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map of Trillusion Castle,  level 2, 450 x 300

Room 1: 10’ × 10’ × 10’

Dust, otherwise empty.


Room 2: 10’ × 10’ × 10’

dried remains of 2 giant centipedes.


Trip wire on the way to room 3 is a fake.


Room 3: 20’ × 30’ × 10’

Secret door: push up to open.


Room 3a: 10’ × 10’ × 10’

Up above the floor of room 3.

Has an auto-fire repeating heavy crossbow. It can fire 5 times. Its firing area is marked on the side view drawing at the bottom left of the map.

Any character moving into the firing area will be fired upon once. Any more character movement will get fired upon. This continues until all 5 bolts have been fired.

Dusty area around the crossbow. A thorough search finds 1 platinum piece.


Room 4: 40’ × 100’ × 10’

The illusional fighter is at 5th level. AC 5 with chain mail. Long sword and shield. Attacks anyone entering the room. Dispels after 5 combat rounds.

Standard secret door: to open, push on the east side after finding it.


Room 5a: 60’ × 10’ × 10’

Trap inside the door. 1d4 hp per time someone steps on it.


Room 5b: 60’ × 10’ × 10’

False trap inside door. Trap door drops 2 inches.


Room 6: 10’ × 10’ × 10’

Regular wooden door into the room. Pull handle on the right.

2 skeletons guard a chest

Chest: 2’ long, 2’ wide, 1’ high. No carry handle, locked. 45 gold, 150 silver pieces. two 25 go gems.

The corridor between room 4 and 7 sometimes echos from footsteps not made by the adventurers.

Room 7: 70’ × 90’ × 15’

Contains a 20’ × 90’ × 50’ deep moat in front of a castle-style wall.

Room is dusty, footprints are visible.

If any of the characters have encountered goblins and orcs before, they will recognize the footprints.


Room 8: 20’ × 30’ × 10’

Empty, but some of the dust could be rotted furniture.

The secret door is pushed upwards to open. The secret door is trapped. 1d6 electrical damage to first character that finds the door, make save for half.


Room 9: 20’ × 30’ × 10’

Empty, but some of the dust could be rotted furniture.

On the north wall is scratched ‘Croatoan’.

(Originally found on a tree near early American colony, the original inhabitants disappeared.)


Room 10: 30’ × 90’ × 10’

Parapet is 9.5’ wide, the merlons take up 4.5’ × 4.5’ each. With a 5’ gap between each one.

Moving the 30th brick from the east side, next to the south edge, will cause a secret door in the south wall to reveal itself. This leads to a 5’ wide and 5’ high tunnel that exits the west side of the ridge.

The tunnel exit is partially blocked on the side of the ridge. The player characters will need shovels and picks, or it will take 2 days instead of 1 day to clear the exit.


Room 13: 10’ × 20’ × 20’

3 zombies in the room.

1 black widow spider on the ceiling


The corridor to room 11 is 15’ high.

Regular wooden door into room 11. Pull handle on the right side going south. Push plate on left side going north.

Room 11: 10’ × 20’ × 20’

South wooden door has a pull handle on both side, east side of door.

Nothing in the room.


Room 12a: 70’ × 20’ × 10’ – 30’ × 33’ × 10’

The storeroom to the left side is part of this room. The dashed line shows the limit between 12a and 12b.

Debris blocking exit west and east from room. There are small pieces of metal in both piles so carelessly moving them will cause a sound heard throughout room 12.

This will alert the Orcs in room 12c. They have been trapped here since the secret door closed and they couldn’t figure out how to open it again. Their leader who did know how to open it was killed by the previous group of adventurers who came here. The adventurers didn’t make it either.

The lamp light between rooms 12b and 12c are clearly visible to anyone in room 12a.

The storage barrels are mostly empty.

Two at the north end have dried apricots, marked with the letter A on the map. (In my campaign, the player character have smelled apricots just before they encounter Ogres.

And apricots don’t grow in Trillolara, Dank Forest, and probably not in Teslarc either.)

The one next to it has dried apples, marked with a letter B on the map.

The four marked C on the map have clean water in them.

The barrels have no markings the player characters can see.

Thes northmost word, near the barrels marked on the maps, looks very green with crud. A careful cleaning shows it is a silver sword (An Identify will show it to be magic +1 to hit and +1 to damage.)

(In my campaign, Identitfy could only show a result of ‘few’ for +1 or +2, ‘several’ for +3 or +4, or ‘many’ for +5 or +6 items. Determining exact pluses and charges for items was impossible, unless a Wish or Limited Wish was used. Most +6 items are unique. If broken, they are gone forever.)

The other swords are rusted normal swords.


Room 12b: 70’ × 40’ × 10’ – 12’ × 20’ × 15’

A torch on one wall. The 30’ radius light is marked on the map.

The sword isn’t rusted. But it glows a light blue. (not magical)


Room 12c: 70’ × 40’ × 10’

15 beds, most are rotted and covered with dust.

Near bed marked B are 4 orcs. They have longswords, shields, Arnan helms without chain mail coifs. Two of them have light crossbows and 12 quarrels each.

Area marked A: under the bed is a small box, the spoils the Orcs have. 15 gold pieces, 45 silver pieces, 100 copper pieces. And from one adventurer who no longer has a use for it, a ring of protection +1.


Room 14: 70’ × 130’ × 10’

The sinkhole goes to a small cave below, about 10’ × 10’ × 10’

Listen quietly, the characters will hear scratching sounds, like several animals are diging.


The secret door leading to room 15 is findable 1 in 6.

The corridor to room 15 is 20’ high.

Room 15: 100’ × 70’ × 15’

The 5 metal spiral stairs lead downward.

Stairs 1, 2, and 4 stop just below floor level.

Stair 5 leads down into a small cavern with one sinkhole. Signs of battle due to the 3 dead kobolds.

Stair 3 leads down 30’ to a small tunnel going southward that leads to a room: 80’ × 50’ × 20’

In the room are 10 kobolds who would prefer to bargain for another way out. They are the remnants of the 30 kobolds that came down here via a tunnel. The rest have been killed by the 3 carrion crawlers that live down one sinkhole and the 8 giant centipedes that live down the other sink hole.

If they are told how to get out, they will mention the secret tunnel and what room it is located in. They don’t know how to open it.

Standing around and talking loudly will attract the carrion crawlers and the giant centipedes.

While the centipedes and crawlers don’t coordinate their attacks, both attacking at the same time could overwhelm the characters and the kobolds.


map of Trillusion Castle,  level 2


Author
Categories Teslarc, Trillusion, ruins

Posted

Age 11 1-500 years, Age 11 is still on going

The tale of Dank Forest’s Leaders starts after the Doom of Licieria.



ruled
for

15 years A ragtag of knights, magicians, clerics, rangers, monks,
druids, minor nobles, and others defended Dank Forest
from those who attacked Dank Forest after the green cloud had
come and gone. Most of them died off.

Age 11 years 1 – 15

15 years The Nobles left couldn’t decide on who should rule Dank Forest.

Age 11 years 15 – 30

20 years King Joh-Nak Queen Sharan

Age 11 years 30 – 50<br Tried to push through some reforms; public works, castle building combat training for most citizens; but they were blocked by the Nobles who declared there was no funding to built the facilities for training anyone in anything.


30 years The Nobles told King Joh-Nak and Queen Sharan they weren’t monarchs anymore. The King and Queen took ship to Trillolara, and never set foot in Dank Forest again. They were very fed up with the Nobles of Dank Forest.

Age 11 years 50 – 80
The Nobles argued for the remaining part of 30 years over who was to replace them.


15 years Queen Silly

Age 11 years 80 – 90

Told some of the most awful and convoluted jokes.
Accomplished nothing. Which suited the Nobles just fine.

This turn of events wasn’t to the liking of the rest of the Kingdom.
Some Nobles died of apparent accidents.

There was some, but not all of them, improvement in the monarchs appointed, uhm, voted into office later on.

( the years from 90 through 184 are under construction.)


25 years King Justlar Queen Khantan

Age 11 years 185 – 210
Set up a few public kitchens. Failed to staff them. After a few days, a few people went there and started cooking meals. Folks showed up to be fed. Worked wonderfully.


25 years Age 11 years 210 – 235

The Nobles fail to meet, over 200 times.

a series of ‘temporary’ Kings and Queens who held office because the Nobles couldn’t agree on when and where to hold a meeting to decided if and who was to be Queen and King. No one is certain who appointed, uhm, voted, for them.

They just showed up and took office, while saying they were there temporarily. The Nobles convinced themselves it was All According to Plan.


10 years Queen Jul-Hara

Age 11 years 235 – 245
Rebuilt several towns, did a few municipal works in Brillar. One day said how all boring it was, and abdicated.

5 years King Samuel the Sharp Queen Ghastan
Age 11 years 245 – 250
The most brilliant King and Queen Dank Forest ever had… died mysteriously.

50 years King Wrong-Way

Age 11 years 250 – 300
Lost ? Yes, verging on 100 percent of the time. He had problems determining up from down, North from South, and West from a river.

Which is how he died. Fell into a river, while claiming he was headed West. The river being South by southeast of the location he left from.

His real name is forgotten, even his headstone says King Wrong-Way


28 years King Jush-Tarak Queen Salak

Age 11 years 300 – 328
One of the most boring pair of rulers ever known on Crestar.

So lackluster were they, no one can remember anything they might possibly have been noted for.

Scholars note that it was the rotting smell that got the Nobles and the Royal Court to realize they were dead.

end of the ‘temporary’ monarchs.


43 years King Jhan the Energetic Queen Sala

Age 11 years 328 – 371
Brillar is re-constructed of stone.

Many parts had been built of stone many years ago, but much of that had been destroyed in the downfall of Licieria. Some buildings had been rebuilt or repaired over the years. But not as much as during the reign of King Jhan.

Ah, the petty squabbles of the petty Nobles.

Oh, they have Upper Crust Noble rank, but they do argue, for years, over who the next King and Queen will be.

Taxes still get collected, the border is protected, but arguments over who is in charge of what can take longer when there is no King and Queen.

Land disputes can happen, and are sometimes put on hold until the next King and Queen take their thrones.


25 years Queen Ghartan King Reltan

Age 11 years 383 – 408
Some construction during this period of stone buildings.

12 years to decide this time.

30 years Queen Lakh-Nan King West-Lar

Age 11 years 415 – 445
Have I said yet how much the Royalty of Dank Forest love to tax ? They all do.
The Kings and Queens of Dank Forest seem somewhat lackluster, no real drive, except to clean up Dank Forest. Maybe that is why the Undead that destroyed Licieria leave them alone ?
Seven years to decide who rules, a new record.

10 years Queen Jul-han King Shrakah

Age 11 years 450 – 460
Taxes were slightly lower during their reign
The Nobility of Dank Forest noticed quickly they seem to have fewer deaths from attackers than Trillolara, they don’t know if they should be relieved or offended.
Took only 5 years this time. In private the Nobles are startled, in public they act pleased and claim that things are improving.

20 years King Chash Queen Taran-Kah

Age 11 years 480 – present
They both love taxes, treasures found are a Royal Fifth.
The Nobles of Dank Forest argued for 20 years to determine who will be in charge, they don’t trust one another. the Border Guard has the deciding decision. I’m not sure any of this could be called voting. Taking 20 years this time…

Author
Categories Dank Forest

Posted

farm land: wheat, corn, cattle, vegetables, other typical farm animals

forests: one large forest, interspersed with towns, farms, and a city or two.

water: streams, several rivers, fog

mountains: one large sprawling hill within the borders, two larger hills
divided by the border.

typical terrain: hilly with some flat areas. In spite of over half of its
border being seacoast, it has only one seaport, Brillar.

Author
Categories Dank Forest

Posted

overall
Humans 43,000
Gray Elves 2,000
High Elves 3,040
Surface Gnomes 3,150
Halflings, Hairfeet 2,520
Half-Elves, Gray 2,500
Half-Elves, High 6,290
Half-Elves, Wood 500
———-
total 63,000
adventurers 1,258


Author
Categories Dank Forest

Posted

He is an assistant blacksmith. They always find enough work to stay moderately well off.

Krinli also works at Zrani’s Blacksmith Shop

Humans, 5’ 6” tall, Strength 17 Blonde-brown hair.

Tarsha is his wife’s name.


They have a small garden outside the north window.

Chrysanthemums, roses, dill, Morning glory, Snapdragon, Zinnia


Author
Categories Trillolara, Fondfield


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