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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


Khilla Keep Map 3, Trillolara


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Corridors are 10 feet high.


Room 22) 10’ × 50’ × 20’

spiral stairs from Map 3



Room 22A) 20’ × 20’ × 10’

Metal wall with 3 arrow slots that looks out onto the spiral stairs.

5 Fighter 0, leather, shield, long bows with 40 arrows each, long swords
1 Fighter, level 3, chain, long sword
1 Magic-User level 3. 5 monster burn oil flasks
all of them have a total of 20 gold pieces

Secret door: Neutral touch or Knock



Room 23) 28’ × 10’ × 20’ – 10’ × 10’ × 10’

5 Fighter level 2 leather, shield, long sword, 3 gold pieces each

Secret door: push on left side, then on right side



Room 93) 10’ × 10’ × 10’

2 giant centipedes



Room 94) 10’ × 10’ × 10’ empty



Room 95) 10’ × 10’ × 10’ empty



Room 106) 46’ × 4’ × 10’ – 4’ × 6’ × 10’ empty


Khilla Keep Map 4, Trillolara

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Corridors are 10 feet high.


Room 24) 20’ × 30’ × 30’ (18,000)

2 Ogres: 1 spear each 2d6 hp; 1 mace each 2d4+1
pouches: one has 70 gold pieces, the other has 50 gold pieces
Chest: 200 gold pieces; one 500 gp gem; one 8,000 gp necklace
quiver with 20 arrows +1, gold band near fletching



Room 25) 80’ × 30’ × 30’ ( 72,000 cubic feet)

5 fighters level 2: chain, shield, long sword, long bows, 10 arrows each
1 cleric level 4: banded +1, shield +1, foot soldier’s mace +1
10 flask monster burn oil

locked chest: 500 gp
14 barrels: 3’ × 4’ high
1) salt
2) garlic
3) cheese
4) salted mackeral, not a Trillolaran product
5) empty
6) onions
7) dates, not a Trillolaran product
8 ) apples
9) raisins
10) cabbage in brine
11) anise flowers; under them is 750 platinum pieces; and 30 gold pieces
12) nutmeg, catnip, thyme, lotus, water cress in smaller barrels
13) empty, held water
14) water



Room 26) 120’ × 30’ × 30’ (108,000 cubic feet) empty

Secret door is trapped: lever in room 96 must be lowered to deactivate.
5d6 Fireball

if lever moved, push on right side of door.



Room 27) 10’ × 10’ × 20’

gelatinous cube: has 14 copper pieces; 8 silver pieces; 10 electrum pieces;
6 gold pieces; 3 platinum pieces; one 1,200 gp gold bracelet;
one 8,000 gp gold brooch with one ruby and 2 sapphires;
one 1,100 gp silver brooch; one 3,000 gp silver and gold medallion

Secret door: push on right side



Room 28) 10’ × 10’ × 10’ cell

one zero level villager chained to wall



Room 29) 10’ × 10’ x 10’ cell

3 skeletons



Room 30) 10’ × 40’ × 10’ empty

push on left side of secret door to exit

push on right side to enter.



Room 31) 10’ × 10’ x x 20’ – 40’ × 10’ × 10’ empty

east secret door: push up on bottom of door

north secret door: pivots in center

heading south: push up on left side
heading south: push up on right side



Room 32) 10’ × 40’ × 10’ – pit 20’ deep

gelatinous cube: has 2 platinum pieces, 5 gold pieces, 10 silver pieces,
20 copper pieces; normal dagger

20 gold pieces on floor under ‘cube



Room 96) 20’ × 70’ × 40’ ( 56,000 cubic feet) storeroom

barrels: 4 wide by 3’ high

Note the tropical foods. Most Trillolarans have never heard of, nor tasted,
these items. You could have fun describing them in an obtuse way, and see
if the characters do something like eat the bananas without peeling them…

I rarely numbered the barrels. The numbers are what sequence they opened them.

1) bananas 2) pears
3) apples 4) raisins
5) apples 6) apples
7) rye flour 8 ) empty
9) water 10) water
11) wine 12) water
13) empty 14) grapes
15) rice 16) wine
17) wine 18) potatoes
19) Grey Ooze 20) empty
21) 500 copper pieces 22) rice
23) vinegar 24) apple jelly
25) plums 26) onions
27-30) wheat flour 31-36) brandy
37-38) empty



Room 97) 10’ × 10’ × 20’ – 20’ × 10’ × 20’ ( 6,000)

2 carnivorous apes
will attack if this room is entered, or any fruit barrels are opened in room 96
or they hear any noises.

push left on door.

Room 98) 10’ × 10’ × 10’ statue

head and shoulders are vague in features eyes are horizontal slots. no magic. push right on door.



Room 99) 10’ × 10’ × 10’ empty

looks like something heavy was dragged across floor into room and wall
opposite of door. Nothing actually here. Nothing was actually
taken into the wall.

Khilla Keep Map 5, Trillolara

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Corridors are 10 feet high.


Corridors are 10 feet high.


Room 33) 50’ × 30’ × 20’ ( 30,000) Church of the Secret Hate LE deity is Zaliga

small temple

North wall: statue of a beautiful woman with a wolf-like creature
(Zaliga and a hell hound)

Ox skull on both ends of the alter. Blood drain to south side of alter.
a large bowl is on the floor south side of the alter.

Poor box ( small rectangle at room entrance)
500 pp; 1,000 gp; 700 ep

If this temple is desecrated, 10 percent chance per act, Zaliga will send
9 hell hounds to attack the party.

If the party can refrain from desecrating the temple,
40 percent chance Zaliga will raise one attribute 1 point,
but not for Lawful good or chaotic good characters.

room 109 is not part of the temple



Room 34) 30’ × 40’ × 20’ ( 24,000)

South secret door: Knock
East secret door: push left from inside room 34 or Knock, its a one-way

2 barrels of food, 1 barrel of water

3 wandering fighters, fighter level 2, banded mail, shield, helm, long swords,
2 spears each

5 flasks of monster burn oil.

No money



Room 35) 90’ × 50’ × 15’ (67,500 cubic feet) empty

North secret door: push up

South secret door: Knock or Dispel Magic vs. 4th level



Room 36) 20’ × 20’ × 20’ empty

South secret door: push on left side



Room 37) 30’ × 50’ × 20’ ( 30,000) empty

West secret door: spiked shut, Knock to open



Room 38) 20’ × 20’ × 20’

20 stirges

various skeletons on floor.
loose: 2,600 ep; 1400 gp, three 500 gp gems; one 1,200 gp jewelry



Room 100) 20’ × 30’ × 20’ (12,000)

3 Ogres: Special strength from a magazine article
Hammer 1d6 +3 hp; Spear 2d6 hp

total of 14 gp on the 3 Ogres in belt pouches

small chest: one 140 gp gem; 600 sp; 600 ep; Potion of Plant Control

North secret door: Knock or Dispel magic vs. 5th level



Room 101) 10’ × 30’ × 10’ (3,000) dusty

5 dead giant centipedes

chest: locked: trapped with delayed fireball: 5d6 +5 hp

three 1,000 gp gems; 3,000 gp; 150 pp; three 1,200 gp jewelery;
Potion extra healing (delusion)

chest: poison needles in lock: SR at -2
75 gp; 1,000 pp; Scroll magic-user: 3 level 1 spells: 1) Sleep,
2) Tenser’s Floating Disc, 3) Comprehend Languages



Room 102) 10’ × 10’ × 10’

6 giant centipedes

chest: locked: poison needles at regular SR
1,000 ep; 300 gp



Room 107) 10’ × 50’ × 10’ ( 5,000)

20 giant rats
Secret door: Knock or Dispel Magic at 7th level



Room 108) 30’ × 10’ × 10’

4 wererats ! long swords and 2 spears each

chest:
two 10 gp gems; one 100 gp gem; one 1,000 gp gem, one 1,500 gp gem;
one 1,000 gp jewelry; one 1,400 gp jewelry



Room 109) 10’ × 10’ × 10’ empty


Khilla Keep Map 6, Trillolara

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Corridors are 10 feet high.


Room 39) 30’ × 40’ × 20’ ( 24,000)

4 giant toads

East secret door: push on bottom center



Room 40) 30’ × 50’ × 20’ (30,000)

9 Gnolls: two-handed swords
1 Gnoll leader: two-handed sword
each Gnoll has 6 ep; 7 gp

Secret door: Gnoll touch or Knock

6 barrels: 4’ × 4’

1) cabbage in brine: in a sealed container about halfway in:
five 1,000 gp gems
2) salt pork
3) wine
4) bolts of cloth worth 2 gp each, one is silk worth 40 gp
5) Fire trap 1d4 +7 ( Magic-User 4th)
6) water

chest: locked with 3 locks: 6’ × 6’ × 4’ chest
200 ep; 1,000 gp; ten 1,100 gp gems; ten 500 gp gems;
ten 2,600 gp gems; ten 1,000 gp gems; three 5,000 gp gems;
three 500 gp jewelry



Room 41) 40’ × 30’ × 10’

North secret door: push left
South Secret door: push center

above a pile of 12 blue and one gray cloak,
with Nystul’s Magic Aura on the cloaks are:

7 piercers


Room 42) 60’ × 40’ × 15’ empty

push left on door to open


Room 43) 10’ × 20’ × 10’ – 10’ × 10’ × 10’

Owlbear
South secret door: Knock as Wizard Locked at 5th level
North secret door: opened by panels in room 47
panels are on wall between rooms 43 and 48.

panels are: 3” high by 6” wide
purple green blue
black orange purple
blue black green

pushing on orange panel opens door to room 43

pushing on left them right purple panel rings a small bell

pushing on any green panel results in a dim flash of light
from under that panel

pushing all other panels or any other combination has a 20 percent
chance of 1d6 hp in damage.



Room 44) 40’ × 40’ × 10’ empty

silver wire across entrance at foot level

worth 1 gold piece intact

has Leomund’s Trap cast on it.



Room 45) 10’ × 10’ × 15’ empty



Room 46) 10’ × 10’ × 20’ empty



Room 47) 30’ × 100’ × 20’ (60,000 cubic feet)

programmed illusion of:

10 fighter 1 with long bows, long swords, and chain mail.
5 fighter 3 operating a ballista, same gear



Room 48) 20’ × 10’ × 10’ – 10’ × 30’ × 15’ empty

Secret door: elf touch



Room 103) 50’ × 20’ × 20’ ( 20,000)

the door is barred from the outside.

the 8 Orcs are suspended in time. Opening door releases them.
extra strength, from a Dragon magazine article.

long swords, chain mail, shields, long bows with 12 arrows each.
6 of them has one monster burn oil flask.

chest: 100 gp from Isle of the Jester, worth 3 pp each in Trillolara



Room 104) 30’ × 30’ × 30’ stairs room

a set of steps made of platinum, gold, and silver worth 50,000 gp intact,
was once part of a temple to Mitra. Any destruction of these steps will
result in a QUEST to rebuild and clean up any temple of Mitra.

Secret door: Lawful Good touch



Room 105) 20’ × 90’ × 50’ (90,000 cubic feet)

Secret door: any non-neutral touch

Any speaking in this room will echo and echo and echo and echo.
If any in the group starts shouting, SR vs. Spells or take 6 hp in damage
and 5 percent chance to go insane, see 1E DMG pages 83 and 84 for
rules about a character going insane. Roll 2d10 add and character
gets insanity rolled



Khilla Keep Map 7, Trillolara

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Copyright by me, Jim. 1980-2050

Unless held by others.