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Some Links

Khilla Keep Map 12, Trillolara


Corridors are 10 feet high, except those areas marked.


Room 115) 80’× 50’ × 20’ (80,000)

everyone in here is in a time suspension, they will come out of it
when the character party enters the room

20 Guards, level 1 fighters, chain, shield, long swords,
composite long bows, 12 arrows each

3 clerics, CN, level 3, chain, sheild, foot soldier’s mace, 5 monster burn oil,
1 Magic-User, N, level 4, dagger +2, staff, cloak

4 barrels food, 3 of water.

some of them are standing, some are sitting

small chest: 20 sp; 75 gp

North secret door: push up from either direction

East secret door: push left

South secret door: Nomad touch or knock



Room 116) 60’ × 70’ × 10’

5 Owlbears

North secret door: push left
Southeast secret door: Knock or Dispel Magic vs. 10th level
Southwest secret door: Knock or Dispel Magic vs. 7th level



Room 117) 20’ × 10’ × 10’

chest: trapped by Fireball: 10d6 hp Dispel Magic vs. 10th
locked, has carry handles, 4’ × 6’ × 4’ chest
7,000 gp; 7,000 ep



Room 118) 10’ × 10’ × 10’

chest: trapped by Fireball: 7d6 hp Dispel Magic vs. 7th
locked, has carry handles, 4’ × 6’ × 4’ chest
10,000 gp; 10,000 ep



Room 119) 20’ × 50’ × 10’ dusty, stale air

rotted items: bed, chest with clothing, chair, table, bench;
broken glassware; 2 brass candlesticks worth 2 gp each.

Secret Door: touch by NG or Knock or Dispel vs. 7th



Room 120) 10’ × 10’ × 10’ in time stasis

3 ghouls

Secret door: Knock or Dispel Magic vs. 10th level



Room 121) 40’ × 20’ × 20’ empty

East secret door: Knock or Dispel Magic vs. 6th
South Secret door: push up



Room 122) 30’ × 30’ × 30’ (27,000)

3 gargoyles on perches near ceiling
on floor is scattered 20 gp and bones

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



Room 123) 30’ × 30’ × 30’

3 illusional gargoyles on perches near ceiling
on floor is scattered 20 gp and bones

South secret door: push left



Room 124) 10’ × 40’ × 30’ empty



Room 125) 10’ × 20’ × 10’ in time stasis

if any fighting starts in room 115, then these fighters will attack
by entering room 115 from the North.

6 Fighters level 4, CN, banded mail, bastard swords, 3 daggers each



Room 126) 10’ × 30’ × 10’

water skins on floor, empty food packages like iron rations,
looks like some group just left

East secret door: push down


Author
Categories Trillolara, Khilla Keep, ruins

Posted

Some Links

Khilla Keep Map 13, Trillolara


Corridors are 10 feet high


Room 127) 40’ × 10’ × 15’ faint smell of apricots

pieces of armor, broken shields, crushed helms,
chips of stone knocked out of walls.
East secret door: Ogre touch or Knock



Room 128) 60’ × 50’ × 15’ ( 45,000)

9 Ogres, giant hammer 2d4 +1 hp extra strength magazine article 7 barrels of human flesh, barrels are 4’ × 5’ high
3 barrels of water

chest: 6’ × 6’ × 6’
7,000 cp; 6,000 sp; 5,000 ep; 4,000 gp; 800 pp;
four 100 gp gems; three 500 gp gems; two 1,000 gp jewelry ;
one 5,000 gp gem



Room 129) 30’ × 30’ × 30’ – 20’ × 30’ × 20’ - 30’ × 20’ × 30’ (57,000) trap

Originally a robing room for the temple.
1 Necrophid[l]ius ( bad handwriting on original page, monster is
on page 67 of the Fiend Folio)

stone closet with 4 stone pegs on north wall

triangular block is a trap:
if moved a hissing sound is heard and the exit doors become locked by
3 steel bolts. ( 2 Knocks to remove)

After 5 minutes a greenish gas starts pouring into the room at
1000 cubic feet per minute ( gas fills room 129 in 57 minutes)
fill rooms 129 and room 130

if block is moved back, it will shatter and water starts pouring into
the room at 100 gallons per minute. If will come into the room from 100
wall and floor openings.

The water will not go beyond rooms 129, 130, and 134.

The gas is harmless, but the water can drown anyone in here.

Note that the doors exiting from room 130 can be opened,
but the water wont go out into rooms 131 and 133.



Room 130) 80’ × 90’ × 20’ Abbey of the Lesser of two Evils NE

Northwest secret door: push left
Southwest secret door: push right
both doors are 2’ thick stone doors

Alter detects as evil and is bright red.
pillars are painted crimson, 4’ diameter and go from floor to ceiling
floors, walls, and ceiling are gray
no blood groove on alter

Unless alter desecrated, nothing will happen.

Any damage done to alter returns, one for one, to character doing damamge.

Alter will take 100 hit points before it falls apart.



Room 131) 10’ × 38’ × 10’

dust and numerous footprints, but so mixed and over trodden
no useful information can be determined.
North secret door: Knock or evil touch
East secret door: Knock


Room 132) 26’ × 10’ × 7’ stops water and gas in room 129

two levers, 2’ of vertical travel for each slot in wall.
at top of each lever slot, its says ‘OFF’ in Nomad.
The levers are in the down position.
left lever controls the non-toxic green gas, move lever up and gas goes back
into holding tanks
right lever controls the water, move lever up and water drains off to room 211 in map 15.


Room 133) 10’ × 38’ × 10’

dust and numerous footprints, but so mixed and over trodden
no useful information can be determined.
South secret door: Knock or evil touch
East secret door: Knock


Room 134) 50’ × 20’ × 10’ ( 20,000) home to 3 Shadows

3 shadows live in the 3 coffins at the south end of the room ( former clerics)
Northwest chest: locked: 6’ × 4’ × 4’ 700 pp; three 5,000 gp gems;
Scroll at 14th: 1) Detect Good, Light, 3) Cause Fear, 4) Command,
5) Resist Cold. Scroll at 15th: 1) Augury, 2) Find Traps, 3) Hold Person,
4) Know Alignment.
Scroll at 14th: 1) Continual Light, 2) Dispel Magic, 3) Feign Death,
4) Locate Object
Scroll at 18th: 1) Lower Water, 2) Remove Paralyzation,
3) Speak with Dead, 4) Prayer
Scroll at 16th: 1) Flame Strike, 2) Flame Strike, 3) Plane Shift,
4) Quest
Scroll at 14th: 1) Heal, 2) Part Water, 3) Stone Tell
Scroll at 20th: 1) Astral Spell, 2) Gate, 3) Resurrection
Northeast chest: locked: 6’ × 4’ × 4’
10,000 gp; 12,000 sp

Author
Categories Trillolara, Khilla Keep, ruins

Posted

Some Links

Khilla Keep Map 14, Trillolara


Corridors are 10 feet high


Room 135) 30’ × 40’ × 10’

7 Owlbears North secret door: barred/blocked from the other side.

Room 136) 10’ × 10’ × 80’

voice triggered trap: any entrance by creatures from the south will cause spears
to drop from the ceiling. 2d8 +12 hp each due to height ( 10 spears) Secret doors: Knock

Room 137) 40’ × 40’ × 7’ (11,200)

Crypt Thing (Fiend Folio)
Will turn up to half of the party invisible, then it will vanish Sits in an elaborately carved ebony chair (9,850 gp) ( 2000 gp weight) Spiral carved columns to either side of a style common 200 years ago. Columns are alabaster ( 9,346 gp wt each: worth 5,000 – 20,000 gp depending on condition Tapestry north wall: 7’ high x 20’ long ( weighs 4,500 gp wt) platinum, electrum, gold, and silver threads depicting a sylized dragon, worth 11,000 gp. The two gem eyes of the dragon are worth 1,200 gp each

Room 138) 20’ × 20’ × 10’

3 Owlbears

Room 139) approx: 80’ × 100’ × 30’ at center Cave

invisible heavy crossbows: when someone talks, the closest crossbow to that person glows and aims at the talker. A change to a different character as the talker, changes the character being aimed at. Crossbows fire if a character gets within 10’ of it. Each can fire 5 times, once per round. small and man-sized: d4+5 hp hit as 5th level fighter Can only be destroyed by magic fire, magic cold, or magic weapons Attacking a crossbow also causes it to fire.

Room 140) 30’ × 20’ × 90’

entire room floor is a pressure plate ( triggered by 700 pounds) releases a weight from ceiling, perforated so no air compression occurs has steel spears on it. 3d6 +10 hp to each victim

Room 141) 40’ × 30’ × 20’

chest: 6’ × 6’ × 4’
wires leading to ceiling, if broken releases a gas of poison, save at -4, fills room, dissipates in 2 days Scroll protected with Explosive Runes: Wish


Author
Categories Trillolara, Khilla Keep, ruins

Posted

Some Links

Khilla Keep Map 15, Trillolara

Khilla Keep Map 15, Trillolara, large side view on large Map 15 page above.


Corridors are 10 feet high


Room 209) 50’ × 20’ × 10’

dusty, no footprints

Room 210) 30’ × 100’ × 50’ ( 150,000 cubic feet)

6 Trolls extra strength from an article in Dragon magazine

Room 211) 60’ × 120’ × 60’ ( minus stairs 349,000 cubic feet) (water is 381,720 cubic feet)

3 water weirds

water is clear

fake treasure chest on platform has 100 gp in it.

Its a trap: a wire goes from the back of the chest to the wall
behind it. If the chest is moved or the wires cut, a stone cover
will move aside behind the chest. After 5 minutes water will start
down the revealed tunnel at 40-50 miles per hour and rush out
into this room. Anyone or anything on the platform will be
knocked off into the water.


The room will fill up to within 10 feet of the door.
I gave a small percentage change the wire was partially mithral, about 6 inches of it. Very rare in my game world. The player characters got paid 5,000 pp for it.
Secret door: Knock

On the bottom of the room:
3 elf-size chain mail +2; 2 human size plate +3;
Long sword +3 LG ( I14 Ego 7), Detect Slope in Passage 1” radius,
Detect precious metals kind amount 2” radius, Speaks LG
Gold Dragon Lammaesu and Common.
Bastard Sword +5 Holy Avenger LG
Bucknard’s Everful purse type 3; Ring of Invisibility; Ring of
Protection +3 (AC and SR); Gnome splint +3; Leather +3;
Foot soldier’s mace +2; Bag of Holding type 2; War hammer +4;
Dagger +2/+3 vs. cold-using creatures; Periapt of Balancing;
Ring of Infravision;

1,700 pp; 3,000 gp; 5,000 sp;
4,000 ep; ten 50 gp gems; nine 100 gp gems; eight 500 gp gems;
seven 1,000 gp gems



Room 212) 110’ × 20’ × 20’ – 20’ × 10’ × 20’ (48,000)

Secret door:
from west: 2 Knocks
from East: push anywhere on door

Room 213) 20’ × 10’ × 20’

Trolls in room 210 toss some of their victims and all non-edible items
into the water. Secret door: push left

Room 214) 30’ × 20’ × 10’ time stasis room

7 Owlbears Secret door: push left

Author
Categories Trillolara, Khilla Keep, ruins

Posted

Some of this is... April Fools, and some of it is part of this campaign. Or all of it is part of this campiagn. Maybe. I don't want to give too many clues to my players.

I'll refine and add to it as time goes by.

Yes, some of it is contradictory. This is due to different nations using something like a bailey in different years.

Or having different inventors due to travel times or lack of communication with lands and nations they don't get along with.




Ages on Crestar


Age 1

construction of this pocket universe starts.

land, water, air, weather, some plants.

500 years go by.

Age 2 lasts 900 years

Somehow high elves are awakened. The Builder

notices and wipes them out. And yet, high elves

that came later remember these events.

The Builder might be an Other. Or a poor

quality Universe Overlord and Builder.

rest of the plants arrive.

Age 3 lasts 915 years

The Stone Age

Hill giants are awakened year 25.

Halflings are awakened year 33.

Dwarves and elves are awakened year 150.

Hill Giants and Halflings claim to be First Awakened.
Neither of them were first.

Orcs and goblins arrive year 375.

All animals are here by year 545.

By the year 650 all intelligent beings have

arrived on Crestar. Yet, there are Gates that open

from time to time. Evidently not planned by the Universe Overlord.

earthwork entrance to an earthen wall battlement invented.

Age 3 ends when the first Battle of Humanoids and Dwarves happens in the year 915.

Age 4 lasts 1,200 years

cool down starts at the beginning of this Age.

Most monsters that we would think of as Dinosaurs die off... maybe.

Orcs and ogres are almost wiped out by diseases after that war.

Elves and dwarves suffer as well. The elves blame the dwarves for

the diseases. Yet, they are not responsible. Possibly the

Overlord Builder made some mistakes.

Barbican: wooden pallisade guarding entrance to earthen fort.

Ditch: Even the early palisades had a ditch around them.

c Age 4 wood pallisade came into use, mostly around towns.

year 20 wooden pallisade guarding entrance to earthen fort

Age 5 lasts 500 years

Ice Age 1.

The Little Old Man in Gray is born.

Ertan helm first came about, probably this age, year and artisan unknown.

Arnan and Bartan helms probably this age as well.

Age 6 lasts 300 years

slight warm up.

Bronze Age starts.

Dwarf Home is begun in the year 420. They migrated here via Gate from Dwarf Hold.

Dwarf Hold is near the western edge of the Outer Ocean. One day the return Gate vanished.

Age 7 lasts 450 years

Tropical Age 1.

motte invented

Celtan helm, named after its maker Chago Celtran.

Age 8 last 2,000 years

Pleistocene starts. Cool down starts.

Age 8, 1,000 years Ice Age 2 starts.

Some civilizations move or die out.

Iron Age starts.

Various animals, many used for food, disappear.

Age 8, 1,900 years. Warm up starts.

Some civilizations revitalize, others move or vanish.

Tropical 2 starts.

Food animals return, some have a weird taste, some of the time.

Cool down starts.

Temperature zones/biomes clarify and become mostly final.

Animals present become normalized by biome. Large herds suddenly

shift location, sometimes by thousands of miles.

Some landmasses vanish, move, shrink, grow mountains and rivers.

Islands show up or vanish.

(Books shouldn't be dropped on keyboards... silly Universe Builder.)

In Age 9, various Peoples were asked what happened in Age 8 ? All reply that everyone

was too busy to write things down. They refuse to answer further.

Age 9 lasts 300 years

c. year 200 ballista by dwarves

Castle: A term applied to the fortified houses which developed in
year c. 300

Dartan helm, named by its maker John Shoethumper.

Motte-and-Bailey: A very early, but very effective, type of surface
gnome castle

Portcullis: First used in this age. Previously the gate was the only
way to block an entrance.

Age 10 lasts 900 years

battering ram

c. year 10 shell keep

A nose guard with wire cage, or nose guard, was added to some

Celtan helms in the Year 127 by armorer Yalno Tak-Nok.

c. year 500 Trebuchet used for the first time.

Steel becomes available.

c. year 500 Green Guild messengers started

Sharn-Nak Islands invaded via Gate: Year 500, Month 4, Outer Ocean

year 700 bailey summit of a motte added

c. year 840 A towered or crenellated manor house of wood

year 900, Month 7, day 20 the Undead Hordes attack. This is the end

of the 10th Age and the end of Licieria.

Age 11

Murder holes: A name given to holes in the vaulting of an

entrance passage, used to harass an enemy with missile fire.

wall towers early Age 11, square stone towers

Town walls of stone: no certain date for start, but common by Age 11

year 1 square stone keep

year 5 additional space added to a bailey for protection of the

garrison and owner. Baileys no longer used just for

combat or during a siege.

year 45 stone rectangular Barbican add-on to a castle

also stone wall, formerly a wood pallisade

year 75 stone round Barbican add-on to a castle

year 100 bailey protection for lord and garrison

year 100 Dtranyo Castle built, really a manor house of wood

year 110 hexagonal stone keep

year 127 inner and outer bailey, extensive size added to increase

protection

year 200 hexagonal stone wall towers

year 200 round stone keep

year 302 round stone wall towers

year 500 is the start of the campaign for player characters.

year 502 Holy Water/pottery head arrows invented




Author
Categories History, Ages


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