My AD&D 1e website - Articles - Trillolara maps, scenarios, and cities, etc. tag:crestofastar.jimsmaps.net,2005:41b9e06e4775041fe9f5e0b879357f08/articles/trillolara2 Textpattern 2024-03-28T17:27:24+00:00 Bill George https://crestofastar.jimsmaps.net/ Sam Guy 2023-11-13T03:19:07+00:00 2024-02-20T15:34:09+00:00 Quasqueton Castle ruins, level 01 jail area B tag:crestofastar.jimsmaps.net,2024-01-26:41b9e06e4775041fe9f5e0b879357f08/3c46bbdab3d335d92df7ab4d70da4c24

my Quasqueton Links

Larger map so it is easier to see.

Room 41) 28’ × 28’ × 10’: storage empty

Room 42) 38’ × 100’ × 10’: storage empty of all but dust

Room 43) 48’ × 48’ × 10’: storage empty of all but dust

Room 44) 100’ × 46’ × 10’: Guard ready room
Where the guards on standby wait. Beds are available for extra guards.

The thin brown walls inside the room are to give attackers a feeling they can hide,
make plans and then attack the guards again. The walls are 4 feet high.

The brown squares are pit traps. The one with the skull on it drops 20 feet
and has spikes in the bottom. 1d6+1 for each spike. 2d6 for the fall.
There are 6 spikes and they hit as a third level fighter.
The other pit drops 10 feet, no spikes.

Room 45) 107’ × 16’ × 10’ – 16 × 116’ × 10’: corridor
goes from the barracks to the dining hall.

Paintings on the wall showing guards doing their duty and guarding the castle.

Room 46) 88’ × 9’ × 10’: corridor
secret door is stone and findable under ordinary chances.

Push door up to open in either direction.

Room 47) 6’ × 81’ × 10’ – 44’ × 6’ × 10’: corridor
There are 3 pit traps in this corridor.

The first one is an illusion. If the characters fall for the illusion,
they take 1d6 hp. The second shows only as a red skull painted on the floor
It will hold 100 pounds in weight and then give way.
2d6 hp to any who fall in.

The third pit is open and will close up when anyone claps their hands 3 times. Secret door to leader’s real room is slightly ajar.

He forgot to close it when he left.

If the characters close it, push on the west side opens it.

Dungeon level 1 gp equivalent in money and goods, excludes any magic items: 2490.71 gp equiv.

Magic items: silver +1 dagger (magic and silver) ; long sword + 3 ;
2 scrolls of Protection from Evil (3 uses each); Ring protection from fire ;
Ring of Free Fall (4 charges) ; chain mail +1 ; leather armor +1 ;
wood shield + 1.

Book of spells, listings that can be rewritten as spell book entries.

Monsters: 6 giant rats ; 6 skeletons ; 6 giant centipedes






]]>
Sam Guy 2023-11-13T03:19:07+00:00 2024-02-20T15:35:32+00:00 Quasqueton Castle ruins, level 01 jail area tag:crestofastar.jimsmaps.net,2024-01-26:41b9e06e4775041fe9f5e0b879357f08/c30ad19b7d706235c5d01994ab9851c9

my Quasqueton Links

Larger map so it is easier to see.

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

Room 21) 28’ × 28’ × 10’: punishment room
Doors and furniture are rotted.

The iron maiden and rack are rotted and falling apart.

Room 22) 8’ × 14’ × 10’: jail cell Door and furniture are rotted.

Room 23) 7’ × 15’ × 10’: jail cell Door and furniture are rotted.

Room 24) 6’ × 14.5’ × 10’: jail cell Door and furniture are rotted.

Room 25) 6’ × 14’ × 10’: jail cell Door and furniture are rotted.

Room 26) 20’ × 19’ × 10’: manacle store room Door and furniture are rotted.

Room 27) 30’ × 29’ × 10’: turnkey office Door and furniture are rotted.

(a turnkey is one of the jailers. He had keys to the cells.)

Room 28) 19’ × 19’ × 10’: storeroom Door and furniture are rotted.

Room 29) 29’ × 29’ × 10’: jail cell Door and furniture are rotted.

Room 30) 19’ × 8’ × 10’: jail cell Door and furniture are rotted.

Room 31) 19’ × 8’ × 10’: jail cell Door and furniture are rotted.

Room 32) 19’ × 8’ × 10’: jail cell Door and furniture are rotted.

Room 33) 18’ × 12’ × 10’: jail cell Door and furniture are rotted.

Room 34) 18’ × 9’ × 10’: jail cell Door and furniture are rotted.

Room 35) 59’ × 59’ × 10’: weapons and storage
Dusty and rotted goods

Five of the six flasks are empty.
The sixth one has a potion of cure poison, (good for 3 doses).

7 swords, two are in good shape, the rest are rusted.
4 long bows, 1 is in good shape.
2 of the 4 quivers are in good shape ( 20 of the arrows are in good shape.)
the quivers hold 20 arrows
3 of the 8 wooden mallets are in good shape.
2 of the 7 scimitars are in good shape.
4 of the 10 shields are in good shape.
1 of the 5 bastard swords are in good shape.
4 of the 7 maces, next to the flasks, are in good shape.
One of the small boxes near the long swords contains 4 usable daggers.

The 9 barrels are empty.
5 sets of bones on the floor.
The bones by the barrels, lower left corner, are the remains of the guy who came
here to explore. He rebuilt the stove in the banquet hall kitchen.

4 giant centipedes are in this room
Probably what killed the guy mentioned above.

(If an item isn’t in good shape, that means it will fall apart when used.)
Secret door exit just push on right side.

Room 36) 39’ × 39’ × 10’: store room all items are rotted.

Room 37) 49’ × 49’ × 15’: Leader’s room, fake
looks like a rich well appointed room.

But a close search will show the furniture was never as fine as a quick look
makes it appear.
Secret door:
moving the labratory table out of the way pulls a small metal wire,
this releases a latch in the wall and the secret door swings open.

Room 38) 50’ × 50’ × 16’: Leader’s room, real
Very ostentatious room, worthy of a dukedom.

A man-sized velicoraptor skeleton is on the floor.
Could this be the castle leader ? Or the pet ?
The bed has a silk coverlet under the blanket on top.
The silk is worth 300 gp in one piece.
The rest of the bed items are rotted.
The sacks used to contain grain, they are rotted. The dressing table to the west of the bed has 2 nice
brass candelabras on it which are worth 50 gp each.
In one of the drawers are 2 scrolls of Cure Light Wounds, 3 uses per scroll

The three 3’ × 6’ rugs are in good shape and are worth 20 gp each. There is one book on the east wall, on top of the table.
It is in good shape and contains all of the first and second level spells
For Magic-User and Illusionist. These aren’t book bound scrolls,
but they can be copied to scrolls and used. Book is worth 500 gp.

The cabinet to the east of the bed has several ledger books full of figures and
food orders.
The books in the northwest corner are rotted and fall apart when picked up.
There is nothing left of value in this room.
To exit the room, push on the right side of the secret door.

Room 39) odd-shape x 10’: Dining Hall
This is where the soldiers ate.

12 dining tables for the soldiers. 4 tables for the serjeants and 3 for officers.
Doors and furniture are rotted.

Room 40) 30’ × 30’ × 10’: Cold room for food
No food left, but the room is cool.

the 16’ × 24’ cabinet was used to store large cuts of meat.
The 2 small cabinets: 7.5’× 4.6 feet, were for the storage of small meats,
like rabbit, squirrel, etc.








]]>
Sam Guy 2023-11-13T03:19:07+00:00 2024-02-20T15:37:06+00:00 Quasqueton Castle ruins, level 01 tag:crestofastar.jimsmaps.net,2024-01-26:41b9e06e4775041fe9f5e0b879357f08/d121f5e45ae58cff545b24a2960a1f79

my Quasqueton Links

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.




]]>
Sam Guy 2023-11-13T03:19:07+00:00 2024-02-20T15:36:18+00:00 Quasqueton Castle ruins, level 02 tag:crestofastar.jimsmaps.net,2024-01-26:41b9e06e4775041fe9f5e0b879357f08/81978f6d0107a6930596b23e6864b337

my Quasqueton Links

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.



]]>
Bill George 2023-11-13T03:19:07+00:00 2024-03-21T19:28:59+00:00 Quasqueton Castle ruins close in area tag:crestofastar.jimsmaps.net,2023-11-14:41b9e06e4775041fe9f5e0b879357f08/abf80aeded81749fc20d140c5c0e17b4

my Quasqueton Links

There are 2-3 skeletons in groups scattered about the hill the dungeon is inside. They stay near the hill, not moving around the area. Roll 1d20. Any one walking here encounters them on a roll of 1-7.

I placed a group of 3 near the tunnel entrance and 3 near the brown tree southwest of the tower.

There are 12 groups in all. The rest are 6 groups of 2 and aren’t mapped and should be considered wandering monsters.

Once all 12 groups have been destroyed, no more will show up as those who lived in Quasqueton are gone. No one to reanimate more.

Once the characters go up the over grown road to this area, there are few trees. The ground is mostly rocky. The few trees look in bad shape, some are sickly looking with reddish leaves. They appear to be oak trees, but the few green leaves look unhealthy.

If the characters go into these forest areas, the only prevalent life they will find are small winged singing lizards. They aren’t dragon young.






Quasqueton Castle area, Trillolara



]]>