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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

Posted

 Odd-shaped, Map 5, Trillolara


Room 1) 20’ × 20’ × 20’ room of the invisible doors

There are several burned/melted bodies that were going in the direction of the metal stairs.
The spiral metal stairs look new on this level.

Detect Magic will show areas that look like doorways.

If anyone says words to the affect:
“Which door do we open first ?”

A Magic Mouth will appear and say:
“Some say ‘tis death,
some say ‘tis life,
go not widdershins my friend if you want to be safe !”

Painted sign on one wall:
“Place of the Forgotten Ones”

If Detect Magic is cast on it, shows:
“ABANDON ! All Hope Ye Who STAY Here
IN These rooms !”

(Kinda of a trap, as I have used capitalized letters and words in just such a situation to give information to the players. Thats not true this time.)
If the characters announce they are going widdershins, the door leads to room 5 otherwise to room 2. Room 5 is a death trap.



Room 2) 10’ × 20’ × 10’ – 20’ × 10’ × 20’ – 20’ × 20’ × 30’ Room of Desire

on wall they first see: “Room of Desire” There are two pictures on the wall.
1) Of the most perfect woman
2) of the most perfect man

A trap: Any character that looks at a picture for longer than 10 game minutes,
must SR 4d6 vs. Charisma

If fail, must roll 1d20 vs. Magic or join the opposite sex in the painting.
If fail the second time, stay in the painting.



Room 3) 30’ × 10’ × 10’ – 10’ × 30’ × 20’ - 50’ × 10’ × 40’ (38,000 cubic feet)

on wall they first see: “Room of Wealth” Magic Fountain glows until all magic drinks are drunk

drink affects

1. Glow in the dark for 1 game week
2. Magic missle at drinker: 2d4+2 hp
3. +2 Dexterity permanent
4. +1 Prime requisite for 1 game year
5. 500 xp permanent
6. 300 xp permanent
7. heal 12 hp permanent
8. +1 SR vs. poison permanent
9. one 100 gp gem permanent
10. Mental block towards mental attacks for 4 game months.


Room 4) 10’ × 30’ × 10’ – 60’ × 10’ × 20’ - 20’ × 10’ × 40’ ( 59,000)

on wall they first see: “Room of Wonderous Weapons” In metal racks about the room are long swords, short swords, daggers, crossbows, long bows, short bows, maces, spears, battle axes, flails, hammers, javelins, two-handed swords, arrows, quarrels, tridents, scimitars

All glow under Detect Magic

All retain and are magic in this room, +1 to hit/damage. If any are removed
all of that character’s metal equipment will turn to rust when they return to room 1.

If any characters do partake of these weapons, one of their weapons at random will gain +1 to hit/damage.



Room 5) 30’ × 30’ × 30’ (27,000) Death room

Sign on Wall: “To Live, Die !
To Die, Live !”

If the players went clockwise, this room will detect as evil and a trap.

And they will be able to leave, otherwise…

Good refuse and neutrals commit suicide to exit.

If they came in widdershins, they lose their most important piece of equipment.


Author
Categories Trillolara, Shagtor Castle, ruins

Posted

Some Links

It is at the 2,500 feet above sea level contour.

I found the maps, but I have yet to find the room descriptions. I added new room descriptions.

After clearing the dirt for 20 game minutes a stone plug will be found in the center of the stone ring. Attached to it is a rusty iron ring.

Pulling up on the ring with a combined strength of 25, will raise the stone plug. Up to three characters can get a grip on the ring. Removing it reveals a stone tunnel going downwards, which is 5’ wide at the top and 10’ wide at the bottom. The wooden ladder is long gone. The drop is 15 feet.

map of Trillusion Castle, Burlan, Teslarc


Author
Categories Teslarc, Trillusion, ruins

Posted

Some Links

Yes, I used trignometry to figure out the angles of the stairways and ramps in my dungeons. The only time I can think of I used those formulas after I graduated from high school.

To show the players the angles, I used an adjustable drafting triangle. I didn’t show the the side with the degree markings. That way they had to estimate the angle. If a dwarf was in the group, I let that character use their dwarf skills, depth underground, etc. to determine a range of the slope. So a 28 degree slope, the dwarf player rolled percentile dice. And if make the roll, against what ever ability I figured matched, I told them ‘the angle is between 25 and 30 degrees’… if they made the roll. If they failed, I gave a wider range, say 20 to 35 degrees.


Room 1: 10’ × 10’ × 15’

Nothing but dust in room 1. A few tree roots. Stone steps lead downward.

The stairs are 26’ long. At a 28.7 degree slope, and drop for 12 feet 6 inches.

Various tree roots, from the trees up on top, restrict movement in the passageway.


The corridor that now turns right is 20 feet long. It has a slight 2 degree slope that drops down a further 6 inches.

More stairs. Forty feet long, 30 degree slope for a drop of 35 feet.

Another right turn as the passageway drops further into the ridge.

This 40 foot long passageway drops 2 feet 1.2 inches on a 3 degree slope.


map of Trillusion Castle,  level 1, 300 x 400 at 26 Kbytes


Author
Categories Teslarc, Trillusion, ruins


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