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Posted

So you don’t have to hunt for them.

I know some of these need reworking, but since I’m presenting these the way we gamed in them, I wont be changing them.

Cities/Towns:

Braydont Castle and surrounding towns. area map, and map of a town called Triwell and a village called Boonmuck. With an inn and some shops. 4 maps Second game town.

Dtillan Orsti, Trillolara entrance page seaport, few details. One large map with shop and population listing for the seaport and surrounding towns. Third game town.

Dwarfbas entrance page some shop details. Fourth game town.

Fondfield, Trillolara entrance page some shop details. Green Goose Inn and Stables, Blacthorns Bow and Arrow Shop, Zrani’s Blacksmith’s shop, Community Bake Shop and various parts of the town are mapped and detailed. First game town.

The towns for Dank Forest and Tanoria are in the sequence somewhere. I’ll add that info in when I go over my old notes.

Way Ut, Spill Island entrance page2 maps, near Grey Heath. Never gamed here. No adventure at Way Ut yet, no details just the map.


Dungeons:

Most of the dungeons I’ll be detailing are not low-level adventures. Many have powerful undead involved.

Quasqueton, a commercial module by TSR, was my first dungeon refereed. But since its a commercial product, I wont detail it. I did create a new one, untested, from scratch. Level 1-3 for 5-7 characters.

Dtgllo Castle, Trillolara entrance page, (the Dtgllo entrance page png zip now contains the text for that adventure) near Hommlet: 5th level and up. 22 rooms on 3 maps

Link fixed Dec 26, 2014
Falla Keep, second dungeon. 60 rooms on 12 maps. Third game played.

Khilla Keep entrance page all rooms and descriptions are finished. My third dungeon because it has Fiend Folio monsters in it. Starts out okay for characters first to third level, but too quickly reaches level 5-7. Has a few nice traps, particularly the one on Map 15 room 221, but otherwise needs lots of reworking. 212 rooms on 16 maps

Sraa Keep, Trillolara entrance page, near Fondfield: 6th level and up, with a liche involved. First dungeon I created. Over 160 rooms on 16 maps. Second game played. 5-7th level, secret dungeons 7-9th level.

Shagtor, Odd-shaped, castle 3rd level is a killer

Trillusion information dungeon in Teslarc. Mapped, but room details lost.

Gray Heath on Spill Island no details, area/adventure not fully mapped.

Mad Rock no details, area/adventure not fully mapped. 3 maps. Another map to be done, along with the room descriptions for the other map. Mostly a one shot adventure. Adventure details lost. Maps updated October 12, 2020. Fixed scenary and text.

For many of the low level adventures, I used modules or modifications of modules such as The Book of Treasure Maps, Book of Treasure Maps 2, and Frontier Forts of Kelnore by Judges’ Guild.



Author
Categories Crest of a Star, General

Posted

Map updated Sep 16, 2016

 Falla Keep, Map 1, Fondfield, Trillolara


doors are numbered, rooms have letters.

Door 1)

The room leading to this door is a normal storage area in
Falla Keep. Two regular level zero guards and a half-elf
Cleric 5/Fighter 5/Magic-User 5 is here. They are well armed,
and the half-elf has a scroll case of spells.

A backup force is located in the circular room next door.
It consists of 5-10 Fighter level 3 men, 3-6 Fighter 5 men,
2 half-elf Cleric 5/Magic-User 5, and one seventh level
human magic-user.

If the adventurers don’t come back out, they will seal the secret door
and another group of adventurers will be called for. The ones above level 3
are available for backing up the adventurers, if another such backup force
arrives in the store room. Otherwise they will stay put.

Note that these guards are battle hardened veterans and will not be much impressed
by bragging adventurers, unless the guards know they are experienced as well.

If the adventurers are unknown to the guards, the guards are very likely to seal
the door behind any braggarts and declare them gone as well.

All that is known by the guards is that 5 servants are missing, another one is dead.

A blood trail leads to the secret door.

A few items had gone missing and the servants had stayed here one night thinking it was just a thief stealing things. They were wrong. The secret door was not known to be here.

If anyone says, within 10 feet of this door, ‘I wonder if there is a secret door around here.’ or words with a similar meaning, the secret door slides into the floor.

A trail of mostly dried blood will lead down the passageway to room A

Author
Categories South Hemisphere

Posted

Map updated Sep 16, 2016

 Falla Keep, Map 2, Fondfield, Trillolara


Room A) 90’ × 110’ × 10’

Room is full of pillars, the ones on the south wall form a parallelogram,
not a rectangle like the rest of them do. Doesn’t mean anything, except to puzzle the players.

On the North wall is a very good painting that looks like people trying to climb
the smooth wall to get away from something. Their backs show marks that could be claw
marks. Close examination reveals its a painting.

The painting is a trap. Touching any of the beings in the painting will result in unconciousness for 1.5 turns.


Door 2)

If any of the pillars marked in blue, check the secret layer, are touched by a
Chaotic Good character, this door opens.
From the direction of room B, the door looks like a normal door with pull handle
on the left side. Only push or Knock will open it from the side of room B.
The third attempt to use the pull handle results in a Monster Summoning IV spell
going off.


Room B) 50’ × 20’ × 20’

shelf is 10’ up from floor. It is 12’ × 18’ × 10’ on the shelf are 3 bugbears

each has two 5’ spears and a two-handed sword

will attack by surprise 50 percent of the time.

there is a lever in the back of the shelf that opens door 3


Door 3)

opened by lever on shelf in room B. Door slides into floor.


Room C) 40’ × 60’ × 20’

if this room is entered by any non-Chaotic Evil beings/characters,
door 3 closes. And then teleport in, one to each side of group,
will be two Type II Demons.

The Demons will not teleport in reinforcements.


The ramp down from room C is 170’ at 17 degree slope. Total drop is 50’. The ramp ends where marked on Map 3.


Author
Categories South Hemisphere

Posted

 Falla Keep, Map 3, Fondfield, Trillolara


Room D) 50’ × 80’ × 30’ ( 120,000 cubic feet)

in positions marked are 9 Gnolls
5 have long swords, and 3 have regular battle axes. One has a Battle Axe +2

Chest: 2’ × 2’ × 1’
locked and trapped
8 darts, roll a 5 or better on a d20 and it will hit any armor class.
100 pp


Room E) 80’ × 120’ × 50’ ( 480,000 cubic feet)

pillars are 4’ in diameter

North row of pillars are connected by an invisible wall.
Nothing happens if the wall is touched.

West wall, Mural of an orgy scene. One of the participents looks like
Strazl Deathclaw on the Frescoe in Sraa Keep room 52
. If the characters have been to Sraa Keep, they will recognize Strazl.
(No actual picture. I’m not an artist.)


Door 4, 5, 6, 7, 8)

Any Knock spells or physical banging etc. on any of these secret doors causes them to open.


Room F, G, H, I, J) 10’ × 10’ × 10’

6 skeletons in each room.

Room J has a small, 2’ × 2’ × 2’, chest with 3 locks.
it holds a key that fits door 9

If the three locks are not picked successfully, the area marked out
in room E, is the center of a 7d6 Fireball.


Door 9)

Keyhole is 7’ above the floor, in the center of the secret door

I drew a ‘strange’ looking key and keyhole. Basically I told the players
it was a key and keyhole/lock beyond known technology levels.
( too well made, and the teeth were too detailed for this era of ability.)


Door 10)

Secret door from passage into room K

To open push on bottom of door.


Room K) 40’ × 40’ × 30’ trap !

chest on North wall:
6’ × 10’ × 3’
2,625 copper pieces
two 1,000 gp gems
one 1,000 gp jewelry

on a 30’ × 30’ × 12’ shelf 18’ above the floor are 6 gargoyles
they have 32 gold pieces

There is a small pipe leading to room D, so they know what happened there. Not surprised.


Door 11)

removing the coins from the chest in room K will cause this secret door to open releasing 6 su-monsters from stasis.


Room L) 30’ × 40’ × 30’ ( 36,000) trap !

after room is entered by all of the party, a stone block rises out of the hallway floor and blocks the exit. The rooms floors lowers 60 feet.

A wall section on the west side slides open.

Room L is now 30’ × 100’ × 90 and

2 Umber Hulks are shown by unhiding layer ‘block’. The large hollow block is the
room extension. And the solid blue area is the stone block in the passageway.

chest: 4’ × 8’ × 4’
2-3 skeletons in front of chest
15,000 gp; 1,800 pp; seven 1,000 gp jewelry,
one 21,000 gp jewelry, Potion of Super Heroism, Potion Levitation,
Plate Mail +3, Brooch of Shielding
Cleric scroll of five 5th level spells 1)True Seeing, 2) Dispel Evil,
3) True Seeing, 4) Flame Strike, 5) Insect Plague

A search for secret doors will cause room M to lower to room L
and door 12 opens


Door 12)

another entrance to room M


Room M) 10’ × 10’ × 10’

contains 6 su-monsters in stasis


Author
Categories South Hemisphere

Posted

 Falla Keep, Map 4, Fondfield, Trillolara


Room N) 70’ × 70’ × 30’ Chaotic Evil temple

The T-shaped walls are 2 feet thick and 6 feet tall.

The statue is on a 3’ high pillar. And is of a 6’ tall woman, cloaked in a blue-green robe, wearing a golden tiara, with jewels for eyes. Her arms are outstretched. The two flames are on the floor, coming from small brass braziers.

If anyone throws Holy Water on the floor, statues, the T, pillar, statue, or walls, will take the same amount of damage.

Supplication will get, 20 percent chance, a chaotic character their Wish

Supplication will get, 90 percent chance, a chaotic evil character their Wish

One time one Wish total.

Behind the T are
6 su-monsters

Chest: 4’ × 6’ × 3’
1,000 cp ; 1,000 sp ; 3,000 gp ; one 5,000 gp jewelry ; one 6’ Spear +2 ;
Scroll of Protection from Undead and a key

If anyone says something like “What’s this key for ?” will trigger Door 15,
which slides into the floor


Door 13, 14)

deleted from the original drawing


Door Door 15)

opens by method listed in room N


Room O) 40’ × 90’ × 20’ (72,000)

5 CE men: 4 fighters and 1 magic-user

The fighters are behind the staircase, the magic-user is on the stairs.

1) Fighter 8, scale +2, Shield +5, Long Sword +1, helm

after death, armor and weapons stay: cursed. Any wearer/user turns green and glows green in Infravision

2) Fighter 8, scale +2, Shield +5, Long Sword +1, helm

armour crumbles upon death

3) Fighter 6, Plate +2, Shield +3, Long Sword +5, helm

shield okay, rest crumbles upon death

4) Fighter 5, Plate +1, Shield +1, Light Crossbow +2, Spear +2, helm
armour okay,
rest crumbles upon death

5) Magic-User 5, Cloak +4, Ring of Protection +4 AC +4 SR, Wand of Magic Missiles 3 per round

Level 1: Burning Hands, Magic Missle(3), Shocking Grasp, (2)

Level 2: Web, Web

Level 3: Fireball

cloak and wand okay. Ring crumbles into dust upon death.

Magic-User casts fireball, then the fighters attack.


Room P) 10’ × 20’ × 10’

trap: 1-2 spears per person heading down passageway to Room Q
or coming within 10 feet of trap


Room Q) L-shaped: 20’ × 40’ × 15’ – 10’ × 20’ × 10’ empty


Room R) L-shaped: 40’ × 50’ × 30’ – 20’ × 90’ × 10’

3 Minotaurs, one will fall back in an attempt to draw the adventurers into the room,
then the other 2 attack.

If/After the minotaurs killed: a sequence of blue arrows will start on the east wall and
move along the north wall, pointing in the general direction of Room P and Room Q.


Room S) 60’ × 70’ × 60’ ( 252,000 cubic feet)

5 gargoyles on a shelf 30’ up from floor

chest: 6’ × 4’ × 2’
50 pp ; 500 gp ; 1,000 sp


Door 16) 10’ × 10’ × 10’ alcove

any elf comes within 10 feet, door slides into floor. Knock otherwise.


Room RR) 40’ × 50’ × 30’ (60,000 cubic feet)

on floor under shelf is the outline of a stone plug. 3.5 feet in diameter. There
is an iron ring on one side of it.

When the ring is pulled, the shelf swings downward and releases the
Lurker Above

under the stone plug, takes 2 characters both rolling 1-2 on a d6, to open
5,000 sp ; 5,000 gp ; two 70 gp gems ; one 10,000 gp jewelry


Author
Categories South Hemisphere


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