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Sraa Keep level 6-1, Trillolara


Room 101) 20’ × 40’ × 20’ Cistern Room

hand operated windlass to raise and lower bucket. 10’ diameter opening.
The water level has dropped over the years. This is one of the ways
to get to level 9. There are metal rungs in the wall of the cistern.
They start 5’ below the top of the cistern and go down to the ceiling of
level 9. There are no stairs to level 9.



Room 102) 20’ × 50’ × 20’ water storage room

6 vats: 12’ high x 8’ diameter. 603 cubic feet each.
Spigot on each vat. Vats are on 2’ diameter legs.

vat 1-5 contain water. vat 6: has an Ochre Jelly in it.

Room 103) 20’ × 30’ × 15’ wine storeroom

15 casks: 4’ diameter, 6’ high ( 75 cubic feet)

vat 1: potent wine. Sleep 1d4 turns if drink more than 1 sip
vat 2-8: normal wine
vat 9: empty of wine, 500 gp and two 500 gp gems inside
vat 10-15: empty

Room 104) 60’ × 70’ × 15’ Dining hall ( 63,000 cubic feet)

2 tables: 6’ × 20’ × 4’ high, 2 benches
1 tables: 6’ × 20’ × 5’ high, 2 benches
2 tables: 6’ × 16’ × 4’ high, 1 bench

basin SE corner 6’ diameter. bottom 2’ of walls are rough hewn
walls detect as magical. Nothing there.

Room 105) 40’ × 50’ × 15’ Tribunal Court Room

NW corner: 2 benches 4’ × 10’ × 2’ high for audience
North center: witness stand, 4’ × 4’ railing 2’ wide x 5’ high.
East center of wall: Tribunal table and 3 chairs: 4’ × 12’ × 4’ high.
Strazl’s stone throne: dias. 8’ × 8’ × 1’ high. Throne: 4’ × 4’ stone block
with stone back rest.

West Secret door: all 3 pressure plates ( 1’ × 1’ × 5’ up from floor, 3’ apart)
behind tribunal’s chairs must be pushed at the same time to open door.
Door then swings outward.

Room 106) 30’ × 30’ × 15’ Storeroom

24 barrels: 4’ diameter x 6’ high. All sealed.
barrel 1: 40 pp in a pouch
barrel 2: rancid bacon
barrel 3: stale mouldy bread
barrel 4-10: stale wheat flour
barrel 11-16: dried fruits in good shape: apples, peaches, apricots
barrel 17: 50 gp under 1’ layer of dried apples in good shape
barrel 18-20: mouldy oats
barrel 21: 750 sp
barrel 22: small amount of water and 5 Killer Frogs
barrel 23-24: empty



Room 107) 20’ × 30’ × 15’ Cooks’ Quarters

3 beds: 4’ × 9’ × 3’ high

3 clothes closets: 2’ × 6’ × 6’ high, rotted clothing small chest: rotted nice clothes covering 25 gp table and 3 chairs.

Room 108) 40’ × 30’ × 15’ Assistant cooks’ quarters

10 bunks: 4’ × 6’ × 3’: clothes racks



Room 109) 50’ × 30’ × 20’ Storage

clothes and items belonging to Strazl’s victims

5 chests: 4’ × 6’ × 2’ high, locked chest 1: rings, bracelets, worth about 1d6 cp each chest 2-3: 200 cp, 75 ep, 10 sp, 2 gp each chest chest 4-5: small wood and cloth items several piles of rotted clothing

Room 110) 70’ × 20’ × 20’ Storage

piles of metal ladles, kettles, wood trenchers, wooden spoons,
wooden forks.

Southwest corner: 3 statues. If any object or persons touch them, they become alive. 3 Owlbears East secret door: touch by elf, gnome, or half-elf opens it.
West secret door: touch by elf or half-elf opens it.

Room 111) 20’ × 10’ × 10’

part of passageway leading to tribunal room.

Statues in each room are not blocking secret doors, some are facing the wall. When 3 characters enter these rooms, the statues become real monsters. 1 su-monster

Room 112) 10’ × 20’ see room 111

pedistal rotates to face the characters.

West secret door: push
South secret door: Kill monster or any non-human touch 1 Owlbear

Room 113) 50’ × 30’ spices storeroom

28 barrels: 4’ diameter x 8’ high

items are fresh
      barrel 1: acorns                  barrel 19-23: beets
      barrel 2-4 rapsberries            barrel 24: Mummy ( undead)
      barrel 5: water chestnuts         barrel 25: corn
      barrel 6: sage                    barrel 26: onions
      barrel 7: ginger                  barrel 27: carrots
      barrel 8-14: unpitted olives      barrel 28: 1,000 gp; 75 pp
      barrel 15-18: rice                   ( recent Trillolaran coins)
Table: 4’ × 6’ × 3’ empty

Room 114) 40’ × 60’ × 20’ Kitchen

Basin east wall, detect as magic 6’ × 3’ × 3’

all tables have rusty kitchen utensils on them like forks, graters, and knives. Some rotted food. North wall: 2 tables: 4’ × 10’ × 4’
South wall: 3 tables: 4’ × 10’ × 4’
West wall: 1 table: 4’ × 10’ × 5’ Fire pit: 4’ × 6’ × 4’, attached table: 16’ × 10’ × 4’ ashes in fire pit table center of room: 10’ × 10’ × 4’

Room 115) 10’ × 30’ × 15’ see room 111

East secret door: push down

South secret door: kill monster, Dispel Magic, or Magic Missle door 1 fighter ( CE) F 7. Shield +1, Splint mail +3, Long sword +4
Will disappear after being killed

Room 116) 10’ × 10’ × 10’ trap

the 3 skeletons armed with swords appear to be dead beings manacled to the wall. ( The swords are hidden from view.)

They will attack if the party enters the room. Scroll in bone tube: “Remember the words of the many thieves of eastern fame,
and you can claim your just reward,
but be careless or careful,
I’ll kill thee by the sword. There is a right place and a wrong,
but either way you will die
when you see me face to face.”

Thats the clue for ‘Open Sesame !’ spoken by Ali Baba and the Forty Thieves. I saw that in a Popeye cartoon years ago. If the characters speak it near the stairs outside of room 101, the stairs will split vertically and move into the corridor walls blocking this way out. A passageway then opens to Level 6 – 2.



Room 117) 10’ x 10’ × 10’ cell empty

rotted straw and rusty manacles



Room 118) 10’ × 20’ × 15’ see room 111

East secret door: push right on a 1-3 on a d6
South secret door: Kill monster or non-human touch

1 Troll

Room 119) 10’ × 10’ × 12’

West secret door: push on 1-2 on a d6
South secret door: half-elf or elf push up, Ranger push up.

Chest: 2’ × 4’ × 2’
Scroll tube: 2 Cure Serious Wounds
50 pp; Potion brown bottle and liquid is brown in color: Fire Resistance

Room 120) 10’ × 10’ × 10’ empty cell, dusty, rusted manacles



Room 121) 20’ × 10’ × 15’ see room 111

North secret door: push on a 1-2 on d6

South secret door: Kill monster or any female touch 2 Minotaurs

Room 122) 10’ × 10’ × 1’ Cell, empty, dusty



Room 123) 10’ × 10’ × 10’

North secret door: only a woman’s touch can open: push

South secret door: only a woman can find: open with push

Room 124) 20’ × 10’ × 15’ see room 111

North secret door: any human touch or Dispel Magic or Knock

South secret door: push 1-4 on d6 Housewife carrying a baby in her arms
Stays a statue when activated, but will draw a knife and advance on the group. If the group attacks, they disintegrate and the attackers take -10 Charisma ( perm) If anyone tries to help her, she and the baby become flesh. Party members receive +1 Intelligence and +1 Charisma ( perm). She knows nothing of this keep.

Room 125) 10’ × 10’ × 8’ Toilet

hole in floor, smells like it was used recently.



Room 126) 20’ × 16’ × 20’ Fines Treasury

chests are locked

Chest 1: 5,000 ep; three 50 gp gems Chest 2: 750 gp; one 2,000 gp jewelry Chest 3: 5,000 cp; Sling of Seeking +2 2 giant scorpions To find the rest of the dungeon, in addition to the 1. ‘Open Sesame’ mentioned earlier, 2. characters say something to the affect “I wonder if there is any more to this dungeon ?” within 30 feet of the correct stairs. 3. If the housewife is with them. This makes the housewife a liability for the characters as she is unskilled in combat. And will refuse to join them in combat. They either have to find a way to get the stairs to close so they can take her to Fondfield, or defend her for the rest of the adventure, get her to go down the cistern, etc. A difficult task.

Level 6 – 2

Sraa Keep level 6-2, Trillolara


Room 128) 10’ × 50’ × 15’

dusty floor, small footprints lead down the corridor to this room
and to the stone block west end.

obviously moved/ajar stone (granite) block: 2’ × 2’ × 2’ ( weighs 13,600 gp wt) thief will be unable to find the springs on the lid of stone box If 2 or more characters try to move stone block:
the spring loaded lid will fly back.
if any are behind lid, it will hit for 3d4 hp. 4 darts will hit any who lift the stone box. 2d4 hp per dart contains: 5 sp of triangular shape. Isle of Jester coins.
worth 2 pp each. Any Trillolaran Money changer will inform
the Town/City guard after the characters leave the money
change shop unless a King’s Henchmen is with the group.
( Unknown to the players, until much later, some of the NPCs
they hired were Henchmen of the King. Watch on the New Adventurers,
so to speak. )

Room 129) 20’ × 20’ × 20’

stone block, resembling a door, on west wall
slightly ajar. 4’ × 6’ high
wont open.

After 10 minutes will close all of the way and exit from room will disappear. The room feels as if it is moving downwards; however, it is just vibrating. The south passage disappears and the exit reopens after 5 minutes. a Detect Illusion will find the south passage.


Room 130) 10’ × 16’ × 10’ Ogre’s Treasure Room

what is small to an Ogre, is obvious to smaller creatures:

Stone club blocking the closing of the door. Strazl is allowing the Ogres to relax here on their way to the Mountains of Death. Chest: 2’ × 3’ × 2’
240 gp and an amber necklace held together by an unknown wire/metal type. All but an Other Merchant will give 1,000 gp for it. An Other Merchant will give 10,000 gp for it. This is actually a Necklace of Adaptation with the ability to prevent paralyzation by any undead. It was made by an Other years ago.



Room 131) 20’ × 20’ × 20’ Ogre’s resting area

5 Ogres

one is always on watch. The walls glow a light green from the lichen. They have huge stone clubs, 1d10 + 1 hp, requires at least Ogre strength to use. Their money is in room 130. Secret door: 1-19 in 20 to find. Push open 1-6 in 6.

Room 132) 30’ × 60’ × 20’ Statue Room Statue is 15’ high. Small wall on three sides: 2’ thick x 3’ high.

a flame pit at the ends of the U-shape wall. Flames rise 7’ from the flame pits.
While the statue is vaguely reptillian in shape, it has no discernable features to determine what kind of reptile. The inscription on the floor, near the flame pits, says, “yes or no”.

This means that the statue will answer 5 questions per day that can be answered by a yes or a no. 80 percent chance the answer is correct. The statue’s eyes open when it answers.



Room 133) bizzare special room

When entered from the southwest door, the room will be seen as a triangular
space as long as the group is looking North.

If they turn around, it looks rectangular 90’ × 90’ × 20’ If they enter by room 133 by room 163, it looks rectangular looking south.
and looks triangular if they look North. Sign on ‘east’ wall: ( disappears after being read. ) “Go in circles and your treasure and souls are mine,
Stick to the straight and narrow and my treasure is thine.”

Room 134) 30’ × 20’ × 20’ – 10’ × 30’ × 10’ dusty

no prints in the dust nor sign the dust has been disturbed

2 subterranean lizards chest: 3’ × 4’ × 2’ rotted, characters can see the coins inside
bones on floor in front of chest
ten 500 gp gems ( peridots: transparent rich olive green)
1,000 ep

Room 163) double L-shaped room 10’ x q16’ × 10’ - 50’ × 6’ × 10’ – 6’ × 38’ × 10’

West secret door: 1 in 6 to find. Push 1-5 in 6.

East door: pull ring

Level 6 – 3

Sraa Keep level 6-3, Trillolara


Room 135) 20’ × 40’ × 20’ Room of the Faceless Nude and the Bodiless face

2 Minotaur guards

East wall: a painting of a beautiful woman, the face is extremely distorted to seemingly show the evil and cruelty inside, covers the entire wall. The painting stops before it reaches the hairline, ears, or the neck. No eyebrows. North wall: painting of a reclining female figure draped in a silk garment with the
midriff exposed. The face is missing starting at the front of the ears,
past the hairline, past the neck; the navel has been painted sky blue,
her teeth are pearly white, and the fingernails are painted the color
of dried blood. She would be considered beautiful by any era. North secret door: press on the navel to open the secret door.

Room 136) 24’ – 45’ × 10’ -20’ × 20’ cave

rocks are stalagmites and stalagtites that have grown together.
( stalagtites are the ones on the ceiling.)
The room is very damp.

Water is dripping all over the room making walking difficult. 75 percent chance to fall per 5 minutes in the room. Chest: 1’ × 1’ × 1.5’
two 2,000 gp gems; 50 cp from Isle of Fools. Possession of these coins while
in Trillolara is a crime. fine of 5,000 gp or 1 year of servitude to the
local government. Any NPC over 5th level will recognize these coins
for what they are. Black market price is 10 pp each. 1 carrion crawler

Room 137) 30’ × 15’ × 20’ roughly oval

after the group is in the room for 2 turns

3 Minotaur guards will silently show up.

Room 138) 50’ 60’ × 15’ octagonal

on ceiling near west wall is a small bobbing light.

if left alone it is harmless: if attacked it becomes 3 Will-O-Wisps if they go below 5 hp, a 5’ × 5’ panel slides down on the wall.
then a tongue of stone shoots out 12’ ( has a rim like a low trough)
revealing the wisp’s treasure. However, they can use this as a weapon:
0’ – 10’ out from wall: 2d8 + 4 hp
10’ – 12’ out from wall: 1d8 + 4 hp Each group member has a 10 percent chance to step on one of the gems, unless they are careful were they walk. 2,000 cp; 1,000 gp; 3,000 pp; ten 500 gp gems; ten 100 gp gems

Room 139) 30’ × 30’ × 10’

block outside room will move to block passageway after party in room for 5 minutes.



Room 140) 20’ × 70’ × 10’ gas outside room

pale yellow gas blinds for 1d6 turns, SR vs. poison

1 roper in gizzard: 11 pp ; seven 500 gp gems ; seven 10 gp gems

Room 149) 40’ × 10’ × 10’

stairs south end lead to level 7B – 3 Giant Slug Migration Path


Room 206) 30’ × 20’ × 15’ Dancing Gargoyles Room

30 wingless gargoyles

are dancing to the Minuet. A Chamber Orchestra is heard and not seen. Any character stepping into the room without doing one of the following, is teleported to room 75. 1) singing to the music or trying to figure out
what it is: “what was the name of that tune”, etc. 2) humming to the music 3) asking if they are dressed according to the era of the music. When the groups enters this room, the gargoyles will freeze in position.
The large chest in the middle of the room will raise its lid.
A 4’ wide green path forms from the group to the chest. A sign forms on the inside of the chest: “Choose one and live,
take all,
and you will fall !” 1) very large sack: 2,000 ep
2) small sack: one 7,000 gp gem; one 10,000 gp gem
3) small sack: one 1,200 gp jewelry
4) medium sack: 500 cp
5) medium sack: 500 pp Nothing happens if they take all of the items in the chest. There could be a giant gong that rings. Then smile.

Author
Categories South Hemisphere

Posted

Sraa Keep level 7a -1, Trillolara

go to Level 7a – 2


Room 141) 40’ × 10’ × 15’ – 20’ × 10’ × 15’ - 30’ × 40’ × 15’ – 10’ × 20’ × 20’

3 carnivorous apes

painting on south wall of a sailing ship in a storm at sea. The ship glows
a pale green. if anyone touches the ship, all torches go out and the person
touching it glows pale green for 1d6 +4 turns.

( if the anyone looks closely at the stern of the ship, they will see:
‘The Flying Dutchman’ ) My players and I had a little interaction going between
them and the painting.



Room 142) partially triangular room

southwest wall sign in Dwarf:

“easy come easy WENT, to go BY sea or a way that is more SECRET
than a mine or TUNNEL TO the cave of the fearsome MOJ.
well, dwarf, it is up to you to reveal the words.”

North secret door: will open if the dwarf reveals all of the message
and the capitalized words. Nothing else, short of a Wish, will
open that door. Of course, the characters could always go around.



Room 143) 20’ × 10’ × 10’

the walls glow a sickly yellow

both chests are: 4’ × 3’ × 2’ high

left hand chest: a mimic

right hand chest:
30 pp; what appears to be a Cleric scroll: Bless. If used as such, the actual
contents of the scroll will vanish. Its actually: 7 spells of 5th level:
1) Atonement, 2) Plane Shift, 3) Quest, 4) Raise Dead, 5) Atonement,
6) True Seeing, 7) Atonement



Room 144) 30’ × 10’ × 15’ – 10’ × 10’ × 10’ empty

push on left side of secret door



Room 145) 30’ × 20’ × 15’

7 Devils, lemure

East wall a painting of a man holding what appears to be a gold mask in front of his face.

Any lawful touch painting: 1d6 hp and in 5 turns start to weaken in strength and constitution ( -1 per round). Stops at the end of 1 turn, and slowly go back up at the rate of +1 per turn.

Any chaotic touch: ( only works once) gets a Limited Wish, if use this limited wish to help a lawful being, the chaotic being takes 2d10 hp with a minimum of 5 hp



Room 146) 30’ × 50’ × 20’ ( 30,000 cubic feet)

door has a sign on it:
“Wax Museum”

You could easily call this a major trap room.

All figures are on a 6 inch high stone platform

Northwest corner:

A cloaked figure is racking a young woman
the cloaked figure is a Zombie: cannot be turned
the young woman is a female wood elf Fighter 5, Chaotic Good
6 months after rescue, the group will receive 75 pp and a
Ring of Protection +2. She will help fight if given armor and weapons.

South west corner:
A cloaked figure is choking a small boy
The cloaked figure is a wraith and will act like a Zombie until meleed
The young boy is a Brownie, wont fight. But 6 months after rescue party
will receive 100 pp and a dagger +1

Northeast corner:

A cloaked figure is about to chop off the head of a young woman:
the cloaked figure is an unturnable Zombie
the young woman is a werewolf in human form. Will change into a
werewolf and attack.

Southeast corner:

A cloaked figure is about to close an iron maiden on a young man
The cloaked figure is an unturnable Zombie.
the young man is a werewolf in human form. Will change into a
werewolf and attack.

The figures are Statue spelled and then illusioned to appear as they are
described. Stepping on any platform or opening the chest will activate
all figures and change them from stone to flesh, but the illusions stay.

Chest: by south wall: 6’ × 8’ × 4’ high

opening it shows a young woman who has been beaten and placed in the chest. is actually a Succubus. Will kiss the first person who reaches into the chest. 1,200 pp; 150 sp; one 12,000 gp jewelry of platinum and a large ruby. five 1,100 gp wrought gold necklaces; five 300 gp ivory bracelets; 1 metal jar with a potion of Frost giant strength in it. chain mail +4 (human sized 5’ 6” to 6’ 3” tall); Cloak of Elvenkind; Amulet of Proof against Detection and Location; bone tube holds a scroll for Illusionists: 6 level 4 spells 1) Shadow Monsters, 2) Massmorph, 3) Emotion, 4) Improved Invisibility, 5) Emotion, 6) Confusion [ chest is 25,007.5 gp equiv] also see room 207



Room 147) 50’ × 50’ × 25’ trap

Illusion of 2 Ogres counting the money in a large chest

After all characters are inside, 2 feet in diameter rock beams in and appears at 2 second intervals at points marked. Only the usual spells to remove rock will work: Passwall, Rock to Mud, Knock; they can use Lightning Bolt but those will bounce.

Manacled to the far wall is an elf, illusioned to be a ghostly figure. Sella is a Chaotic Neutral, high elf: Fighter 3/Magic-User 3/Thief 3 Touch or spell to dispel the illusion, if rescued will join the group.



Room 148) 30’ × 50’ × 20’ ( 30,000 cubic feet)

just inside the rooms’ door is a programmed illusion of a barbershop quartet singing
“Beware, beware when you are down below ! Oh ! Beware when you are down below !”
They disappear but now the:

3 Carnivorous apes are alerted.

( Yes, I know such quartets probably didn’t exist in the Middle Ages, but this is such a deadly dungeon I wanted to add something to lighten up the situations.)



Room 207) 30’ × 10’ × 25’ ( 7,500 cubic feet)

Demon type 6 appears to have back to the party. This is an illusion.
He is actually facing the party. If they don’t cast Detect Illusion, they only have a
5 percent chance to spot it. Otherwise the Demon has surprise for 2 melee segments.
Chest:
2,000 ep; 100 pp; nine 100 gp gems; Bag of Transmuting; Metal jar potion of Climbing; ivory tube containing magic-user scroll: 1) Scare, 2. Leomund’s Trap


Room 215) 10’ × 60’ × 10’ – 50’ × 10’ × 10’

Chest: trapped: if opened the door locks and the east-west part of the room
lowers at 5’ per turn. At the end of 20 minutes, only the north-south part
of this room is stil here.
Scroll: 3 Passwall spells, with a small bag of sesame seeds attached to scroll.
Scroll: Disintegrate with a small bag containing a lodestone attached to scroll
Scroll: Word of Recall ( Cleric runes on outside of scroll ‘use this for your
escape’ check for failure all 3 scrolls, but they all work anyway.
If the Word of Recall scroll is used, it takes the caster to level 5 room 68.


Sraa Keep level 7a -2, Trillolara


Special Note: stairs 16 goes under the passageway to room 154

Rooms 150 through 154 are on the same physical level.

There are metal rungs that go from the passageway down to the stairs.

Rooms 151 and 152 have drop offs down to the stairs and passageway.


Room 150) 20’ × 20’ × 20’ empty

green arrow painted on floor points to northeast corner
East secret door: touch by anyone and it opens


Room 151) 10’ × 30’ × 20’ trap

slope is not discernable until several of the group are in the room

They will slide and go through the painted paper wall between this room
and the stairs. 5 percent per character to notice its not rock.
character falling distance and damage taken
             exit part of room
      left side      middle        right side
      59'             68'            78'		distance  dropped
      5d6 + 2 hp      6d6 + 2 HP     7D6 + 2 HP		damage
      2.8 seconds     3.2 seconds    3.6 seconds	time of drop
Feather fall ring or spell will save
Special Note: stairs 16 goes under the passageway to room 154
Stairs 16 leads to level 8, Strazl’s and his pet’s location.



Room 152) 10’ × 20’ × 20’ empty

Secret door: find 1-2 in 6, push on bottom of door



Room 153) 30’ × 20’ × 20’

a woman is working in this room. She is totally oblivious to any who approach
or try to talk to her or try to touch her.

A Comprehend Languages spell will allow communication to take place.
She will answer all questions with this:
“See, I first take this and then add [words not translate] making
certain that the [words not translate] is fastened securely.
Making certain of course that [words not translate] is [words not translate]
before a [words not translate] is added.”

If any of the group wishes her well, or words to that affect, the following occurs.
Her arm, no matter how long it has to extend to reach, touches the person
who said that to her, on their nose, regardless of what is in the way.
roll 1d4

1. the ability to detect evil at 50” for 3 adventures
2. the ability to cure 4 hp of damage 15 times
3. the ability to be invulnerable, as the potion, once
4. Nothing, just feel good.
DM note: She is in another dimension and at tech level 21.



Room 154) 80’ × 60’ × 40’ ( 192,000 cubic feet)

the plug shown in the passageway will close off retreat and remain closed until all
monsters or all characters are dead.

2 Type 5 demons where shown.
arms 1,3,5 have battle axes 2d8; arms 2,4,6 have broad swords 2d8
Chest:
20,000 gp; Rope of Entanglement; Bag of Tricks (type 1-5)

Author
Categories South Hemisphere

Posted

Sraa Keep level 7b - 1, Trillolara


Room 164a) 20’ × 60’ × 20’ ( 24,000)

2 fire lizards

on floor away from lizards: 6,000 cp; 3,000 sp; one 500 gp jewelry;
one 5,560 gp jewelry; one 3,700 gp jewelry; Druid scroll: 4 level 2 spells;
Cleric scroll 5 level 3 spells; Magic-User scroll 6 level 4 spells;
Illusionist scroll of 2 level 3 spells



Room 164b) 20’ × 60’ × 20’ Home of the Captive Elven Princess, Kolara

an elf princess lives here, captive of Strazl, she knows he is a liche.

If the party gets her out alive, her people will send them in 6 months 700 pp
and 2 scrolls of protection from undead.

She has barrels of food, a small brazier for cooking, a table, wooden utensils,
a pallet to sleep on, and a small stone basin of water. Nothing to fight with and win
against the fire lizards.



Room 165) 10’ × 10’ × 10’ trap

Medusa that has been illusioned to look like a statue on a 1’ tall pedestal.
will attack if touched.



Room 166) 10’ × 10’ × 10’

A Permanent Illusion of a statue of an old man.

Actually a Succubus.



Room 167) 50’ × 60’ × 50’ Killing Room ( trap)

a chest is near the far wall from the entrance.

When all or most of the party has entered the room, the exit vanishes and blocks of rock fall from the ceiling and then go back up. Each block stops 2’ from the floor where the 10’× 10’ areas are marked. Roll 1-6d4 to determine which block has dropped. These blocks are controlled by the men in room 168. If stand, the character gets a SR vs. spells to get out of the way or suffer 5d6 hp. 1d6 hp if laying down.

This continues until the party exists or half the part is badly injured or dead.

The chest has three 500 gp gems.


Room 168) 50’ × 20’ × 10’ Control Room for certain traps

5 fighters and a magic-user live here. Three are on watch at all times.
They control the blocks in room 167, the corridor blocks outside rooms 172 and 174, and the statue in room 156. ( If they are killed before the party reaches room 156, Strazl will control the statue magically. ) They also make sure the elf princess doesn’t leave room 164B, when the fire lizards are sleeping.

I never ‘determined’ just how they were watching all of these rooms.

They did have direct visual observation of rooms 164B and 167.

If they come under attack, they will defend themselves with the ballista. The 7th and 6th level fighters will fire their bows while the ballista is being rewound. The Magic-User will act as backup. The ballista has 100 bolts.

( in the original scenario I had stats and abilities for these henchmen of Strazl’s. Just consider them to be exceptional, otherwise Strazl wouldn’t have hired them. )

[ I sometimes used aligned armor and weapons to reduce the amount of such items the players would have to keep or resell. Besides, for evil characters it would make sense for them to have weapons good guys couldn’t use against them. ]

Fighter 7, Long bow +1 ( 200 arrows), Long sword +3 CE, Chain mail +3 CE, Shield

Fighter 6, Long bow +1 ( 200 arrows), Long sword +2 CE, Chain mail +2 CE, shield

Fighter 3, long sword, Artillerist, leather armor, shield

fighter 2, long sword, leather armor, shield

fighter 1, long sword, leather armor, shield

fighter 1, long sword, leather armor, shield

Don’t forget the cover/concealment adds the ballista shield gives them.

Magic-User 9, Dagger +1, Cloak of Protection +3, Ring of Magic Missles ( 2 per melee round, can fire every other melee round.) Has Rary’s Mnemonic Enhancer and uses it for three first level spells. 5 Potions of Extra Healing made by Strazl.

If combat starts to go against them, they will go down the stairs to the room below ( room 221) and grab their 2 prisoners. Then they will head for level 9, Strazl’s Real Treasure Room, then escape out the tunnel. A 10’ thick block will move into the stairwell, completely blocking it. The prisoners are from a nearby village. If they are rescued, the party gets one gold piece as the village is poor; however, anyone in the party at the time of the rescue gets +1 to +3 to their lowest attribute. Of course, abiding by PHB maximums.


Room 169) 30’ × 120’ × 15’ Trophy Room

filled with various trophies put here by Strazl to show his victories
and those he tormented. Several portraits on the walls of his victims.
These portraits have a red background wash. Most show clothing styles from
20 or more years ago.

one item detailed is a Mirror of life Trapping

cell 1) young man, normal clothes, no weapons

cell 2) Type II demon

cell 3) level 1 Paladin

cell 4) empty

cell 5) Type I demon

cell 6) empty

cell 7) Elf, Fighter 4/Magic-User 3, chain +3, shield, long sword

cell 8) empty

cell 9) Kobold

cell 10) Orc

cell 11) Ki-Rin

cell 12) Kobold

cell 13) empty

cell 14) Human, female, fighter 5 CE, scale mail, helm, bastard sword



Room 170) 20’ × 80’ × 20’

2 Manticore

If the Mirror of life Trapping is broken, the stone door slides into the floor
and the manticore are released to attack those in room 169. The many bones
in this room are from Strazl’s victims.


Room 221) 20’ × 50’ × 20’ Living area for men in room 168

under room 168

food storage barrels, water basin of continually flowing water,
6 pallets, food preparation and cooking area, clothing, storage barrels,
chests. Bottom of one chest is 50 gp, and 765 pp.

The 2 prisoners were captured for their amusement by Strazl the liche.



Sraa Keep level 7b - 2, Trillolara


Note the Giant Slug path.

Its a migration route. The large tunnel goes 300’ more past the edge of the map, then stops. If the characters stay near one of the ends, there is a 20 percent chance a giant slug will transport through the wall and continue on its migration route. Once they start coming through, they will continue to come through at 10 minute intervals. But if three or more are killed, they stop and use another migration route. Yes, its a Gate. But it only allows Giant Slugs, and the slugs don’t know its a Gate. Yes, someone could come up with a method to become a Giant Slug and follow the path, uhm, migration route. But what is that character going to do if thousands of giant slugs realize the character is not one of them, and they attack ?


Room 171) 50’ × 70’ × 25’

11 Bugbears: broadsword, 2 spears each
each has: 20 cp, 18 sp, 12 ep, 8 gp

Glowing globe is the blue circle about 3’ above the floor.

They have been told to guard it with their lives. Its very important.

Its really a trap.

Any being that touches it, it will move to the back of their head, one foot above and behind. They cannot get rid of it short of a Wish or Limited Wish. If they grab it with one or more hands, it sticks to the hands, it will stick to their feet. 2 Remove Curse to get it off of their hands, but it will still follow them everywhere glowing with the light equivalent of Continual Light. Hope the victim isn’t someone who needs to be stealthy ! I took pity on my original players and allowed them to get it behind a stone door and run for it ! It had broken through a wooden door they tried to force it behind.

I used to think about letting it haunt that player. Kinda of like the
crocodile with the clock in it haunting Captain Hook.

“You see a small glowing sphere on the horizon, headed your way…”

But I decided not to.

The feet bit above ? He got it stuck to both hands of his character. Then tried to push it off his hands with his feet. It rotated. Knocking him out for 10 minutes. Stone floor. Good thing he wasn’t near water. Thats when they used Remove Curse to get his character’s feet and hands loose. They then got it behind a wooden door, which it broke getting back to its new owner. Then they tried a stone door…



Room 172) 40’ × 70’ × 20’ another captive dragon

Dragon, adult Amethyst ( from a Dragon magazine article)
detect invisible within 50’.

No treasure, will bargain to be set free. Will inform party there is a
special method to get from Sraa Keep to under Fondfield, or as some
call it Moj. The dragon is chained to the floor by his right rear
leg by a metal ring in the floor. Can talk, but has no spells.

If freed, will vanish.

If attacked, will try to defend itself. Its of Neutral alignment with good tendencies.
Alignment of Lawful Goods would be affected if they attack this dragon.



Room 173) 50’ × 70’ × 25’ (87,500 cubic feet)

gelatinous cube on the ceiling

20 cp, 15 sp, 9 ep, 3 gp



Room 174) 20’ × 6’ × 10’

1 gas spore

North secret door opens to female touch or Knock



Room 175) 50’ × 40’ × 20’ ( 40,000 cubic feet)

50 barrels of fresh dried apples, jerked beef, flour, salt pork



Room 176) 6’ × 12’ × 10’

1 gas spore

East secret door opens to a male touch or Knock.



Sraa Keep level 7b - 3, Trillolara


Room 177) 36’ × 15’ high cylinder room

Pool, approximately 10’ × 8’ × 40’ deep.

Any drinking from pool causes the block to close off the room
for 3 turns and a loud bell rings at one minute intervals for 10 minutes.

The pool detects as magic, but not as a trap.



Room 178) 4’ × 4’ × 10’

Secret door opens after the invisible ballistas fire in room 182

100 pp on floor



Room 179) 4’ × 4’ × 10’

Secret door opens if someone in the party dies or they can use 2 Knocks.

1,000 pp on floor



Room 180) 24’ × 20’ × 15’ empty



Room 181) 50’ × 30’ × 20’ empty

writing on West wall:

“On Alternate sometimes the ways of Amber are very expressive:
‘The way about is sometimes found by those who imbibe frugally.’”

While that is gibberish, any reasonable explanation of the above quote,
the secret door will open or any human woman touch.



Room 182) 58’ × 12’ × 10’ trap

Invisible ballistas, each does 2d6 hp.
They attack as third level fighters, only fire once.



Room 183) 50’ × 30’ × 20’ empty

writing on the west wall

“To those who believe we are the same,
you are wrong.”

( The idea is for the players to think they got into a teleport room…)



Room 184) 50’ × 20’ × 10’ – 30’ × 10’ × 25’

roomful of fungus.

Illusioned so viewers cannot see the chest: 2’ × 2’ × 2’
Fire trap 1d4 +23 hp
100 gp, potion of healing



Room 185) 20’ × 8’ × 25’

5 owlbears



Room 186) 22’ × 32’ × 18’

Chest: 2’ × 3’ × 3’

contact poison on coins

1,000 gp



Room 187) 18’ × 14’ × 16’

Trapper on floor



Room 188) 10’ × 10’ × 10’ empty



Room 189) illusion trap

this cavern appears to have a river running through it,
but the river is an illusion.

Its actually a 300’ deep chasm. 30d6 to any who fall or go in.



Room 190) 60’ × 16’ × 10’ empty



Sraa Keep level 7b - 4, Trillolara


Room 191) 50’ × 60’ × 25’ Temple of Dhara CE

(three-headed dragon spirit of death)

The walls glow blue-green. Any who detect evil will find it in abundence.

The room is empty when the party arrives. If they stay longer than 30 minutes they will hear a deep sonorous singing coming down the hall. The Priestess and her Acolytes appear from the door to the south. The Priestess is Morgan Le Fay who will have the appearence of a man. If engaged in conversation will laugh manically and her appearence will change to that of a woman in flowing robes. Then her and the entire group vanishes, laughing.

If any attack them, the weapons go through Morgan and her group with no affect. They will then vanish.

There is a smooth stone alter of marble at the north end of the room. Touching it: 50 percent chance any one attribute will raise or lower by 1 permanently. 51 percent or higher then lower 1d6 attributes by 1 permanently.

There is a painting of a three-headed dragon on the north wall.

Its scales are all colors, AC 1 or etheral, Move 9”/15”, HP 200 ( 44 HD)
Magic resistance 55 percent, bite 3d10 times 3, Intelligence 10, Alignment CE,
Size: Large 72’ long; ( Level 10 monster of 24,000 xp)

If any of the group state words to the affect: “I wonder if ( or hope that isn’t a
gate its behind.” or “I hope its just a painting.” the monster will gate in
and attack. If anyone gets the alter between them and the dragon, the breath
weapon is blocked. Its breath weapon is a multi-colored fire. Use regular
dragon fire breath info for damage.


Room 192) 10’ × 10’ × 10’ empty


Room 193) 10’ × 50’ × 8’ Delaying Room

this room is a trap, but Detect Traps wont work here.

On the North wall is a group of 7 buttons. Under these buttons is a small tray
in front of a slot in the stone. The buttons are numbered 1 thru 7 in Common.
When 5 buttons have been pushed, a bell rings ( small bell only heard in this room).

button 1) one copper piece falls into slot/tray

button 2) nothing appears but the button pusher tastes good to monsters

button 3) nothing

button 4) pusher starts floating around the room. Remove Curse or Dispel Magic, but
only Heal has a permanent affect. If Heal not used, every 3 days
the PC will feel lighter and lighter, then start floating away.
Hopefully not while outdoors.

button 5) pusher becomes paranoid

button 6) a blue gas starts coming from the slot. The exit closes. All HP lost
are restored. All clerics get, if used, one level one spell back.
The gas disappates, maniacal laughter resonates about the room,
and the exit opens.

button 7) nothing



Room 194) 30’ × 30’ × 10’ empty



Room 195) 20’ × 20’ × 45’ – 10’ × 10’ × 10’

Lurker above

Chest in the small area:
6,000 sp; one 2,000 gp jewelry; one 3,000 gp jewelry; 7,000 gp



Room 196) 20’ × 30’ × 7’ Room of Diminuation

when looking into or walking through this room, will seem 200’ × 300’ × 70’
when the party approaches the North wall, a secret door slides into the ceiling.

It will appear to be 60’ wide and 70’ high. When the group looks back,
they will see the true dimensions.



Room 197) 40’ × 60’ × 20’

glowing red letters on the South wall appear and read as follows:
“Still wandering around I see !”

they fade out then the 2 secret doors to rooms 204 and 205 open,
the contents of those rooms then attack.



Room 198) 20’ × 30’ × 15’

4 Owlbears

scattered on the floor: 150 Isle of the Jester PP



Room 199) 20’ × 40’ × 15’ ( 12,000)

5 trolls

If anyone says words to these affect, “I wonder what these monsters were guarding ?”

Red letters appear on the south wall, “So would I, Strazl”

Then the secret door opens.



Room 200) 22’ × 14’ × 10’

3 buttons on the south wall.

Pushing any of them causes the room to shake. Save vs. Dexterity with 4d6.
Any character that fails, falls and takes 2d4 hp damage.



Room 201) 50’ × 30’ × 10’ empty

sign in red glowing letters on South wall
“Choose the right and win, Choose the wrong and lose.”



Room 202) 30’ × 24’ × 15’

Kobold cowering in one corner. Actually a polymorphed young woman.
Polymorph back, 86 percent chance to be okay.

Chest: Glyph of warding trap: fire 38 hp
500 pp; 1,000 gp; two 500 gp gems



Room 203) 20’ × 30’ × 15’

2 Xorn

chest: open and empty: 6’ × 6’ × 4’



Info for rooms 204 and 205 is missing, but its likely there are 4-6 owlbears in each room.

Room 223) 80’ × 40’ × 20’ Party Room

at the tables is a large party in progress.
The explorers will be asked to join the party. “We’ve been expecting you !”
“Strazl said you might drop by !” If they refuse or attack,
the party goers vanish. Otherwise they ignore the characters.


Author
Categories South Hemisphere

Posted

Sraa Keep level 8, Trillolara


Room 155) 60’ × 60’ × 30’ (108,000 cubic feet)

empty except for 2 doors…

Door A is actually a polymorphed monster. Touching the doorknob transforms it back to: Demon Type 6

Door B is a polymorphed Paladin Human, Lawful good female, level 8, no armor nor weapons. Her name is Dorothy Rillon. She has been missing for 10 years. Will join the party for one game year if given weapons and armor.



Room 156) 40’ × 60’ × 45’ ( 108,000 cubic feet)

ceiling glows blue at torchlight levels.

A 30’ high statue, on a 10’ wide pedestal, is in the center of the room.
It will speak as the party walks into the room:

The statue points to its right and says: “You must choose between the right way”, its arm drops. Then it points to its left and says “or the left way, (arm drops), either must be followed before the way North will open. You have one last chance for your salvation or your death. Go quickly now before the claw of death becomes impatient.”

If anyone whose gender has changed, touches the statue, their gender changes back to what it was when the character entered Sraa Keep.



Room 157) 20’ × 40’ × 30’ empty

but when party tries to leave, a problem occurs. See room 159



Room 158) 40’ × 30’ × 30’ ( 36,000 cubic feet))

a stone block shoves the party into this room. It then blocks off the exit
then the Wyvern appears. It stays blocked until either the wyvern or the party is dead.

1 wyvern



Room 159) 10’ × 10’ × 10’ Gelatinous Cube dispenser

the ceiling contains 3 of them.

After each is killed, the next one drops into the room. First one is the weakest,
last one is the strongest, most hp.

1) has 5 cp, 7 sp, 11 ep, 11 gp, 1 pp
2) has 9 cp, 13 sp, 6 ep, 8 gp, 5 pp, one 1,000 gp gem ( deep green)
3) has 15 cp, 6 sp, 4 ep, 15 gp, 5 pp, two 500 gp gems ( pale blue green),
one 1,000 gp gem (olive green)

Secret door 1-6 in 6, and opens 1-6 in 6.



Room 160) 40’ × 40’ × 30’ ( 48,000 cubic feet)

illusion of a liche near north wall.

will react to attacks, but will fade away in 5 minutes if not attacked.



Room 161) 90’ × 60’ × 30’ ( 162,000 cubic feet) Strazl Deathclaw’s resting place

a section of Force Field divides up the room. This field does not yield to the touch or show itself to be anything but a wall because of a Permanent Illusion.

Both can be dispelled at 50 percent minus 2 percent per level of caster below 23rd level

Strazl Deathclaw the Liche ( I had a set of pages with spells, etc,
but you can make up your own)

Gold Couch: worth 50,000 gp ( weighs 10,000 gp equivalent)

Chest: Fire Trap ( not harm treasure) 1d4 + 23 hp: -50 percent to find,
failure to remove detonates.
3,000 cp; 2,000 sp; 4,000 gp; Net of Entrapment; Bag of Tricks type 6-8;
Fochlucan Bandore ( bard instrument)

Chest: Fire Trap 1d4 + 23 hp
empty

Small stairs leads up to a small area above room 162, so Strazl can watch his pet dragon attack intruders. He will attack if the dragon is killed.



Room 162) 70’ × 50’ × 40’ Strazl’s Pet’s room

a small red young dragon: 4 hp/die; 9 HD

one leg chained to floor.

Treasure: ( what Strazl allows it to have)

20,000 sp; ten 10 gp gems; five 50 gp gems; five 70 gp gems; eleven 100 gp gems; ten 1,000 gp gems; jewelry: five 2,000 gp jade bracelets; five 8,000 gp gold with gems; four 8,000 gp platinum with gems; five 167,000 gp platinum with gems; Potions of: Polymorph Self, Gaseous Form, Water Breathing, and Diminuation


Author
Categories South Hemisphere

Posted

Some Links

Khilla Keep Map 3, Trillolara


Corridors are 10 feet high.


Room 18) 10’ × 16’ × 10’ empty



Room 19) 20’ × 10’ × 10’ old weapons room

weapons racks with old weapons, many rotted

spears with rotted shafts, maybe a few points are salvageable
rusted swords

one long sword +1: 5 percent per combat to break

4 giant badgers.



Room 20) 12’ × 30’ × 15’ ( 5,400 cubic feet)

11 bandits, leather, long sword, long bow, 40 arrows each,
14 monster burn flasks of oil.
2 lanterns with 20 normal oil flasks
total of 89 electrum pieces



Room 21) 10’ × 10’ × 10’

spiral stairs down.

Secret door: touch by Neutral or Knock



Room 91) 4’ × 4’ × 10’

food containers



Room 92) 4’ × 4’ × 10’

water containers


Author
Categories South Hemisphere


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