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Posted

Sraa Keep level 2, Trillolara


Room 17) 40’ × 40’ × 12’

Owlbear

South Secret door: 1 lever both sides of door, both are down. Both must be up for door to open. Stairs, number 4, goes down to level 3 hallway to room 40

Room 18) 30’ × 70’

Stag Beetle

fresco on north wall glows slightly, a pale blue. Its a picture of 10 barbarians bowing to a magic-user

Room 19) 50’ × 60’ barracks

32 bunks, 1 row of bunks between Ogres and the door.
They are cooking their food.
Their laughter can be heard from the stairs in room 20.

2 Ogres ( Graz has 70 gp and Raglt has 50 gp) in a bunk in the southeast corner is a rotting blanket, under the blanket is 350 pp

Room 20) 30’ × 50’

about 5-6 dwarf and elf bones

stairs, number 2, go up to level 1 room 10

Room 21) 30’ × 20’ Guard Room

broken spears, slashed water skin, leather glove ( all too large for human use)



Room 22) 30’ × 20’

3 ghouls

stairs, number 5, only connect to third level room 35 This room, unless the characters dig or use a spell, is not otherwise accessible from level 2.

Room 23) 40’ × 30’

broken sword blade, no handle/grip



Room 24) 70’ × 40’

6 ghouls

due to the Evil here, cannot be turned.

Room 25) 50’ × 30’ Fountain room

entrance to room is an illusional wall first drink will be detriment ( I used a magazine article for magic fountain generation.) 30’ diameter center bowl has a red glow. center bowl is 6’ high if non-good touch: 1d4 hp ( Any alignment without Good as part of the title would be considered non-good for the purposes of this encounter. )
if good touch: glow vanishes and Ring of Fire resistance will be found 20 percent chance to fall due to slipperiness; 1d4 hp chest south end of room:
trap: any on this side of fountain take d4+1 hp when it is opened.
inside is 20 pp

Room 26) 30’ × 70’ × 15’ (32,850 cubic feet)

Secret door to room 32: depressions in west wall: 2” across, 6” apart, 3” deep.
They start at 1 foot from the floor in a pattern of 10 depresisons up,
and 10 depressions across. Numbered, in elf runes, across the top A to J,
and down left side 1 to 10. a finger pushing on A3 opens secret door to room 32.
a finger pushing on A1 open North door to room 87.
a finger pushing on D6 opens secret door to room 27.
a finger pushing on G9 opens secret door to rooms 18, 23, 24, 25.
All other depressions, 1-5 in 20, gives 2 hp damage.

Room 27) 10’ × 10’

east secret door: opens when all PCs are inside room, or Knock



Room 28) 10’ × 10’

North door: one way to room 29.

If opened, will close in 1 hour, not findable from room 29. Can push open door going from room 28 to room 29. word ‘push’ in common on room 28 side of door.


Room 29) 20’ × 40’

Gargoyle



Room 30) 20’ × 20’

Gargoyle



Room 31) 90’ × 30’ Fountain room

after 5 minutes in room, grating noises are heard from below
( like stone on stone)

Fountain: 20’ radius in NW corner ( I used magic fountain tables from a magazine) North door: wood with iron bands.

Room 32) 10’ × 10’

small water puddle on floor.

South secret door: push North secret door: push

Room 87) 10’ × 10’ metallic smell in room

South secret door: Knock
North secret door: push up



Room 95) 40’ × 10’

south door is one-way into room 20, or Knock

West wall is slimy

Room 96) 10’ × 60’

halfling bones on floor

Gargoyle

Author
Categories South Hemisphere

Posted

Sraa Keep level 3, Trillolara


Room 33)

stairs, number 6, trapped: overhead are 100 spear heads about 8.5’ up held by thin cords of string.
third person on stairs will trigger the dropping of the spear heads
1d4 hp each, 5 or better to hit
( leads to level 4 room 86 Dead End unless passage found) stairs, number 7, trapped: dead end. If all of the group goes down the stairs, a wooden plate closes the top off. ( leads to level 4 room 79 Dead End) stairs, number 8, trapped: fifth and sixth character to go down the steps gets 2d4 electrical damage. SR vs. electrical damage for 1/2 damage. ( leads to level 4 hallway and room 52 and most of level 4) stairs, number 9, safer than the others in this room only non-trapped stairs in this room ( leads to level 4 room 53 and connects to stairs 11 for other levels of Sraa Keep)

Room 34) 40’ × 50’

frescoe on west wall shows Strazl torturing someone/something but that part
is missing. ( He is smiling, there is a brazier of burning coal and
metal rods are heating in the brazier.)

7 Gnolls have been trying to get the chest open
Chest: 6’ × 3’ × 2’ high, locked
Long sword +2/+4 vs. True Dragons vs. Red Dragons get triple damage
Neutral Good aligned sword
400 pp

Room 35) 50’ × 40’ × 15’ ( 30,000)

five 4’ × 6’ × 3’ coffins
five 4’ × 8’ × 4’ coffins all 10 are empty

9 Ghouls stairs, number 5, goes up to level 2 room 22

Room 36) 10’ × 40’ Storeroom

1 barrel: 3’ diameter X 4’ high, wood

South wall directly opposite of door:
a sword is projecting out for the wall, point first, about 4” of blade.
human blood on the sword


Room 37) 10’ × 40’ alcove

trapped: darts fire at any crossing movement.
1 dart per NPC; 3 darts per PC.
1d6 hp per dart. SR vs. poison +4 for any hit.
will hit on 1-9 in 20


Room 38) 30’ × 60’ × 15’ Fountain Room

the 2 fountains are non-magical

North wall, a spear point projects from the wall,
with a bit of chain mail on the point
( about 6.5 feet above the floor)
dried blood on it, spear point is very rusty.
Anyt attempt to remove it and it shatters and falls apart.

Room 39) 20’ × 40’ empty except for barrel

barrel in Northeast corner:
2’ diameter x 3’ high
full of lead, takes 2 characters of S16 or more to move it.

behind it is a secret door.

Room 40) 40’ × 40’ × 15’ ( 24,000)

2 giant lizards


Room 41) 30’ × 20’

a pile of human bones in the center of the room


Room 42) 40’ × 60’ rotting flesh smell


Room 43) 10’ × 10’

Dryad in stasis, captured by Strazl, from woods north of Sraa Keep

If PC attack, the PC takes 5 hp and the Dryad disappears. If they don’t attack, she thanks them for releasing her and she says
“here is your reward” and she vanishes.
The sack contains: 10 pp and a Ring of Protection +3

Room 44) 40’ × 20’ Auxillary Burial Room

4 coffins: 2’ × 6’ × 4’ empty
2 coffins: 2’ × 6’ × 2’ a cleric will recognize the bones in them as
halfling bones.

3 Ghouls

Room 45) 20’ × 60’

The entire north wall is covered by an abstract ceramic fresco
of red, yellow, green, blue, and violet tiles. The colors will
appear to swirl to any PC Intelligence 16 or less. SR vs. paralyzation
Unless blocked from seeing it, the affected character will
continue to look at it for 3 melee rounds. The PC
will be hypnotized for a week, must be led, wont fight.
Cure Disease to remove.


Author
Categories South Hemisphere

Posted

Sraa Keep level 4, Trillolara


Room 46) 20’ × 110’ × 15’ another Fountain Room

Secret door to this room: opens if touched by magic ring

5 gargoyles
Fountain: 30’ × 20’ × 6’ Basin in back glows bright blue 6 feet above floor. Anyone attempting to destroy fountain will lose 1 hp, -1 to Intelligence, -2 to Wisdom, -3 Charisma, -2 Strength permanently.
        Anyone who climbs into pool to see what is in basin or in the pool,
         climbing in: 1d6 hp; move 3' in: 6 hp; move total of 6' in: 8 hp
           ; move total of  9' in: 7 hp; move total of 12' in: 10 hp
           ; move total of 15' in: 3 hp; move total of 15' in: 3 hp
           ; move total of 18' in: 6 hp; move total of 21' in: 9 hp
           ; move total of 24' in: 10 hp; move total of 27' in: 11 hp
           ; move total of 30' in: 12 hp; returning heals 1 hp/6 feet.
If touch water and bowl: 4d6 hp electrical damage, metal armor doubles damage. 300 cubic feet of water: if they use 12 Destroy Water spells, or Lower Water or Part Water take no damage. Or the character could use Levitate or Fly, etc. In the back of the bowl is: Ring of Free Action and Bucknard’s Everfull Purse ( 26 cp, 26 ep, 26 pp)


Room 47) 20’ × 20’

human, halfling, and gnome bones all over the floor

on east wall is a drawing of a laughing skull.
A sign under the skull says in common:
‘Cursed to they who steal my gold, your way out leads to death,
the way back leads to life.’
Exit doors will only open if PCs/NPCs go up to level 3 room 42 ( stairs 10)

Room 48) 20’ × 50’

3 giant weasels

Chest: 3’ × 3’ × 3’ lid is open; gold and silver can be seen from doorway: its 800 gp and 700 sp. false bottom: Thief must Find and remove Traps or 2d6 hp when remove covers: 250 pp, scroll Cure Serious Wounds ( 3) that only work inside Sraa Keep

Room 49) 30’ × 60’ Armory

Secret door cannot be kept open unless broken open or spiked open
with iron/steel spikes: it will close and turn to stone; 30 hp to break.

Any weapon taken from this room will have 50 percent chance to shatter
each monster fought in this dungeon, normal otherwise. Along all 4 walls are weapons racks: South wall: swords; radiate magic and all glow in the dark, but they are only Nystul’s Magic Aura
West wall: maces, same as the swords, except the rusty and bloody one on the floor, wont shatter and its a +4 weapon ( You can decide if they are foot soldier or horse/cavalry maces. I sometimes pre-designated one, other times I told the players it was a particular type if someone needed a horse/cavalry mace rather than a foot soldier’s mace.)
East wall: twenty 6’ long spears; first one is +1 cursed: any heal or cure spell -2/die rolled for the owner( minimum result of 1), regeneration wont work. Tenth is +2, but will shatter 10 percent chance vs. any monster in this dungeon. Rest are all normal spears, but will test same as other weapons in this room, i.e. using Identify.


Room 50) 50’ × 40’ × 15’ Torture Chamber

3 owlbears

Iron Maiden 4’ tall, Northwest (NW) corner Manacles on the south wall 3 Braziers near south wall with iron rods in them. Pit NE ( northeast) corner: 10’ × 18’ × 30’ deep.
full of 2’ spikes 2d6 hp plus SR vs. poison
blood everywhere, some of it fairly recent, any cleric can recognize it as human

Room 51) 30’ × 50’ 15’ Teleport sender room TS1

1st character into room gets sent to room 127

2nd gets sent to room 78 3rd gets sent to room 84 ( continue rotation between receive rooms until all characters that go into this room wind up in one of the 3 receiver rooms. )
All rooms are on this level.

Room 52) 8’ × 40’ empty

Fresco of Strazl Deathclaw

First Chaotic align that touch it, gets a Wish. First Lawful that touches it gets 2d10 hp
And any additional characters that touches it takes 2d10 hp
After 5 characters have touched it, it falls apart.
stairs, number 8, in this room lead up to level 3 room 33


Room 53) 20’ × 10’

door pushes open either direction

2 gargoyles
stairs north end of room ( goes up to level 3 or down to level 5) up stairs is number 9, down stairs is number 11. These are the only multi-level stairs in Sraa Keep.


Room 54) 10’ × 10’ empty

South door: pushes open from inside room 54, but not from direction of room 49

North door: pushes open from inside room 54, but not from hallway
Knock can be used for either door.


Room 55) 20’ × 30’ × 15’ empty

a large orange arrow is painted on the floor ( doesn’t do anything )

The projecting wall area moves up and to the left to block the passageway if there are any of the group left after room 51 is entered. Slab takes 50 hp of blunt weapon damage to break through.


Room 56) 20’ × 10’ empty

Trap A, marked in corridor south of this room:
1-15 in 20 activate trap: 6’ × 10’ × 10’ deep pit. 1d6 +2 hp

South secret door: will open automatically if Trap A is sprung, otherwise pivots in center.
East secret door: opens when all of party inside, or Knock

Room 57) 10’ × 50’

Trap B: 1-10 in 20 third person step on it triggers it.
3 spikes 6 inches long in the pit that opens up: 1d8 +3 hp
hit any armor class on a 19 or 20
The pit is 12’ deep, 6’ × 10’ wide

Spikes have a sleep poison on them: SR vs. poison +3 or sleep for 40 minutes
Chest: Thief can remove traps and prevent the Magic Missle attack: ( I know thieves cannot remove magic traps, but I forgot that during the design phase of this dungeon.)
d4+1 to all within 15 feet
700 gp; 3,600 sp
South secret door rolls up into ceiling if Trap B activated. otherwise Knock West secret door: push from east East secret door: push from west, Knock from East

Room 58) 20’ × 10’

East Secret door: activated by levers on south wall.
All 3 levers are down, 1 and 2 must be pushed up then down,
then 1, 2, and 3 are pushed up then down.
Door opens by sliding into floor. or Knock

North secret door can only be opened from room 57, or 2 Knocks


Room 59) 10’ × 30’ Lever Room

6 levers across the north wall at 2’ intervals

Using any lever starts a loud bell ringing.
East secret door: opened by pushing on any part of the door


Room 60) 10’ × 50’

Trap C: 1-8 in 20 fifth person or if not fifth person activate,
then roll again for when 6th person walks on it. 20’ drop. 2d6 +2 hp.
3 inch spikes. SR vs. Poison or sleep for 1 hour and lose
1 point from all attributes for 2 game-weeks.

South Secret door: open automatically if trap sprung, otherwise Knock.


Room 78) 10’ × 10’ empty

to spot thin area in wall:

gnome and dwarf 1-7 in 8
elf 1-4 in 6
half-elf 1-5 in 8


Room 79) 10’ × 10’ empty

stairs, number 7, near this room lead up to level 3 room 33



Room 80) 10’ × 10’ empty




Room 81) 10’ × 10’ empty



Room 82) 10’ × 10’ empty




Room 83) 10’ × 10’ empty




Room 84) 10’ × 10’ trap

any character comes into this room: 2d4 hp


Room 85) 10’ × 10’ trap

any character comes into this room: 2d8 hp

dead end


Room 86) 10’ × 10’ empty


stairs, number 6, near this room lead up to level 3 room 33



Room 127) 20’ × 30’ Teleport Reception TR1

3 Ghouls


Author
Categories South Hemisphere

Posted

Sraa Keep level 5 room 68, Trillolara


Room 68) book shelves


B bookshelf: 2’ deep x 6’ high x 6’ wide shelf 1. 50 scrolls historical records shelf 2. 60 scrolls elvish poetry, worth 1 sp each shelf 3. 1 book: ( green cover 10” × 3” deep x 18” wide, red lettering in unknown language ) Report on Man’s Superiority to Kobolds shelf 4. 90 scrolls Love Letters in Orcish shelf 5. 10 books: historical records, far lands, mystical past

C bookshelf: 2’ × 8’ × 6’ wide shelf 1. 50 scrolls: diary pages of day to day life in Sraa Keep shelf 2. 2 books: religious books, simple prayers, 6” × 5” × 10” shelf 3. 2 Tomes:

A: clerical spells: 20” high x 6” thick x 20” wide, written at 15th level Religious Tome: 10,000 xp or 53,334 gp Level 1: Curse, Command, Detect Good Level 2: Find Traps, Know Alignment, Spiritual Hammer Level 3: Cure Disease, Dispel Magic, Speak with the Dead Level 4: Detect Lie, Exorcise, Tongues Level 5: Dispel Good, Plane Shift, True Seeing Level 6: Animate Object, Heal, Word of Recall level 7: Gate, Unholy Word, Resurrection
Key on small cord attached to tome. No keyhole visible. A hidden combination lock which when opened will cause keyhole to become visible. If any being but Strazl opens tome: a raspberry is heard by all, opener panics when they see elves. Summon Monster 4 is cast by the tome and 5 shriekers appear through out the room. Touch any ORANGE area on the book cover: touch causes a character to go Etheral starting the next adventure. It lasts for 5 rounds. There is a 75% chance it will occur any one hour but only once per adventure. to open: touch red oval in center of cover, then either one of the blue/radiant ovals to the left, then the keyhole will appear below the orange line. The key attached to the spine of the tome will fit this lock, then the spells take affect.

         B: Tome of Cold: 22” × 6” × 22”
             Cleric: Resist Cold
             Druid:  Control Temperature, 10’ radius
             Magic-User: Ice Storm, Wall of Ice, Cone of Cold,
                         Otiluke’s Freezing Sphere

Cleric: Control Weather Druid: Chill Metal, Weather Summoning, Control Weather Magic-User: Control Weather No locks apparent. Opening the book will cause the following spells to take affect. Random member of party missile weapons will always strike friends. Summon Monster 6 ( 2d4 for quantity). Reduce all prime requisites for opener by 3. shelf 4. 80 scrolls Dwarvish armor making, 50 gp each if sold to a dwarf armorer shelf 5. 10 scrolls Accountant records… columns of numbers

D bookshelf: 2’ × 10’ × 6’

shelf 1. scroll: Magic-User second level, written at twelfth level. 1. Continual Light, Detect Evil, Knock, Rope Trick, Web, Levitation 3,600 gp or 1,200 xp 9 scrolls tanning instructions for different types of hides. shelf 2. 90 scrolls indelible paper, Elvish poetry in Chaotic evil. shelf 3. 19 scrolls indelible paper, inventory of store rooms in CE fifth scroll looked at is: Magic-User written at nineth level: 1. Monster summoning 7 shelf 4. 7 books, herbals listing local plants and their supposed properties 4” × 6” 18” worth 5 gp each shelf 5. 80 scrolls Elvish poetry in wood elf and gray elf ( all tell of woe, and can cause depression in the reader)

Author
Categories South Hemisphere

Posted

Sraa Keep level 5, Trillolara


Room 61) 20’ × 70’ Leather Workers’ room

4 fire beetles Table NW ( northwest) corner: 4’ × 6’ × 4’
a few small leather worker tools and scraps of leather
Table SW ( southwest) corner: 4’ × 6’ × 4’
a few small leather worker tools and scraps of leather
Shelf, north wall: parchment sheets in common, how to sew boots properly rest are empty
Shelf, south wall: empty
Levers: North wall: 2 levers centered 2 feet apart
moving them up or down opens East secret door
When the East secret door is opened: the 3 monsters
will charge in the direction of the arrow marked on the map.
East wall: 2 Magic missles, (2d4+2) per person moving levers 3 levers 2 feet apart


Room 62) 30’ × 50’ × 18’ Smithy ( 27,000 cubic feet)

3 Su-monsters
Chest: 4’ × 8’ × 4’ trapped: needles in the lock: 1d4 hp, and SR vs. poison
Long sword +2 NG ( non-good, non-neutral take 2d6 +7 hp)
Scroll in a bone tube: Cleric written at 17th level:
1) Symbol, 2) Symbol, 3) Holy Word, 4) Symbol, 5) Regenerate
6) Restoration, 7) Regenerate
5,700 sp; 50 pp
anvil, forge, bellows, shelves and iron bars in east end of room


Room 63) 60’ × 100’ 12’ ( 72,000 cubic feet) Wizard’s Lab ( and trap)

West wall: illusion: noticable by touch, anyone who puts head or arms through
to find out what is on other side will be drawn all the way
through into room 68. Wall becomes one-way to anyone who goes into room 68
to exit room 63, operate the bellows on the side of the fire pit.
Fire Pit south wall: 4’ radius, 3’ thick walls
bellows left side 4’ long, cauldron on other side is 3’ in diameter
Stone slabs near east wall: 10’ × 10’ × 4’ high
south slab: balance and weights, 2 pewter candlesticks, 3 porcelain crucibles,
5 glass flasks, hourglass, 3 iron ladles, mortar and pestle,
elf skull, 6 glass beakers
north slab: 6 glass prisms, 5 incense burners, 10 dark glass jars, 3 empty glass vials
Shelves north wall: start 3’ from floor ( 3 shelves 100’ long, 2’ deep, 6’ high)
jars are 14 inches tall, 2-5 inches in diameter, wooden stoppers
to determine what the characters find:
roll 1d4: if the result is a 1 or 2, roll 1d20
if the result is a 3 , roll 1d12
if the result is a 4 , roll 1d6
( except for the bottom shelf, west end, detailed below
         for the result on a 1d20:
           1) white sand              2) ashes             3) 5 gp worth gold dust ( 5 times max)
           4) dried halfling blood    5) coal              6) dried bees
           7) pine tree sap           8) coal              9) garlic
          10) maple tree sap         11) dried ants       12) coal
          13) a dried bat            14) elf bone powder  15) rancid white wine
          16) cinnamon               17) empty            18) halfling blood
          19) (once) Periapt of Foul Rotting  		  20) (once) Periapt of Proof vs. Poison

         for the result on a 1d12:
           1) dried flies      2) crushed quartz       3) vegetable oil
           4) pepper           5) red sand             6) graphite
           7) mushroom powder  8) dragon dung          9) crushed pumice
          10) crushed marble  11) pepper              12) dwarf blood

         for the result on a 1d6:
           1) dried ants      2) dog dung       3) sulphur
           4) Pearl of Power for Magic-User one-7th level spell (twice)
           5) cloves          6) catnip
bottom shelf, west end, first 10’ of shelf: Belt of Fem/Masc. ( cursed item)
Belt of Giant Strength ( Cloud ) Metal Gauntlets of Fumbling
Northwest corner is a chest: trapped: if trap not located or removed,
opening chest triggers a 100 pound rock slab to fall to the floor. Causing
4d6 hp of damage chest contains 5,000 gp; 2,000 sp
Head Knocker traps: activate when someone comes within 5 feet of the small circled areas
roll 1d10, if result is a 2 or 5, there is a 50 percent chance it
will drop to the floor from the ceiling.
damage: 1d6 with if person is wearing a helm
2d6 without a helm
After 15 minutes in the room:
a 2’ scross granite pillar with a steel bar inside appears at the areas
marked in a partial square blocking the exit door.
If anyone states something to the affect that this now looks like a trap,
or the characters attempt to leave:
all of the blue marked pillars appear and block the exit.
When all of the pillars are in place, an 8-headed hydra appears at the
orange oval marked with the nubmer 8.

THE FOG IN THIS ROOM NOW GOES AWAY !

After 20 more minutes, a 10-headed hydra appears in the area marked.
The pillars wont stop either hydra, but the hydras will act like they are
puzzled by the pillars and wont attempt to pass thru them.
Strazl set all of this up so the hydra would just walk around like the pillars
are not there…


Room 64) 20’ × 50’ × 15’ fake Treasure room and no fog ! (15,000)

A wish must be used to rid anyone who gets a cursed item from this room as their
treasure share. Strazl doesn’t like those who take his monies.
17 chests: 6’ × 4’ × 2’
1 trunk: 8’ × 4’ × 3’
5 coffers: 4’ × 4’ × 2’
      trunk: locked:
        Plate Mail +2 for elf or half-elf ( normal fires within 10' sputter and go out,
                      larger fires cut in half brilliance and heat; lava and dragon
                      breath not affected; Magic-User Flame Strike -1 hp/die;
                      Druid/Magic-User Fire Trap only 75 percent damage;
                      Druid/Magic-User Wal of Fire -1 hp/die; Druid Fire Storm -1 hp/die. )
        5,000 cp; 10,000 sp; 2,000 pp
chest: locked and trapped with Sleep gas ( SR vs. poison or sleep for 1 year, Wish will cancel) 15’ radius
2 jars Sweet water potion; 5,000 cp; forty 100 gp gems; ten 10 gp gems; 1,000 sp
chest: unlocked, but loudly worrying about a trap etc, and it will lock then one Magic Missle, if chest opened, to a random character
10,000 cp; covers ten 1,000 gp gems; ivory scroll tube with a scroll of Cleric spells: 1) Cure Serious Wounds, 2) Divination, 3) Exorcise, 4) Cure Serious Wounds, 5) Neutralize Poison, 6) Cure Serious Wounds a brown ceramic scroll tube containing a scroll of Protection from Earth Elementals
including Xorn chest: unlocked
         5,000 cp; 1,000 sp
         Long sword +2 Lawful Good ( Dragon Slayer +4 vs. true dragons.
            Triple damage vs. copper dragons) When a copper dragon is within
            10 miles distance, the owner/user glows a bright green at the level
            of torchlight.
         metal jar: potion copper dragon control; ceramic jar: potion human control, human

      chest: no lock: trapped with Fire Trap 5’ radius SR vs. magic 1d4 +23 hp
                        only 50 percent chance of normal chances to detect,
                        failure to remove activates trap.

        7,000 pp; Rod of Ressurection ( command word is ‘Wake up ‘!) 47 charges,
                    changes cleric’s gender to opposite. Rod is 3’ long, 0.75 inches
                    in diameter, in a leather case. Rod is made of ivory. Can only
                    be used once per day.

      chest: no lock, no trap
         6,000 sp which cover; 7,000 cp

      chest: locked:
         1,000 sp cover 10,000 cp

      chest: locked

        ivory scroll tube: Druid: Hold Plant
        ivory scroll tube: Magic-User: 1) Monster Summoning III, 2) Passwall,
               3) Feeblemind, 4) Mordenkainen’s Faithful hound
        7,000 cp covers; ten 500 gp gems; twenty 50 gp gems
Coffer: locked
jar: potion invisibility ( its green in color)
Coffer: locked
bone scroll tube: Magic-User: Wizard Lock, 2) Magic Mouth;
3) Detect Invisibility
potion jar: healing ( color is pink with blue streaks)
2,000 cp cover: 2,000 sp
Coffer: unlocked
10 rings which all detect as magic, some have a blue-tinge to them,
others have orange, green, pink, or gray. None are actually magical.
Coffer: unlocked
         potion jar: Frost Giant Control ( ice blue in color)
            ( cursed: when ever a member of the opposite gender stands within
                      3' of the owner of this potion, the owner will itch.
                      If the person stands within 3' for longer than 5 minutes,
                      the owner will start to twitch uncontrollably. )
                      drinker: grows a light fur over entire body in one week.
                               but gets +1 SR vs cold, -1 SR vs. fire attacks
        3,000 cp; 3,000 sp
Gee alot of treasure for a ‘fake’ treasure room. But note its mostly copper and silver pieces. And it makes a nice ‘false trail’ situation.


Room 65) 60’ × 30’ × 15’

huge arrow painted on the floor ( doesn’t mean anything…) 4 gargoyles


Room 66) 24’ × 40’ Gilded Walls Room

5 Gargoyles
The walls appear to be gold-plated, but they are actually lead. This will not be noticed until the pieces cut off are taken to the surface.


Room 67) 12’ × 70’

large blue arrow on floor points right at the secret door 8 hobgoblins
chest: locked
100 gp


Room 68) 60’ × 20’ × 18’ Strazl Deathclaw’s bedroom and library

room 68 bookshelves East wall is a one-way illusion wall from room 63. Can’t be affected by spells as it is totally inert. The only way back is by breaking a hole in the wall. Will take 150 hp by blunt weapons to break through. If the characters take longer than 30 minutes to get out, a 10 headed hydra appears in the room.
South wall: 6’ × 6’ toilet
West wall: book, scroll, papers on shelves B, C, and D
Clothes closet A.
7 old rotted cloaks, 2 are covered by illusion to appear the same as the others.
50% chance to pick either after Detect Illusion is used.
1. Cloak of Poison
2. Cloak of Elvenkind
Northwest corner: Strazl’s ornate wooden bed, 6’ × 10’ with a fine
cloth canopy. Bed glows a greenish-purple. Touch causes 1d6 hp, poison SR at -1
Wooden night stand: 3’ high x 18” diameter
on top of it is a gold candle stick. ( gold plated lead worth 5 gp)
but looks like its worth 1,000 gp. Candle stick has 3 feet in the shape of
the letter T. A wall slot is shaped the same way as the feet. The hole in the
wall is outlined in white paint.
if foot is inserted in hole:
Foot A: 5d6 explosion in a 10’ radius, no SR
Foot B: 10d6 + 10 hp Delayed Fireball covers entire room, SR 1/2 damage.
Foot C: candlestick stays on wall, cannot be removed.
Magic Mouth: [ all these lines spoken ]
“So, you think you will get out alive !
ha, ha, ha !
Take what you will, if you can.”
All persons in rooms 63 and 68 are now teleported to room 64. All torches go out. After 30 minutes in room 64, an 8-headed hydra appears in room 64.


Room 69) 10’ × 40’

3 trolls one-way door into room: Knock to exit
small chest: locked
75 pp

Room 70) 10’ × 50’

south secret door: push from south, use pull handle for north, or Knock 2 levers, one each side of alcove, levers are centered. 1’ long horizontal slot, levers are centered. left lever: moving it teleports group to alcove on south side of room and levers disappear
right lever: moving it causes 2 gargoyles to be teleported into the center of the group
North secret door: open in either direction by elf or half-elf touch, or Knock


Room 71) 20’ × 10’ empty

North secret door: Knock or dwarf touch South secret door: see room 70 description


Room 72) 10’ × 20’ × 15’

Gelatinous cube ( east end of room) 20 cp, 8 sp, 10 ep, 8 gp, 5 pp West secret door: Knock to go in or out, door radiates magic
door is 7’ tall x 10’ wide by 4 inches thick
North secret door: needs Ring of Free action to open, or Dispel Magic


Room 73) 10’ × 50’

any rolled number to listen will hear Ogre laughter Secret door: south wall, west end: push up on a 1 or 2 in d6
Secret door: south wall, east end: found only by non-human, opens by gnome, dwarf, elf touch


Room 74) 20’ × 10’

2 wights
defeat the wights and the south door opens automatically.


Room 75) 20’ × 10’

South secret door: Knock from south, pull ring on north side


Room 76) 40’ × 10’

Gray Ooze Wall, marked ‘illusional wall’ on map, will feel like a dry sponge
Detect Illusion will show it for what it is.
Dispel Illusion or Dispel Magic will remove it.

Room 77) 20’ × 10’


Room 88) 10’ × 10’

South secret door: need Detect Illusion to find, Its Wizard Locked Knock or Dispel Magic
North secret door: push right

Room 89) 10’ × 20’

5 Kobold/Werewolves ( my own invention: these are Kobolds that can turn into Werewolves) [ I’ll add the info to the web site later.]
West secret door: push up to exit
East secret door: push in centers


Author
Categories South Hemisphere


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