp; move total of 27' in: 11 hp
           ; move total of 30' in: 12 hp; returning heals 1 hp/6 feet.
If touch water and bowl: 4d6 hp electrical damage, metal armor doubles damage. 300 cubic feet of water: if they use 12 Destroy Water spells, or Lower Water or Part Water take no damage. Or the character could use Levitate or Fly, etc. In the back of the bowl is: Ring of Free Action and Bucknard’s Everfull Purse ( 26 cp, 26 ep, 26 pp)


Room 47) 20’ × 20’

human, halfling, and gnome bones all over the floor

on east wall is a drawing of a laughing skull.
A sign under the skull says in common:
‘Cursed to they who steal my gold, your way out leads to death,
the way back leads to life.’
Exit doors will only open if PCs/NPCs go up to level 3 room 42 ( stairs 10)

Room 48) 20’ × 50’

3 giant weasels

Chest: 3’ × 3’ × 3’ lid is open; gold and silver can be seen from doorway: its 800 gp and 700 sp. false bottom: Thief must Find and remove Traps or 2d6 hp when remove covers: 250 pp, scroll Cure Serious Wounds ( 3) that only work inside Sraa Keep

Room 49) 30’ × 60’ Armory

Secret door cannot be kept open unless broken open or spiked open
with iron/steel spikes: it will close and turn to stone; 30 hp to break.

Any weapon taken from this room will have 50 percent chance to shatter
each monster fought in this dungeon, normal otherwise. Along all 4 walls are weapons racks: South wall: swords; radiate magic and all glow in the dark, but they are only Nystul’s Magic Aura
West wall: maces, same as the swords, except the rusty and bloody one on the floor, wont shatter and its a +4 weapon ( You can decide if they are foot soldier or horse/cavalry maces. I sometimes pre-designated one, other times I told the players it was a particular type if someone needed a horse/cavalry mace rather than a foot soldier’s mace.)
East wall: twenty 6’ long spears; first one is +1 cursed: any heal or cure spell -2/die rolled for the owner( minimum result of 1), regeneration wont work. Tenth is +2, but will shatter 10 percent chance vs. any monster in this dungeon. Rest are all normal spears, but will test same as other weapons in this room, i.e. using Identify.


Room 50) 50’ × 40’ × 15’ Torture Chamber

3 owlbears

Iron Maiden 4’ tall, Northwest (NW) corner Manacles on the south wall 3 Braziers near south wall with iron rods in them. Pit NE ( northeast) corner: 10’ × 18’ × 30’ deep.
full of 2’ spikes 2d6 hp plus SR vs. poison
blood everywhere, some of it fairly recent, any cleric can recognize it as human

Room 51) 30’ × 50’ 15’ Teleport sender room TS1

1st character into room gets sent to room 127

2nd gets sent to room 78 3rd gets sent to room 84 ( continue rotation between receive rooms until all characters that go into this room wind up in one of the 3 receiver rooms. )
All rooms are on this level.

Room 52) 8’ × 40’ empty

Fresco of Strazl Deathclaw

First Chaotic align that touch it, gets a Wish. First Lawful that touches it gets 2d10 hp
And any additional characters that touches it takes 2d10 hp
After 5 characters have touched it, it falls apart.
stairs, number 8, in this room lead up to level 3 room 33


Room 53) 20’ × 10’

door pushes open either direction

2 gargoyles
stairs north end of room ( goes up to level 3 or down to level 5) up stairs is number 9, down stairs is number 11. These are the only multi-level stairs in Sraa Keep.


Room 54) 10’ × 10’ empty

South door: pushes open from inside room 54, but not from direction of room 49

North door: pushes open from inside room 54, but not from hallway
Knock can be used for either door.


Room 55) 20’ × 30’ × 15’ empty

a large orange arrow is painted on the floor ( doesn’t do anything )

The projecting wall area moves up and to the left to block the passageway if there are any of the group left after room 51 is entered. Slab takes 50 hp of blunt weapon damage to break through.


Room 56) 20’ × 10’ empty

Trap A, marked in corridor south of this room:
1-15 in 20 activate trap: 6’ × 10’ × 10’ deep pit. 1d6 +2 hp

South secret door: will open automatically if Trap A is sprung, otherwise pivots in center.
East secret door: opens when all of party inside, or Knock

Room 57) 10’ × 50’

Trap B: 1-10 in 20 third person step on it triggers it.
3 spikes 6 inches long in the pit that opens up: 1d8 +3 hp
hit any armor class on a 19 or 20
The pit is 12’ deep, 6’ × 10’ wide

Spikes have a sleep poison on them: SR vs. poison +3 or sleep for 40 minutes
Chest: Thief can remove traps and prevent the Magic Missle attack: ( I know thieves cannot remove magic traps, but I forgot that during the design phase of this dungeon.)
d4+1 to all within 15 feet
700 gp; 3,600 sp
South secret door rolls up into ceiling if Trap B activated. otherwise Knock West secret door: push from east East secret door: push from west, Knock from East

Room 58) 20’ × 10’

East Secret door: activated by levers on south wall.
All 3 levers are down, 1 and 2 must be pushed up then down,
then 1, 2, and 3 are pushed up then down.
Door opens by sliding into floor. or Knock

North secret door can only be opened from room 57, or 2 Knocks


Room 59) 10’ × 30’ Lever Room

6 levers across the north wall at 2’ intervals

Using any lever starts a loud bell ringing.
East secret door: opened by pushing on any part of the door


Room 60) 10’ × 50’

Trap C: 1-8 in 20 fifth person or if not fifth person activate,
then roll again for when 6th person walks on it. 20’ drop. 2d6 +2 hp.
3 inch spikes. SR vs. Poison or sleep for 1 hour and lose
1 point from all attributes for 2 game-weeks.

South Secret door: open automatically if trap sprung, otherwise Knock.


Room 78) 10’ × 10’ empty

to spot thin area in wall:

gnome and dwarf 1-7 in 8
elf 1-4 in 6
half-elf 1-5 in 8


Room 79) 10’ × 10’ empty

stairs, number 7, near this room lead up to level 3 room 33



Room 80) 10’ × 10’ empty




Room 81) 10’ × 10’ empty



Room 82) 10’ × 10’ empty




Room 83) 10’ × 10’ empty




Room 84) 10’ × 10’ trap

any character comes into this room: 2d4 hp


Room 85) 10’ × 10’ trap

any character comes into this room: 2d8 hp

dead end


Room 86) 10’ × 10’ empty


stairs, number 6, near this room lead up to level 3 room 33



Room 127) 20’ × 30’ Teleport Reception TR1

3 Ghouls


Author
Categories South Hemisphere


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