Khilla Keep Map 7 and info

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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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