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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

Posted

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


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