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Posted

I didn’t put many traps nor monsters in here. I leave that up to referees who use this.

Room 1) 100’ × 50’ × 10’ at center 7’ high walls at sides: Guard Room
There is 100 cp on the floor and covered mostly with dust to act as
a lure for adventurers.

2 Weapon racks on walls: 5’ high x 6’-8’ long x 2’ deep

empty weapon racks. part of a chair.

Room 2) 200’ × 100’ × 10’ – 50’ × 50’ × 12’ – triangular area: Banquet Hall

remains of furniture.

8 banquet tables with 14 chair each.
with a number of serving tables and containers along the walls.

some food remnants, moldy and rotting

The secret door has rusted shut, a Knock spell is needed to get it open

The stairs down are 64’ long, they drop 40’, and the angle is 51.3 degrees.

Room 3) 18’ × 18’ × 10’: Guest Room

remains of furniture.

1 bed, 2 chairs, storage closet for clothes.

2 giant rats, looking to make a home.
2 platinum pieces under the bed.

Room 4) 18’ × 18’ × 10’: Guest Room

remains of furniture.

1 bed, 2 chairs, storage closet for clothes.

2 giant rats, looking to make a home.
2 platinum pieces under the bed.

Room 5) 18’ × 18’ × 10’: Guest Room
remains of furniture.

1 bed, 2 chairs, storage closet for clothes.

2 giant rats, looking to make a home.

2 silver pieces under the bed.

Room 6) 18’ × 18’ × 10’: Guest Room

remains of furniture.

1 bed, 2 chairs, storage closet for clothes.

2 giant rats, looking to make a home.
2 copper pieces under the bed.

Room 7) 18’ × 18’ × 10’: Guest Room
Door looks repaired. There is a lock on the door.
Furniture is repaired.

1 bed, 2 chairs, storage closet for clothes.
looks lived in recently.v Small box under the repaired bed.
50 gold pieces
silver dagger +1 (magic plus 1)
and a small note that refers to shimmersheen (metalized) cloth
being sought.
(Such cloth is a highly valuable material found in Dwarf Home
by other adventurers.)

Room 8 ) 50’ × 50’ × 12’: Banquet Hall Kitchen
Door looks repaired. There is a lock on the door.

Kitchen items. One of the stoves has been repaired.
One of the cabinets has food in glass jars. The food is edible. Pecans, walnuts,
smoked ham, edible roots. The cabinet has small metal strips
nailed to it. Gnaw marks on it like rats tried to get in, but failed.

Room 9a) 9’ × 9’ × 7’: Real treasure room
Secret door in and out: push on left to open exiting. Push up to enter.v

The chest is locked, no traps.
100 platinum, 375 gold, 500 silver
two 60 gp gems
one 250 gp jewelry

On the floor nearby is a:
long sword +3
A scroll case with:
Protection from Evil (2) scrolls
A small box with 2 rings:
Protection from Fire
Freefall, 4 charges
( can be charged, 1 for 1, with Freefall spell)

a set of chain mail +1
a set of leather armor +1

Room 9b) 8.5’ × 6’ × 10’: Real treasure room entrance
Secret door in and out: push on left to open exiting. Push up to enter.

broken Skeleton and wood debris on floor.
Nothing of value. The skeleton wont attack.

Room 10) 10’ × 30’ × 10’: Fake treasure room entrance
Secret door in and out: push on left to open exiting. Push up to enter.

The wooden entrance door is slightly open.
The 6 closed chests contain small pieces of iron worth about 5 gold per chest.
(they rattle around so adventurers will think there are coins inside.)
The open chest contains a large pile, about 15 pounds worth, of shiny glass.
Worth about 20 gp to any glass maker who wants something unusual.
Otherwise worthless glass that looks like gems.

The red bottles on the table contain only water. No potions.
Ten books on the tables are rotted and contain nothing of worth
Under one of the books is a page of velum with orders to
get supplies together for a march into The Great Open.
The date is 20 years previously.

The sacks contain rotted grain.

The cloth crumbles when touched.

The four bowls contain only dust.

The mortar and pestle are usable.
Worth 50 gp

Room 11) 75’ × 177’ × 20’: main kitchen
Doors are rotted.

2 giant centipedes are in the room.

The stoves don’t work and need repair.
The storage cabinets are rotted.

Nothing here of value.

Room 12) 50’ × 50’ × 10’: storage
Doors, furniture, barrels, sacks are rotted.

The table and small chairs were for guards to
keep an eye on these supplies as guards passed through here
if the Guard Room needed backup.

Room 13) 30’ × 60’ high: tower up to surface.
30’ of the tower is above ground.

The stone stairs are covered with leaves and other wind blown debris.
There is very little room as the stairs takes up much of the space.

Room 14) 50’ × 100’ × 10’: main barracks
Doors, furniture are rotted.

The east secret door slides northward into the wall.

The furniture is rotted and broken.

Of the 12 shields, one metal shield is in good shape,
one wooden shield is +1. The rest are falling apart.

All 14 of the swords are rusted and useless.

On the other table are; 7 quivers, 6 long bows,
and 7 maces.
Two maces are in good shape, the bows are rotted.
One of the quivers contains 10 arrows in good shape.
All 7 quivers are in bad shape. Two of them might be
repaired and become useful.

All of the bunks are falling apart, the blankets are rotted and moth eaten.

Under the bunk nearest the secret door are two 45 gp gems.

Room 15) 100’ × 47’ × 10’: barracks
Doors and furniture are rotted.

The rug is okay if a bit moth eaten. Worth 30 gp if repaired.

The secret door is opened by pushing on the left side exiting.
By pushing down to enter the room.

Rooms 16 through 34 are in the Jail and Punishment area.

Room 16) 50’ × 50’ × 10’: head jailer office
Doors and furniture are rotted.

The rug is okay if a bit moth eaten. Worth 30 gp if repaired.
The secret door is opened by pushing on the left side exiting.
By pushing down to enter the room.

Room 17) 9’ × 19’ × 10’: jail cell Door and furniture are rotted.

Room 18) 9’ × 19’ × 10’: jail cell Door and furniture are rotted.

Room 19) 9’ × 19’ × 10’: jail cell Door and furniture are rotted.

Room 20) 9’ × 19’ × 10’: jail cell Door and furniture are rotted.




Author
Categories Trillolara, Quasqueton Castle, ruins

Posted

Quasqueton cave sub-level, Trillolara

Room 1) about 55’ x about 95’ x about 15’ high: storage and entrance to 2nd level

the stairs are stone, drop 30’ at a 15 degree angle, and the steps go for 54’ 1”

12 rotted sacks of grain.

20 giant rats on and near the sacks.

Passageway between room 1 and 4: if detect magic is cast on them:

North wall shows battle scenes between the Nomads and infantry of Quasqueton.

South wall shows a large portrait of a beautiful woman.v

Room 2) about 105’ x about 135’ x about 10’: emergency/under siege water supply

The rope on the well is rotted and useless. But the water,
about 20’ down, is drinkable.

The water filled sinkholes go down to a water filled cavern.

Up a ways from that cavern is an open cave that has 3 carrion crawlers living there.
Splashing the water in these sinkholes will attract their attention. If you feel
this is overpowered, then substitute lesser monsters.

The two greenish areas are common mold. The fungi aren’t dangerous.

There is a small bit of treasure in the sinkhole room.
25 gp and the bones of a man-at-arms. His chain mail
has rusted. Dagger + 1

Room 3) about 22’ x about 55’ × 10’: fake treasure room
Exact measurement for the ceiling is due to it being smoothed years ago.

If the characters stay in here for longer than 30 game minutes,
the room starts rotating. Secret door: enter the room; push on the right side.
to exit the room; push up.

2 chests.

1) wooden chest, open.
30 gp on top of 150 silver.
200 copper pieces ; some sparkly cut glass that looks like gems.

2) cast iron chest, closed, rusted shut
150 gp in side ; cursed long sword +1

Room 4) about 65’ x about 110’ × 15’ : storage dusty
Exact measurement for the ceiling is due to it being smoothed years ago.

Secret door leading to room 9: metal catch at bottom right side, then push on right to open.
Metal pull handle on inside of door.

Secret door leading to room 3: findable 3 in 6.
small pull near door. Push down the door opens, push up the door opens.
It will only work one direction. To exit the corridor to room 3, push
anywhere on secret door. The ease with which it is found and opened, should be
a clue to the fakeness of the treasure.

68 rotted food barrels
15 giant rats

Room 5) about 55’ x about 80’ × 10’ : torture room
Exact measurement for the ceiling is due to it being smoothed years ago.

4 chairs and 2 rugs so the questioners are comfy. All are rotted, including the
questioners who are still in the chairs.

The ‘questioners’ are 4 zombies.
The 2 circles are still dangerous.
A Type 1 demon can appear, 10 percent chance, if anyone enters them.

The lava pit is still active. Magically kept going. Any character falls in,
they take 3d6 hp per minute. (Yes, I’m going easy on this damage.)

The brazier is rusted and unused for many years.
The table at the north side is rotted and contains rusted instruments of torture.

Room 6) 20’ × 20’ × 10’: weapon storage
weapon racks are empty

4 skeletons

Room 7) 20’ × 20’ × 10’: weapon storage
weapon racks are empty

4 skeletons

Room 8) 20’ × 20’ × 10’: weapon storage
weapon racks are empty

4 skeletons are armed with long swords +1, evil designs on swords
buried in the floor, under a loose flagstone, is a small box,
with 35 gp in it.

Room 9) about 20’ long x about 6’ wide x about 10’: corridor dusty
Secret door into corridor from the passageway:
enter: push on right, on a spear in the battle picture, to open.
exit: push on left to open

Secret door into room 7 from room 9:
enter: push on right to open.
exit: push on left to open

Dungeon level 2 gp equivalent in money and goods, excludes any magic items: 316 gp equiv.

Monsters: 35 giant rants ; 3 carrion crawlers ; 4 zombies ; 12 skeletons

Treasure magic items: dagger +1, and 4 long swords + 1 with evil designs on them.



Author
Categories Trillolara, Quasqueton Castle, ruins


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