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Posted

 Falla Keep, Map 10, Fondfield, Trillolara


Room UU) 120’ × 120’ × 10’ ( 144,000 cubic feet)

100 giant rats The group of giant rats by the exit will run away and try to reach the vampires.
At least one of the vampires will turn gaseous and investigate.

Author
Categories South Hemisphere

Posted

 Falla Keep, Map 12, Fondfield, Trillolara


Door 37) trap !

grayish fog where marked. Will give a vague Trap response to Find Traps, etc. A Sphere of Annihilation is mounted on the wall.

Door 38)

just the fog.

Room DDD) 70’ × 30’ × 40’ ( 84,000 cubic feet)

statue of a woman 5’ tall. Greyish-green robes, facing away from the entrance door The statue is on a3’ high pedistal. for reaction to anything: 1d10 1) +2 Intelligence ( permanent )
2) -1 Intelligence ( permanent)
3) scratches her left shoulder

4) Magic Missle 3d4 + 3 hp to random character
5) causes nearest gnome or dwarf, roll if more than one, to feel
‘its hot in here’
6) Fireball 3d6 in area marked

7) Heal party of all hurt
8 ) +1 Dexterity ( permanent)
9) -3 Dexterity ( permanent)

10) Fear in one person, saving rolls apply as normal

Door 39)

just the fog, Dispel Magic at 12th level

Door 33, 34, 35, 36)

Vampire touch or Dispel Magic of 6th level or higher

Room EEE) 20’ × 30’ × 20’ ( 12,000)

4 coffins, a mummy in each under one of the coffins is:
2,285 gp ; three 5,000 gp gems ; Elf-size plate +2 ; Keoghtum’s Ointment 5 jars ;
Potion of Vampire Repel ( color is grey-green) 30’ radius for 1d4 + 4 turns


Room FFF) 20’ × 30’ × 20’ ( 12,000)

4 stone coffins with steel lids, a Vampire in each one Zran former Magic-User 10 human male
4 level 1, 4 level 2, 3 level 3, 2 level 4, 2 level 5 spells

Knod former Cleric 8 human female
5 level 1, 5 level 2, 3 level 3, 2 level 4
can turn Paladins

Branuur former Fighter 6 human male Aria former Thief 5th half-elf female
climb walls 90 percent

in reach coffin are six 500 gp garnets a hidden catch in each coffin, 10 percent chance to find per try under Zran’s coffin:
13,000 sp ; 5, 000 gp ; five 50 gp gems ; 5 10,000 gp
gems; five 10 gp gems ;
five 100 gp gems; Cloak of Elvenkind ; Shield +4 ;
Necklace of Prayer Beads ;
Potion of Fire resistance ; Scroll of 5 level 4 Druid spells

under Knod’s coffin: Long sword + 3 ( cursed, Wish to remove or user turns into a Vampire
after 3 months)
Broom of Animated Attack ; Gauntlets of Fumbling ;
Elf-sized Leather + 2 ;
Potion of Longevity ; 7,000 gp

under Branuur’s coffin:
Long Sword +2 ; 7,000 gp ; gnome-sized splint +2 ( cursed, owner gives off
an odor of lycanthropy, scares horses, cats, dogs. Limited Wish to remove curse)

under Aria’s coffin:
Long Sword +2 ; 500 pp ; 4,000 gp ; Keys of Sirillar ( will unlock all ordinary
locks. 20 percent chance, non cumulative, per key to unlock other locks. 100 keys
on the key ring, 1 segment to try each key )


Room GGG) 20’ × 20’ × 10’

four wood coffins, dirt on floor 4 Zombies in the coffins, one per coffin. They are disguised to look like Vampires. Turn as Vampires. five 100 gp gems in each coffin


Room HHH) 20’ × 20’ × 10’

four wood coffins, dirt on floor above each coffin is a disguised hole. living in each area above a hole are 2 Wights, turn as Mummies this area, marked in purple, has a divider of 3’ thick dividing it up. The holes are 4’ in diameter.
under one of the coffins is a hole: In the hole is a 6’ × 4’ × 2’ chest:
Battle Axe +1 ; 5,000 cp ; 2,000 ep ; 2,000 sp ; 3,000 gp ;
one 3,000 gp jewelry made of platinum and gems

Author
Categories South Hemisphere

Posted

Another part of Zor continent in the Northern Hemisphere.

New map: January 29, 2019. Upped to 2000 pixels and names added later this day.

Polar regions at the top. Equator to the south. Karragh Bay to the left is part of the Kingdom of Ghesh. The Gloom is in both nations. It is an Evil place.

Ruined areas on the map: Blister, Charlie’s Henge, Chewed Up.

The crop lands are generically marked. Basic locations, villages and towns will be shown on smaller detailed maps. Ruined cities and anchorages added.

The Nomads in Gesh seldom cross the boarder into Bar-Ara Land.


Author
Categories Zor, Bar-Ara Land

Posted

The books are well written and laid out so the reader can find things. Far better than the 1E books.

Otherwise, I don’t care for it.

Chain mail isn’t that lacking in movement. Plate is heavy armor, and I’ve seen people on history channel documentaries do cartwheels wearing it.

So a dex reduction is silly.

I could list more reasons, but I’ll just leave it at Feats and stats going up at certain levels. No, just, No. This isn’t an MMORPG, but a paper and pencil game.


Author
Categories General

Posted

These are the ‘original’ human people of Crestar. When other races; gnomes, elves, orcs, dwarves; went to an area, the Beshla were there.

Later peoples, humans, arrived in later migrations or via Gates.

Most sages believe the Beshla first arrived on Crestar on the Northern Hemisphere, but there is no evidence of that.

They have the largest variety in skin; hair and eye colors; height; weight; and skills.

Some communities are very good at pottery, making everyday use items that look more like commissioned works of art than items for every day use.

Others make fine weapons and armor.

Most Beshla communities are rather average in what they can do in the way of trade skills. Serviceable, but not works of art. And some turn out works of art that are very excellent weapons or magic items, they just don’t look like they are. These later items are very rare.

A typical Beshla spear man




Author


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