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Posted

Shagtor, odd-shaped, castle:

Several debris fields, former walls, living quarters, and storage areas.

Each debris field has a chance of causing slips and falls.

Some of the smaller debris areas look deliberate built, like they were placed there as a defense by the former inhabitants.


 Odd-shaped, Map 1, Trillolara

 Odd-shaped, Map 2, Trillolara


roll percentile dice: if the dice show a number at or below the percentage, the character must roll the number of six-sided dice vs. dexterity.

If the roll is over the character’s dexterity, a fall occurred. The amount of damage is an estimate made by the DM based on the amount over the character’s dexterity. Typically 1d6 hp. If on a large mound of rocks and other debris ( such as C and F), 2-3d6 hp. 5% – 20% chance to have a limb trapped by a rock.

chance vs Dexterity
A 10% 4d6
B 25% 4d6
C 90% 5d6 lots of loose rocks
D 20% 4d6
E loose blocks scattered, easy to walk through, horses must be led. Area is marked by lines.
F 95% 5d6 lots of loose rocks

Rubble in area B, area 19, is 30 feet high in the center.

Wall in area D is 3 feet high, old tower is 15 feet high slants up to 60 feet high near the lord’s quarters/room 26.

Area F is 15 feet high.

The interior wall, near/between the two towers is 5-7 feet high of debris, loose rocks.

The outer intact walls are 20 feet thick, 30 feet high.

The walls of rooms 6-11 are 10 feet high.

Rubble areas 17 and 18 are 5 feet high in the center.

Area B is 30 feet high in the center.

Rubble areas 15 and 18 are purpose built by the present inhabitants as a defense to cover the entrance path.

Rubble area 16 is 5 feet high much of its length. 6 foot gap between it and the wall.

Between E and 27 its possible to walk carefully and avoid all stones. makes the characters easy targets for missle weapons though.

Wall areas 23 and 24 are intact.

The only inhabitable areas are: 1, 6, 7, 8, 9, 10, 11. And the 4 tents near the well at 21.


Author
Categories South Hemisphere

Posted

I’m not certain now where I had placed this in my campaign, so I’ll just place it in Trillolara’s section.


There are many difficult and injury causing paths to take into the interior of this old castle. I made the hidden parts visible so other DMs could run this adventure.

The only safe ones are the B and E paths. They should be easily spottable by any thief or ranger looking for a path. I made all of the hidden areas visible so other DMs could run this adventure.

Checking is done by rolling the listed number of d6 dice. If the roll is over their dex, they fall.

A: 10 percent chance to fall per step. 4d6 vs. Dex

B: off path: 25 percent chance to fall per step. 4d6 vs. Dex

C: 90 percent chance to fall per step. 5d6 vs. Dex

D: 20 percent chance to fall per step. 4d6 vs. Dex

F: 95 percent chance to fall per step. 5d6 vs. Dex

G: walls still remaining. 20 feet tall. no path

H: 25 percent chance to fall per step. 4d6 vs. Dex


The surface map of this castle plan is made up of four 180’ x 240’ map sections. Thats four sheets of graph paper. The tower map was drawn on one sheet of graph paper.


 Odd-shaped, Map 1, Trillolara

 Odd-shaped, Map 2, Trillolara


Room 1) hexagonal room of first floor, 60’ tower

rubble in this room is fake. The bandits cleaned this out, and placed some of their supplies under the rubble they left in here.

The spiral stairs go up to the upper levels of this tower. The spiral downward
is choked with real, from the seige, rubble. Two days to clear.

4 food and 2 water barrels covered by broken wood
( some of the wood, upon close search, will show its tied together
so it can be easily removed. )

the sacks contain dried food like apples, rice, and apricots. Rice and
appricots are not from this region.

barrel in the open is their ready water supply


Room 2) second floor, tower

only opening is an arrow slot onto the main castle grounds

spiral stairs continue upwards

ballista and 30 bolts for it

3 beds, 2 water and 1 food barrels, trunk of spare clothes

three bandits, level 3. Chain mail, shields, long swords

small stool for guard to watch interior of castle grounds


Room 3) third floor, tower

8 arrow slots cover the interior and exterior walls.

a) 2’ thick stone backstops, prevents arrows from bouncing around the room

b) spiral stairs

c) a doorway that leads to the walls. No door blocks the entrance.

ballista and 40 bolts for it


Room 4) 30’ x 26’ x 8’ fourth floor, tower

store room for weapons, arrows, etc. all dust now


Room 5) top floor, tower dusty

top of the tower. The bandits don’t go up here.
Its too easy for them to be spotted at long distances.

but there is fresh human blood here…


Room 6) 16’ x 33’ x 10’ stables

the bandits sometimes keep horses here


Room 7) 29’ x 33’ x 10’ store room

food and water barrels. The windows don’t have glass in them, but do have boards partially covering the opening to give an ‘abandoned look’ to it.

chest #1: locked: 2,000 silver pieces ; 3 nice daggers worth 50 gp each; small painting with gold leaf frame worth 5 gp

chest #2: locked: 3,000 cp covering 75 platinum pieces ; four 55 gp gems

chest #3: 250 gold pieces ; 650 silver pieces ; 1,500 copper pieces

chest #4: locked with 2 locks: contains several pouches of gems, loot. one hundred 30 gp gems (3,000 gp); twenty 75 gp gems (1,500 gp); three 320 gp gems (960 gp); one 2,000 gp gem ( total 7,640 gp worth)

crate #5: 6 bolts of silk cloth. One is actually ‘shimmer sheen’, a cloth of unknown origin… worth lots of money. The 5 bolts of silk are worth 375 gp each. The shimmer sheen is worth 15,000 gp. The bandits think its a peculiar looking silk cloth.

crate #6: 6 bolts of silk cloth worth 375 gp each. Spoils of their banditry.

barrels #7: spare food and water

2 chairs and a bench


Room 8) 20’ x 30’ x 10’ quarters

5 beds, table, 3 chairs, 3 buckts of water, 1 brazier

five 4th level bandits(fighters): chain mail, long swords, open face helms, shields, long bows with 20 arrows, daggers each small chest contains their personal belongings and spare clothes.


Room 9) 10’ x 12’ x 10’ bandit leader’s quarters

one 6th level fighter. Chain +1 NE, long sword +1/+2 vs good or lawful, long bow and 20 arrows chair, bookshelf (mostly scavenged books and ledgers of their loot)

small chest contains spare clothes and in the bottom is 30 platinum pieces and a 150 gp gem


Room 10) 18’ x 9’ x 10’ secret store room

Not noticeable from outside, in the center of the castle grounds. But rather obvious from the nearby rooms

Not much here: The bandits have figured there might be a room here, but they prefer plunder. Hidden rooms are all too often trapped. But they might get curious one day… Chest: locked: long sword +1 NG ; chain +2 ; scroll cleric: Heal (3)


Room 11) 20’ x 34’ x 10’ used as a store room

picks, shovels, 2 wheelbarrows, 5 steel rods, 10 felling axes, extra blankets, braziers, 15 food barrels.


Room 12) 20’ x 40’ collapsed slate roof, walls 7’

wooden beams and roof collapsed inward. (building appears to have been set afire from inside…)

forgotten metal box next to castle wall, rusted shut contains three 25 gp gems ; and one 150 gp necklace



Room 13) collapsed area former Great Hall

a weeks digging through this rubble will yield up 30 gp in coins


Room 14) 76’ x 15’ high, collapsed main tower just rubble


Room 15) pile of rubble: 10’ x 40’ x 5’ in center was stone tables


Room 16) pile of rubble: 40’ x 30’ x 10’ high

was crafthall and quarters

3 days of moving rocks will find 30 gp in gold and silver scrap



Room 17) 50’ x 20’ x 8’ rubble

barracks, several bones (arms and legs) project from edges


Room 18) 20’ x 10’ x 4’ rubble


Room 19) site of northwest tower

appears to have been smashed from the southwest

B: off path: 25 percent chance to fall per step. 4d6 vs. Dex


Room 20) site of gatehouse

smashed from above

F: 95 percent chance to fall per step. 5d6 vs. Dex


Room 21) well, cleaned out and in use

each nearby tent is the home of 4 level zero bandits. leather and studded leather armor, long swords, long bows with 20 arrows each tent has food and water each bandit has from 1-10 silver pieces


Room 22) former servants’ quarters rubble


Room 23) 6’ tall breastwork made of castle rocks

+4 to AC from arrow slots, no mortar


Room 24) 6’ tall breastwork made of castle rocks

+4 to AC from arrow slots, no mortar


Room 25) rubble: 10’ x 40’ x 5’ high

+2 to armor class


Room 26) wagon, 6’ x 8’ long, used by those who have moved in


Room 27) old carving on tree trunk

CT and a vertical line. Looks like interrupted work


Room 28) 6’ tall breastwork made of castle rocks

+4 to AC from arrow slots, no mortar


Room 29) 30’ x 36’ x 20’ former store room, rubble


Room 30) odd-shaped room former lord’s quarters, rubble

stone stairs, choked with rubble, go down to first level


Author
Categories South Hemisphere

Posted

 Odd-shaped, Map 3, Trillolara


Room 1) spiral stairs from remaining tower

debris in room. Easier to remove than the debris at the 29 degree slope stairs


Room 2) 30’ x 20’ x 18’ stone storage shelves empty, dusty


Room 3) 20’ x 20’ x 7’ locked store room, dusty

empty except for a small leather box:
1 vial Allspice (+4 SR vs. Magic)
2 vials Dragon’s blood
1 vial Magnolia

Potion of Mind rest ( bright blue)


Room 4) 20’ x 60’ x 10’ spare weapons storage

all rusted into uselessness
except the one deep under all that rust: Long sword +1


Room 5) 30’ x 30’ x 10’ alchemical workshop

10’ circle of protection on floor
4’ x 6’ x 4’ high stone table, very flat and smooth surface
Magic Mouth on table ‘Beware !’

on shelves:
Scroll, Cleric: Remove Curse ( +5 percent failure due to language changes)
Scroll, Cleric: Scroll of Illiteracy (cursed)
reader will continue to read it until Intelligence is at 6
-1 Int per segment, SR vs. Death Magic, to stop


Room 6) 10’ x 10’ x 7’

Magic Mouth: “Beware !’ on far wall from entrance

Secret Door: Knock or Dispel Magic vs. 12th
party must dig very carefully to get past cave-ins ( marked as purple areas on map)
10% per turn (10 game minutes, non-accumlative) to cave-in again
from room 33 to room 34 will take 8 man-hours to dig open with picks and shovels


Room 7) 40’ x 20’ x 8’ at center of room, 6’ at walls

the room’s curved ceiling will glow with pinpoints of lights,
as the night sky, if all lights are out for 3 game-minutes

Statue HD 7 HP 50 1d10/ hand 2 attacks per round
Moves at 9” rate down marked path:
moves North, stops, turns toward entrance, waits 5 minutes,
moves east. Stops, waits 5 minutes, moves west backwards,
stops, turns left 90 degrees, moves backwards to start postion.
Will attack anything within 5’ of its pedistal. Wont leave pedestal.
chest #1: buried under rocks ( 2 hours to clear)
dead body of Castellan in front of it.
3 gold chalices ( 240gp each) ; 250 pp ; 500 gp
chest #2: locked, not rusted -10 % to open
750 gp ; 275 ep ; 3,000 sp
dagger + 1
chest #3: made of stone. trapped with Flash 4d6 hp SR half damage, 5’ radius
locked: -20% to open
2,000 gp ; 920 ep ;
74 cp Nomad coins ( worth 15 gp each)
(round with 4-point star with horse’s head on obverse)
chest #4: trapped with Masochistic Fit ( harm self for 3 rounds)
locked 2-key lock
Scroll cleric: Cone of Good ; Remove Paralyzation (at 10th level)
Scroll cleric: Detect Undead ; Cure Light Wounds
two 250 gp gems ; one 750 gp topaz

Room 8) 40’ x 30’ x 9’

Secret door: elf touch or Dispel vs. 14th

secret door not known by former occupants
Prison: circles show manacles locations, one still has orc skeleton in it


Room 9) 30’ x 30’ x 9’ store room dusty


Room 10) 20’ x 20’ x 10’ store room ransacked


Room 11) 10’ x 30’ x 10’ – 10’ x 10’ x 10’

spiral staircase leading downward

about 90’ down, walls dampen


Room 12) 10’ x 10’ x 10’ guard post dusty


Room 13) 10’ x 10’ x 10’ guard post dusty


Room 14) 10’ x 10’ x 7’ storage rotted shelves, dusty


Room 15) 10’ x 10’ x 7’ storage rotted shelves, dusty


Room 16) 10’ x 10’ x 7’

rotted shelves, dusty

push up wall section 6’ from floor, and 2’ in from entrance, left side
to deactivate statue in room 7


Author
Categories South Hemisphere

Posted

 Odd-shaped, Map 4, Trillolara


Room 1) 10’ x 70’ x 30’

can see all of room 4 while touching the corner from room 4, it looks like a stone all.



Room 2) 80’ x 90’ x 75’ – 10’ approximately 15’ x 10’ - 20’ x 50’ x 50’

glassteel stairs with glassteel door (door painted same color as walls)

Wyvern

the stairs will block any missles



Room 3) 50’ x 50’ x 50’ ( 125,000 cubic feet)

false door 30’ up on North wall



Room 4) 30’ x 30’ x 30’

spiral staircase continues down to next level

Secret Door: elf touch or ranger touch



Room 5) 30’ x 20’ x 15’

vertical glass cases contain 2 statues of Other women, NG opening the glass cases will return them to the living.

chest contains all of their goods left to them:
2 long swords +3, Plate +2, leather +4
left: is a Cleric/Fighter right is a: fighter/thief
the Others and their gear detect as Good.
Sign on wall between the cases:
“What is stone was alive !
the forgotten Ones of Good,
to balance the free forgotton ones of evil !”



Room 6) 30’ x 40’ x 30’ – 10’ 30’ x 25’ dust

3 scarecrows ( Fiend Folio)



Room 7) 20’ x 40’ x 10’ room of traps (8,000) (total 19,500 cubic feet)

A (10’ x 10’ x 10’)
teleport to room 6

B (10’ x 20’ x 10’ (2,000) )
chest: Masochistic Fit
100 gold pieces

C ( 10’ x 10’ x 20’ )
Gelatinous cube in upper 10’ of room

D ( 10’ x 20’ x 10’ – 10’ x 10’ x 15’ ) (3,500 cubic feet)
teleports to room 2
E ( 20’ x 10’ x 15’) (3,000)
entrance causes illusion of giant hands coming out of the west wall.
Permanent Illusion at 18th level. 7 Hit dice, 1d10 hp/hand



Room 8) 40’ x 60’ x 50’ empty, dusty (120,000)



Room 9) curved walled room

on east wall: black cloaks with scowls showing under hoods ( detect as evil)
on west wall: blue cloaks and smiles showing under hoods ( detect as good)



Room 10) 30’ x 30’ x 50’ ( 45,000)

2 statues of spotted lions (activate when characters walk into the room)

steel chest: locked: -30 percent
Fireball 5d6 on lid top ( Dispel vs 5th level)
Long Sword +3 ; shimmer sheen cloth 10’ x 10’ (3,000 gp)
glows blue in a darkened room.
Wand of Detect Evil ( 10 charges)
“Who ?”

three 1,500 gp gems



Room 11) 50’ x 30’ x 10’ room of puzzles

a stone table runs the entire length of the South wall

#1) poem on sheet of vellum:
“What is yellow, hairy, and
frowns for a grin ?” (answer: an orc)

#2) “When is it wetter outside,
than if it is raining ?” (answer: underwater)

if #3, #4, or #5 are picked up, the vellum vanishes
and a Wraith and a fountain appear at areas marked.

magic fountain: (in my campaign, I treated them as if a drink was a Limited Wish)
all drinks are Permanent

1) drinker gets three 500 gp gems
2) drinker can detect good
3) immune to illusions
4) lose one secend level spell
5) +2 lowest ability
6) character gets malaria
7) +500 XP
8) gain ability to talk to a medusa
9) 50 platinum pieces
10) mental block towards this dungeon’s exit. (cannot see it, notice it, etc.)
11) gain 2 spell levels
magic fountain vanishes after 11th drink


Room 12) 20’ x 10’ x 10’ – 10’ x 10’ x 10’ ( 3,000)

Ochre Jelly


Author
Categories South Hemisphere

Posted

 Odd-shaped, Map 5, Trillolara


Room 1) 20’ × 20’ × 20’ room of the invisible doors

There are several burned/melted bodies that were going in the direction of the metal stairs.
The spiral metal stairs look new on this level.

Detect Magic will show areas that look like doorways.

If anyone says words to the affect:
“Which door do we open first ?”

A Magic Mouth will appear and say:
“Some say ‘tis death,
some say ‘tis life,
go not widdershins my friend if you want to be safe !”

Painted sign on one wall:
“Place of the Forgotten Ones”

If Detect Magic is cast on it, shows:
“ABANDON ! All Hope Ye Who STAY Here
IN These rooms !”

(Kinda of a trap, as I have used capitalized letters and words in just such a situation to give information to the players. Thats not true this time.)
If the characters announce they are going widdershins, the door leads to room 5 otherwise to room 2. Room 5 is a death trap.



Room 2) 10’ × 20’ × 10’ – 20’ × 10’ × 20’ – 20’ × 20’ × 30’ Room of Desire

on wall they first see: “Room of Desire” There are two pictures on the wall.
1) Of the most perfect woman
2) of the most perfect man

A trap: Any character that looks at a picture for longer than 10 game minutes,
must SR 4d6 vs. Charisma

If fail, must roll 1d20 vs. Magic or join the opposite sex in the painting.
If fail the second time, stay in the painting.



Room 3) 30’ × 10’ × 10’ – 10’ × 30’ × 20’ - 50’ × 10’ × 40’ (38,000 cubic feet)

on wall they first see: “Room of Wealth” Magic Fountain glows until all magic drinks are drunk

drink affects

1. Glow in the dark for 1 game week
2. Magic missle at drinker: 2d4+2 hp
3. +2 Dexterity permanent
4. +1 Prime requisite for 1 game year
5. 500 xp permanent
6. 300 xp permanent
7. heal 12 hp permanent
8. +1 SR vs. poison permanent
9. one 100 gp gem permanent
10. Mental block towards mental attacks for 4 game months.


Room 4) 10’ × 30’ × 10’ – 60’ × 10’ × 20’ - 20’ × 10’ × 40’ ( 59,000)

on wall they first see: “Room of Wonderous Weapons” In metal racks about the room are long swords, short swords, daggers, crossbows, long bows, short bows, maces, spears, battle axes, flails, hammers, javelins, two-handed swords, arrows, quarrels, tridents, scimitars

All glow under Detect Magic

All retain and are magic in this room, +1 to hit/damage. If any are removed
all of that character’s metal equipment will turn to rust when they return to room 1.

If any characters do partake of these weapons, one of their weapons at random will gain +1 to hit/damage.



Room 5) 30’ × 30’ × 30’ (27,000) Death room

Sign on Wall: “To Live, Die !
To Die, Live !”

If the players went clockwise, this room will detect as evil and a trap.

And they will be able to leave, otherwise…

Good refuse and neutrals commit suicide to exit.

If they came in widdershins, they lose their most important piece of equipment.


Author
Categories Trillolara, Shagtor Castle, ruins


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