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Khilla Keep Map 7, Trillolara


Corridors are 10 feet high.


Room 39) 30’ × 40’ × 20’ ( 24,000)

4 giant toads

East secret door: push on bottom center



Room 40) 30’ × 50’ × 20’ (30,000)

9 Gnolls: two-handed swords
1 Gnoll leader: two-handed sword
each Gnoll has 6 ep; 7 gp

Secret door: Gnoll touch or Knock

6 barrels: 4’ × 4’

1) cabbage in brine: in a sealed container about halfway in:
five 1,000 gp gems
2) salt pork
3) wine
4) bolts of cloth worth 2 gp each, one is silk worth 40 gp
5) Fire trap 1d4 +7 ( Magic-User 4th)
6) water

chest: locked with 3 locks: 6’ × 6’ × 4’ chest
200 ep; 1,000 gp; ten 1,100 gp gems; ten 500 gp gems;
ten 2,600 gp gems; ten 1,000 gp gems; three 5,000 gp gems;
three 500 gp jewelry



Room 41) 40’ × 30’ × 10’

North secret door: push left
South Secret door: push center

above a pile of 12 blue and one gray cloak,
with Nystul’s Magic Aura on the cloaks are:

7 piercers


Room 42) 60’ × 40’ × 15’ empty

push left on door to open


Room 43) 10’ × 20’ × 10’ – 10’ × 10’ × 10’

Owlbear
South secret door: Knock as Wizard Locked at 5th level
North secret door: opened by panels in room 47
panels are on wall between rooms 43 and 48.

panels are: 3” high by 6” wide
purple green blue
black orange purple
blue black green

pushing on orange panel opens door to room 43

pushing on left them right purple panel rings a small bell

pushing on any green panel results in a dim flash of light
from under that panel

pushing all other panels or any other combination has a 20 percent
chance of 1d6 hp in damage.



Room 44) 40’ × 40’ × 10’ empty

silver wire across entrance at foot level

worth 1 gold piece intact

has Leomund’s Trap cast on it.



Room 45) 10’ × 10’ × 15’ empty



Room 46) 10’ × 10’ × 20’ empty



Room 47) 30’ × 100’ × 20’ (60,000 cubic feet)

programmed illusion of:

10 fighter 1 with long bows, long swords, and chain mail.
5 fighter 3 operating a ballista, same gear



Room 48) 20’ × 10’ × 10’ – 10’ × 30’ × 15’ empty

Secret door: elf touch



Room 103) 50’ × 20’ × 20’ ( 20,000)

the door is barred from the outside.

the 8 Orcs are suspended in time. Opening door releases them.
extra strength, from a Dragon magazine article.

long swords, chain mail, shields, long bows with 12 arrows each.
6 of them has one monster burn oil flask.

chest: 100 gp from Isle of the Jester, worth 3 pp each in Trillolara



Room 104) 30’ × 30’ × 30’ stairs room

a set of steps made of platinum, gold, and silver worth 50,000 gp intact,
was once part of a temple to Mitra. Any destruction of these steps will
result in a QUEST to rebuild and clean up any temple of Mitra.

Secret door: Lawful good touch



Room 105) 20’ × 90’ × 50’ (90,000 cubic feet)

Secret door: any non-neutral touch

Any speaking in this room will echo and echo and echo and echo.
If any in the group starts shouting, SR vs. Spells or take 6 hp in damage
and 5 percent chance to go insane, see 1E DMG pages 83 and 84 for
rules about a character going insane. Roll 2d10 add and character
gets insanity rolled


Author
Categories Trillolara, Khilla Keep, ruins

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Khilla Keep Map 8, Trillolara


Corridors are 10 feet high.


Room 49) 70’ × 30’ × 40’ trap

see room 58 on this level Secret door: push left just inside door is a shield with a sketch map of Dtranyo Castle area

Room 50) 30’ × 40’ × 10’ barracks

7 fighter level 1 guards: plate, two-handed swords, long bows with 20 arrows each 5 food barrels, one is empty

Room 51) 50’ × 20’ × 20’ quarter of a sphere guard room

3 guards level zero: leather, shield, short swords East secret door: Bandit touch or Knock
West secret door: Bandit touch or Knock

Room 52) 20’ × 20’ × 60’ empty

( Why such a tall room ?
Sometimes there might be a gelatinous cube up there…)

Room 53) 50’ × 50’ × 90’ ( 225,000)

obviously illusional red dragon Its on the other side of a Gate… If the characters attack it, there is a 5 percent chance, cumulative per attack, that a young adult red dragon will come into this room from an alternate Prime material plane Secret door: Knock or Dispel Magic vs. 10th level

Room 54) 50’ × 20’ × 80’ trap

3 invisible ballistas one on North wall will fire a metal headed bolt at a ceramic monster
burn oil tank, holds 50 gallons, built into the west wall. The other 2 have flint heads, and will fire at the west wall. 10 percent each to strike a spark and set the monster burn oil on fire.

Room 55) 30’ × 60’ × 40’ (72,000)

North wall mural of a battle scene halflings vs. gnolls Hitting any of the gnolls will open the North wall secret door

Room 56) 20’ × 30’ × 30’ (18,000) Green slime Chest: 6’ × 4’ × 3’: trapped with Fire Trap 1d4 + 10hp needles in lock cause pain but no poison
7 gp; 1800 pp; one 3,000 gp necklace
1 Magic-User scroll: 1) Magic Missle, 2) Knock, 3) Haste, 4) Ice Storm,
5) Cloudkill, 6) Stone to Flesh, 7) Phase Door

Room 57) 20’ × 10’ × 10’ empty

North one-way door: from South push left, from North Knock South secret door: push up

Room 58) 10’ × 50’ × 7’ – 6’ × 10’ × 7’ ( 3,920 cubic feet)

2 Magic-Users 6th level NE One sleeps while the other watches. They work with
the Nomads. both have Dagger +3 Neutral Evil. No money.

Room 59) 10’ × 10’ × 10’ empty

sign on East wall: “You’re too late !”

Room 60) 10’ × 10’ × 10’

Chest: halfling touch to open or 2 Knock spells
3 halfling size elf cloaks; 750 pp


Author
Categories Trillolara, Khilla Keep, ruins

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Khilla Keep Map 9, Trillolara


Corridors are 10 feet high.


Room 61) 30’ × 30’ × 20’ ( 27,000)

carved on the floor in common:

“Boozers can’t be choosers
the directions of the four winds
are for “spelling” friends
Amber is but a Shadow
for a dhow up the River Invisible
is impossible you see !”

( The Invisible River is in The Great Open, much of the year it
doesn’t have much water in it. )

South Secret door: open touch of anyone with a S in their name
West Secret door: open touch of anyone with a W in their name
North Secret door: open touch of anyone with an N in their name



Room 62) 30’ × 20’ × 30’ empty

East secret door: Knock



Room 63) 70’ × 40’ × 36’ (100,800)

a blue line is drawn on the wall, 3’ above the floor,
around the entire room… it could be a high water mark…

a) East secret door: Knock or Dispel Magic vs. 6th level
b) East secret door: push down



Room 64) 20’ × 10’ × 10’ – 10’ × 10’ × 10’

3 Owlbears

North secret door: push left

West secret door: Knock or Dispel Magic vs.



Room 65) 30’ × 30’ × 50’ (45,000) empty

East secret door: push left
South secret door: Knock or Dispel Magic vs. 6th level
North secret door: push right



Room 66) 40’× 30’ × 30’ (36,000 cubic feet)

North wall: painting of a black horse

Nystul’s Magic Aura on horse



Room 67) 50’ × 20’ × 30’ (30,000)

Green slime on ceiling

spiral stairs going down



Room 68) 20’ × 30’ × 10’

5 Owlbears



Room 69) approximate dimensions: 10’-40’ × 30’-90’ × 10’

Secret Door: Knock or Dispel magic vs. 9th level

5 Scarecrows ( Fiend Folio)



Room 70) 40’ × 30’ × 10’ empty



Room 71) 20’ × 10’ × 10’ – 10’ × 10’ × 10’ (3,000)

Gelatinous cube is under the fake floor

The floor is covered by paper and supported by thin wood in such a way
as a probe by a staff will not give the ‘cube’s location away, but a
sword will. The ‘cube extends down 30’.

At the bottom of the 30’ high gelatinous cube is:
800 gp; 900 ep; 3,000 sp; dagger +1; Long sword +3;
elf-size plate +2; Magic-User Scroll: 3 Magic Missile spells written at 14th

The area to the left is covered by a Permanent Illusion

If any fall in or an attack is made on the ‘cube,
a tentacle will seem to sprout from the left hand
illusioned wall. Must SR vs. Magic at -5

If fail to save, will fall face forward into the 10’ × 10’ × 10’ area,
the footwear will look as if the character is being dragged into
this small area.

If make the SR, the character will scream in fear and leap backwards, falling into
the ‘cube’s pit.

All of this is enabled by a Permanent Programmed Illusion and a Permanent
Phantasmal Force to show a horrorfying green putrescent humanoid
with a third arm growing out of its chest, in the small area.

Chest: 2’ × 6’ × 4’ Fire Trap 12d4 +12 hp Magic-User Scroll all spells at 12th level 1) Fire Trap, 2) Fireball,
3) Flash 8d6 ( from a magazine), 4) Cone of Fire, 5) Unseen Servant,
6) Unseen Servant Permanent
three 3,000 gp gems;
Wand of Detect Evil: command word is “Well ?” 97 charges,
usable by Cleric Magic-User or Fighter of LG CG or LN alignments,
its 15 inches long and 2 inches in diameter, 5 percent of user’s
level below the evil present to fool the user into believing its not evil
until the user is 10th level, jeweled case worth 2,500 gp of gems set
in leather case padded with velvet. Case is 16 inches long and
2.5 inches in diameter



Room 72) 30’ × 30’ × 10’

damp walls, small water puddles on floor



Room 73) 40’ × 16’ × 10’

6 Owlbears

East secret door: Elf touch or Knock
West secret door: push left



Room 74) 80’ × 10’ × 10’

7 barrels, rotted wood, decayed fruit and meat



Room 75) 10’ × 12’ × 30’ (3600 cubic feet)

chest:

Scroll marked CY: 1)Cure Light wounds, 2) Aaron’s Rod ( from a magazine),
3) Find Traps, 4) Detect Good
Scroll marked GW: 1) Locate Self, 2) Pass Without Trace, 3) Detect Snares and Traps
Scroll marked GL: 1) Identify, 2) Push, 3) Amaze, 4) Netzabar’s Olfactory Delight,
Scroll marked R: 1) Air-Mirror ( from a magazine), 2) True Sight, 3) Dispell Illusion
75 pp; 360 gp; 3,000 sp



Room 76) 20’ × 30’ × 20’

dust everywhere, could be, from the shapes left, rotted furniture



Room 77) 10’ × 10’ × 10’

Chest: 4’ × 2’ × 2’: Fire Trap 1d4 +12

750 pp; 3,600 gp; 3,000 sp; five 500 gp gems
( scrolls written at 12th level)
Scroll marked CY: 1) Cure Critical Wounds, 2) Blade Barrier, 3) Ressurection
Scroll marked GW: 1) Wall of Fire, 2) Fire Seeds, 3) Reincarnate
Scroll marked GL: 1) Cone of Cold, 2) Reincarnate, 3) Power Word Stun
Scroll marked Z: 1) Chaos, 2) True Sight, 3) Alter Reality


Author
Categories Trillolara, Khilla Keep, ruins

Posted

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Khilla Keep Map 10, Trillolara


Corridors are 10 feet high.


Room 78) 50’ × 40’ × 10’ (20,000)

20 kobolds with short swords, no missile weapons
1 leader short sword +2
1 assistant leader short sword +1

they have: 250 cp; 300 sp; one 500 gp gem



Room 79) 20’ × 140’ × 7’ ( 19,600 cubic feet)

floor is covered with 6 inches of sand, making a nice home to:

2 sandmen (Fiend Folio)

characters who walk move rate is half normal.



Room 80) 40’ × 20’ high cylinder: semi-trap

magic pool:

any gold coins tossed in: roll a d20
result 1-11, the gold becomes platinum
result 12-20, the gold becomes lead



Room 81) 30’ × 30’ × 30’ (27,000)

Gray ooze on ceiling



Room 82) 30’ × 50’ × 30’ ( 45,000)

3 Fire toads ( Fiend Folio)



Room 83) 30’ × 70’ × 30’ (63,000)

mural on North wall of many colors splashed onto wall,
but there are no shades of green nor green

Nystul’s Magic Aura is cast on the mural


Room 84) 40’ × 30’ × 10’ (12,000)

3 Scarecrows (Fiend Folio)

chest:
Isle of Jester coins are worth more in Trillolara:
5,000 cp; 3,000 sp



Room 85) 10’ × 20’ × 10’

Secret door: human touch or Dispel Magic at 14th

chest: trapped with Delayed fireball 14d6 +14 hp
70 pp; Dagger +1; 1,000 sp;
Magic-User scroll: 1) Death Spell, 2) Acid Rain, 3) Air Breathing,
4) Anti-Magic Shell, 5) Bigby’s Grasping Hand, 6) Cloudkill,
7) Fly



Room 86) 30’ × 20’ × 20’ empty



Room 87) 20’ × 10’ × 10’ – 10’ × 20’ × 10’ empty



Room 88) 10’ × 10’ xz 10’ empty



Room 89) 10’ × 20’ × 10’

Chest: 7,000 gp

Secret Door: Knock or Dispel Wizard Lock at 10th level



Room 90) 90’ × 20’ × 10’ empty




Author
Categories Trillolara, Khilla Keep, ruins

Posted

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Khilla Keep Map 11, Trillolara


Corridors are 10 feet high, except for two areas marked.


Room 110) 120’ × 70’ × 40’ ( 336,000 cubic feet)

5 Fire Toads from Fiend Folio

East door is 8’ wide and 15’ high

West secret door: push on door 10’ up from floor

pieces of human chain mail armor, weapons, and bones scattered on the floor
along with 200 sp; 50 gp



Room 111) 20’ × 30’ × 20’ (12,000)

Chest: 2’ × 2’ × 1’ with Nystul’s Magic Aura ( my players really hated this new spell…)
500 gp; 2,000 sp



Room 112) 60’ × 110’ × 15’ transparent maze !

5 Minotaurs ( extra strength from a Dragon magazine article)
each has one axe: 1d10 hp

both chests contain coins the characters have never seen before, 4-point stars ( all of these coins are considered curiosities and will bring 1 gold piece each, regardless of face value, to a collector. Nobody else will buy them. )

chest 1) 6’ × 6’ × 4’
3,000 cp; 1,875 sp; 375 ep

chest 2) 6’ × 6’ × 4’
3,000 cp; 1,875 sp; 375 ep



Room 113) 20’ × 40o’ x 40’ dust everywhere, otherwise empty

North secret door: 20’ above the floor:
Magic-User touch or Knock or Dispel magic vs. 14th level



Room 114) 60’ × 30’ × 20’

8 gorbels ( Fiend Folio)

Chest; locked; has Leomund’s trap on it

5,000 cp; 4,000 sp; 3,000 ep; 2,000 gp; 1,000 pp
( Nomad coins, worth twice face value)


Author
Categories Trillolara, Khilla Keep, ruins


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