"Welcome to Crest of a Star; these maps and other graphics are only for playing D&D type games. They are copyright and not to be used for other purposes. If you have them on your site, please remove them. Thank you."

"My maps are free. If you purchased them, you got scammed."
"Not for redistribution or resale. Hyperlinking from Pinterest or other such share sites is prohibited."





Posted

Some Links

Deity name: Zaa

in charge of: thunder

tithe: 7%

animal: eagle

symbol: lightning bolt

Clerics can be: Male, Female, or non-human

wear on

head: feather covered leather skull cap or brown helm

body: amber tunic or amber tunic over armor

color: amber

Holy Symbol shape:a silver cross

made of silver and consecrated at nearest temple

requirements to join: 1. must worship in an open area 2. must have a number of personal magical symbols and relics based on visions, one of these must reflect the deity 3. place of rest ( permanent dwelling ) is taboo to all others. When adventuring the character must sleep separately from the rest of the party, but not outside the defensive circle.

4. for any spell controlling anything, the cleric must have a part of that whic the character wants to control. 5. a large fire is necessary to control devils or demons ( such as a Protection from Evil, 10’ radius )

advantages: 1. +2 Saving roll due to #2 above 2. can use a long bow, magical or non-magical 3. 50% chance can cast Control Weather and under the proper weather conditions, will get rain. 4. +5 hp when casts Flame Strike

Sacrifices: when : Holy days, solstices what: offerings, varies where: temple



Author
Categories game religions, Quintalaro Mythos

Posted

Some Links

Deity name: Karillan

in charge of: god of the dead

tithe: 9%

animal: dog

symbol: white crown

Clerics can be: Male or Female

wear on

head: bare or helm

body: green tunic or green tunic over armor

colors: bright green

Holy Symbol shape:a silver cross

made of silver and consecrated at nearest temple

requirements to join:

1. males must shave heads after 6th level 2. females must keep hair long always 3. must always fight against, by what ever means is necessary, the Silent Ones of Kran who deity is Skran. Their symbol is a coiled cobra. Their colors are black and emerald. They wear a black helm and leather tunics. 4. 1st to 6th level serves people with healing, knowledge and the like 5. 7th to 10th level serves heads of the temple.

advantages: 1. do a great deed for the church will receive a Wish ( 5% chance) 2. +2 hp per Cure Light Wounds 3. +5 hp damage when hit a cleric of the Silent Ones or Kran or a Minion of Skran ( they get the same against clerics of this church).

Sacrifices: when : Holy days, fall equinox, and spring equinox what: semi-annually where: temple



Author
Categories game religions, Quintalaro Mythos

Posted

Some Links

Deity name: The Bringer

in charge of: goddess of the sun

tithe: 10%

animal: gold fish

symbol: octagonal mirror

Clerics can be: Male or Female human

wear on

head: bare or helm

body: green vestments or green tunic over armor

colors: cold

Holy Symbol shape:a silver cross

made of silver and consecrated at nearest temple

requirements to join:

1. must never have friendly dealings with evil beings 2. slight transgressions cause a lowering of Strength and Dexterity 3. greater sins cause spell ability loss; these losses can be earned back by greater service. 4. must always help those who cannot help themselves 5. if possible, construct shrines (small) to the goddess but not where they can be easily desecrated. 6. All shrines must face south and sometimes can be faced East, but never North or West.

advantages: 1. -5 hp when take any type of fire or heat damage 2. +3 to hit and damage any CE being 3. +2 to hit and damage any NE or LE being.

Sacrifices: when : Holy days, solstices what: handcrafts semi-annually where: temple



Author
Categories game religions, Quintalaro Mythos

Posted

Some Links

Deity name: Krakac

in charge of: winter spirit tithe: 10%

animal: wolf

symbol: ice spear

Clerics can be: any

wear on head: fur cap body: fur tunic or tunic over armor

colors: white

Holy Symbol shape:

requirements to join: 1. do not pray directly to deity or the deity will kill the prayee

advantages: -2hp/die when taking cold-based damage

disadvantages: Constitution -1 in the tropics.

Sacrifices: when : winter solstice what: offerings where: in the wild


Author
Categories game religions, Chatogl Mythos

Posted

Surface map of Khilla keep.

Room 1) drawbridge looks disused and rotted wood. A close search will show rotted wood covers wood in good shape. Wood strong enough to handle a typical load for a drawbridge of this size… someone is at home.

Room 2) broken tower tower appears to be demolished by normal seige equipment. Nothing of value in the debris.

Room 3) tower looks in dusty and unkempt state.

But the stairs and the roof are in good shape.

Room 4) tower looks in a dusty and unkempt state.

But the stairs and the roof are in good shape.

Room 5) tower looks like something large was dropped on it from high up. No remains of the dropped item.

Room 6) tower looks in dusty and unkempt state.

But the stairs and the roof are in good shape.

Room 7) tower looks in dusty and unkempt state.

the stairs and the roof are in bad shape. 20 percent chance to fall apart if more than 2 characters use them. They obviously look in bad repair, the stones are cracked.

Room 8) old hall 4 Brigands, Fighter level 2, NE have leather, long swords,
long bows, 40 arrows each. 2-5 gold pieces each. Food and water
in the room. A few chairs and blankets. The fireplace is in good
shape, but wont be used during the day.

Room 9) old kitchen Brigand Leader: Fighter 5 NE, leather +1, long sword +2 NE has 2 scrolls of Protection from Undead and 150 gold pieces.

Brigand Leutenant: Fighter 3 NE, leather +1, long sword +1 NE has 75 gold pieces. Pickings have been slim recently as more and more caravans are heavily protected. They are thinking of moving, but are not sure where to. There seems to be an increase in adventurers in this area.

Room 10) former lord’s room caved in, nothing of value

Room 11) gatehouse the murder holes are still usable.

Room 12) old store room 25 giant rats

The brigands know the rats are in here and stay away from them.

The large broken wall area between tower 5 and room 9 looks like something large hit it from outside the Keep, traveling at high velocity. This isn’t normal siege debris. What ever did the damage, isn’t here.

Map 1: 233 gp equivalent


Author
Categories Trillolara, Khilla Keep, ruins


Privacy policy: I track IP addresses and pages looked at out of a vague curiosity to learn what pages are looked at on my site. After a set period, this information is deleted. No personal information is permanently kept.


[ Copyright © by Jim, 1980-2050. All Rights Reserved. ]

[ Except where noted, and where copyrights are held by others. ]