Castle with “Moat Dragon” Drawing

Pencil sketch of castle on small notebook, 2 pencils, eraser

Getting back into sketching has been fun. I’ve been wanting to create hand drawn maps, but didn’t really have a lot of guidance on method or cartography standards. I found a review on the book How to Draw Fantasy Art & RPG Maps and was excited by the step-by-step imagery.  The book was just what I wanted!

Amazon Link to How to Draw Fantasy Art & RPG Maps by Jared Blando

I started by playing around with the basic castle designs, because, really, it was just fun. I posted it on Facebook and was informed by my mother that it need a moat and by my friend Molly that it need a moat dragon.

The original effort didn’t really have a lot of room for moats and the like, so on my lunch break, I pulled out my little sketchbook and sketched out a castle with a moat and a dragon just for those two.

Once I posted the requested castle, another friend wanted to know how the castle stayed afloat on the water. So when I got home from work,  I cleaned up some of the messier bits on the sketch, added an island and worked in some minor shading. Ha! That’ll show em, I thought as I posted the newer reversion!

And then I’m staring at this little sketch thinking, “It needs a border!” I didn’t really have space for the full on borders like the ones the author demonstrated in the book, but on the sides I could work something.

And so the final version has a fancy-smancy border … and I think that’s a rat on the drawbridge …

 

 

Mostly it was a delight to pull out my old pencil sets and erasers and other drawing goodies and play around. But now I’m moving onto an actual map … whoohoo!

#19.5 – Gruber, The Mimic

Gruber_Chest

About Gruber

Gruber Background Wizard’s Pet / Guard

*Gruber is oddly intelligent, articulate, and social for a mimic. He’s been desperately bored and lonely being stuck in the treasure room with skeletons and 2 other “standard” mimics who don’t speak at all. He’s eager to make friends and have someone to talk to. Desperate. to. Talk.

*Gruber was raised by a wizard who recognized the unusual intelligence in this mimic and taught him to speak and read in several languages (never figured out how to write with that psuedopod). Gruber helped the wizard with his research and spell preparations. (Bard Lore levels) Unfortunately the wizard met a bad end when one of his deals with a demon became known to the local heroes.

*He hates Kazel. Kazel tricked Gruber, promising him an important part on his team guarding their treasure. Then literally stabbed him in the back with the magically enchanted blade attached to the wall anchor. No matter how Gruber changed his shape, he couldn’t dislodge the blade.

*Through smell, can sense demonic/devilish entities (they smell like cilantro)

*Has an extensive knowledge of furniture, boxes, and trunk designs and art styles

*A bit of a coward, but can fight if it has pressed

Here is a character sheet for Gruber using the ForgedAnvil D&D 5E Character Generator: Gruber the Mimic Character Sheet PDF

Link to ForgedAnvil character sheet download page: ForgedAnvil D&D 5E Character Generator 

GRUBER THE MIMIC’S STATS

5th Edition Dungeon Master’s Guide – pg 220 – Modified

AC 12 
Hit Points 61
Speed 15 ft.
Height Varies (avg 2 ft 10 inches) Weight 265 lb

STR 15 (+2), DEX 8 (-1), CON 14 (+2), INT 17 (+3), WIS 11 (0), CHA 8 (-1)

Damage Immunities acid
Condition Immunities prone

Senses Darkvision 60ft, Passive Perception 10, Passive Investigation 12
Languages Common, Undercommon, Draconic, Abyssal

Proficiencies Saving Throws Con +4
Arcana +7, Deception +6, History +5, Persuasion +1, Religion +5, Stealth +4


ACTIONS
Bites Melee Weapon Attack: +5 to hit, reach 5 ft  Hit: 1d8+2 piercing + (1d8 acid) Range: 5 ft

Psuedopod Melee Weapon Attack: +5 to hit, reach 5 ft  Hit: 1d8+2 bludgeoning. If the mimic is in object form, the target is subjected to the Adhesive trait (grappled)


SPECIAL, GENERAL MIMICS

Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn ‘t transformed. It reverts to its true form if it dies.

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

Grappler. The mimic has advantage on attack rolls against any creature grappled by it.


Mimics in General:
Mimics are shapeshifting predators able to take on the form of inanimate objects to lure creatures to their doom. In dungeons, these cunning creatures most often take the form of doors and chests, having learned that such forms attract a steady stream of prey.

Imitative Predators. Mimics can alter their outward texture to resemble wood, stone, and other basic materials, and they have evolved to assume the appearance of objects that other creatures are likely to come into contact with. A mimic in its altered form is nearly unrecognizable until potential prey blunders into its reach, whereupon the monster sprouts pseudopods and attacks. When it changes shape, a mimic excretes an adhesive that helps it seize prey and weapons that touch it. The adhesive is absorbed when the mimic assumes its amorphous form and on parts the mimic uses to move itself.

Cunning Hunters. Mimics live and hunt alone, though they occasionally share their feeding grounds with other creatures. Although most mimics have only predatory intelligence, a rare few evolve greater cunning and the ability to carry on simple conversations in Common or Undercommon. Such mimics might allow safe passage through their domains or provide useful information in exchange for food.

To follow is some of the rambling, babbling dialogue of Gruber’s that happened while the group was resting, but had freed him in exchange for aid in finding Kazel:

  • So what’s your home like? Is it a castle? Is it nearby? How long will it take us to get there once you’ve done here? Is it dry? I am SO TIRED of being wet! Will I be inside a room? Out of the rain and snow, ya know, but still be able to see the sun and clouds?
  • This is going to be great! ::Changes shape to match one of the boxes, but with fancy flourishes:: Yup! For all those inconvenient enemies you need gotten rid of, I’m your Gruber!
  • Tap. Tap. Tap.
  • I am SOOOO hungry. Are you sure you couldn’t spare that squishy one over there? ::Waves his psuedopod at mage:: He doesn’t look very useful. If there’s a fight, I’ll be much more help with food in my belly!
  • So you know, I need my food alive when I eat it. And to keep me at top fighting condition, I should eat at least one humanoid a week. But the occasional kobold or giant rodent or whatever for snacks is great too. Oh! But water creatures make me sick. Some sort of fish allergy, I guess.
  • ::Changes shape again, this time to a large metal box with padlocks all over it::
  • Do you have dogs at your place? Or other pets? There was this time when my wizard made me stay in the barn. He got mad when I ate the dogs, but they kept trying to pee on me! I’m supposed to just stand there and and let those mangy beasts soil my beautiful self?!
  • One time this thing that was all eyes and mouth came wandering in here. I thought maybe with all those mouths that at least one of them could hold a decent conversation, but no … all they did was make horrible noises and slime up the floor. Wish the flood trap would have washed that nasty thing away!
  • Do you have a favorite style of container? A fancy urn or big vase or gold-leafed trunk? I have done some really beautiful artwork with myself, if I do say so myself! Which I DO!
  • Ya know, Kazel use to keep all of us right in front of his hidey-hole, but got tired of moving us around every time he wanted inside. He was so pleased with himself when he finished that stupid flood trap. Took him years.
  • So … food? …
  • Kazel’s old adventuring buddies used to capture critters and bring them here all the time. Then they’d brag about the good old days while chasing them around the tunnels, killing them. When Foreshot found out, she was so mad that she blew up a tunnel from the forest in just to keep them from smuggling more down here.

Once the group is ready to go, Gruber spouts hundreds of tiny legs underneath his carriage and starts shuffling off. Gruber is not a fast walker, and with his starving state, moves even slower than usual (10 ft). He does keep up a constant patter of chatter when you walk. And even if you tell him to be quiet, he’ll start up again after a few moments.


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#19 – Treasure Room Loot in the Berlstrum Belly Dungeon

THE FOLLOWING BLOG POST IS PART 19 OF THE DUNGEONS AND DRAGONS 5TH EDITION CAMPAIGN, DREADSTORMS LOST. THESE BLOGS ARE INTENDED FOR OTHER GAME MASTERS WHO MIGHT WANT TO USE THIS CAMPAIGN SETTING AND THE SCENARIOS TO INSPIRE THEIR OWN ROLE PLAYING GAMES. (FREE FOR NONCOMMERCIAL REUSE.)

Notes:

Between the skeletons and the flood trap, the treasure room can be deadly. But now our adventures have survived and enjoy the looting the many boxes of loot. Muwhahahaha. Did they really think it would be so easy?! 

Gruber, The Mimic

Gruber has become a favorite NPC for my second role playing group. They’ve made him part of their team and have found ways to cart him around regardless of the terrain and challenges of smuggling a talkative, curious monstrosity through civilized lands. It kinda warms my cold game master heart to see how they’ve taken to him … it’ll be so much fun when I destroy him … muwhahahaha! … I mean that I would in no way use the groups affection for this silly mimic to manipulate and/or cause them distress … now stop reading this if you’re one of my players. 

Stats, backstory and dialogue samples for Gruber are here.


Battle map with numbered items and minis
Battle Map: Treasure Room #8 mid flood trap

Part 4: The Treasure in the Treasure Room

(For Parts 1-3 of the Treasure Room go here.)

Stop the Trap from Resetting

Once the waters of the trap have receded, the rest of the trap resets itself: the trap door closing, the barriers to the hallways lowering back into their hidden pockets. If the party does not stop the trap from completely resetting, it will start again if someone touches one of the boxes of treasure. It’s likely that at least one member of the party is standing on one of the boxes.

  • A DC 15 Intelligence (Arcana, Dungeoneering, or Traps) DC 15 to realize if the party needs to stop the trap from resetting, or it will start again as soon as someone touches one of the boxes.

Flood Trap Rune (all treasure boxes)

  • DC 20 Intelligence (Arcana) or Dispel Magic (DC 19) to disarm each Flood Trap rune on each box of treasure. There are 20 boxes. For each successful Intelligence (Arcana) check, the DC is lowered by 2 for the next box. Another party member with proficiency in Arcana can assist them in this check, thus giving them advantage on the roll.
  • In additions to the rune for the Flood Trap, many of the boxes also have a secondary trap, either magical or mechanical.

Most of these containers have standard locks on them along with the traps. Some of the locks are higher quality or in better shape than others.


Treasure #1 – A small 8 inch x 5 inch chest with delicate floral engravings

TRAP

Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.

Trigger 2. When chest is opened/destroyed, the trap activates.

Effect. Arcane Trap: Magic Missile; 3d4 +3 force damage on nearest target.

Countermeasures. A DC 20 Wisdom (Perception) check spots the magic missile rune. A DC 20 Intelligence (Arcana) check made within 5 feet of the chest disables the trap, but a check result of 10 or less triggers it. A successful dispel magic (DC 19) cast on the chest destroys the trap.

Lock. Open Lock: DC 20 / Break DC 25 STR

Loot.

RING OF SPELL STORING
Rare, requires attunement (DMG 192)
Bronze Ring with a small, square reflective gem surrounded by delicate gold filigree;
When found, spells held: a Darkvision (2nd), Shield (1)

RING OF FEATHER FALLING
Rare, requires attunement (DMG 191)
Silver ring with small feathers engraved on it

RING OF RESISTANCE (FORCE)
Rare, requires attunement (DMG 192)
A gold ring with sapphire gem, you have resistance FORCE while wearing this ring.


Treasure #2 – 4 foot cube wooden crate

Trap

MIMIC – “Dense” – See 5th Edition Monster Manual page 220 for Mimic stats.
(Dense is the nickname Gruber has given this mimic)

  • Touching Treasure #2 will not set off the Flood Trap.
  • If this box is touched before the Flood Trap is activated, the disguised mimic will attack.
  • If this mimic is touched during the Flood Trap activities, it will wait until the water is under 2 feet before attacking any nearby targets.
  • If the mimic is used as an anchor during the Flood Trap draining sequence, its adhesive trait will give the player advantage on the save.
  • There is a large spike drilled into the mimic’s backside anchoring it to the wall. This gives the mimic a 10′ range of movement while chained to the wall. (Detect Magic will detect a magical aura around the spike in the back.) Where the chain attaches to the wall seems to have had stone grown around it and it’s impossible to see where the actual anchor is.

Treasure #3 – wooden crate with water stains

TRAP

Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.

Lock. Open Lock: DC 10 / Break DC 15 STR

Loot.

Kazel’s Experimental Potions

  • 4 Potion of healing (2d4+2)
  • 4 Potion of climbing
  • 3 Potion of greater healing
  • 1 Potion of fire breath
  • 5 Potion of resistance
    • 2 Radiant
    • 1 Acid
    • 1 Poison
    • 1 Psychic
  • 2 Potion of Heroism
  • 1 Potion of animal friendship
  • 1 Potion of growth
  • 4 Potion of water breathing
  • 1 Keoghtom’s ointment (4 doses) DMG 179
Roll percentile when using an experimental potions or ointment:

01 – Explosion (1d10 force within 5’)
02-08 – Effect doubled
09-15 – Effect halved
16 – Permanent Effect (negative)
17-25 – Opposite
26-40 – Normal
41-67 – Effect random person or spot
68-71 – Random odd effect related to spell
72-91 – Effects caster & nearest ally (same amount)
92-99 – Nothing happens
100 – Permanent Effect (positive)

Treasure #4 – 3-½ foot tall mahogany barrel

TRAP

Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.

Lock. Open Lock: DC 10 / Break DC 15 STR

Loot.

Kazel’s Experimental Scrolls

2 – Mending
2 – Message
2 – Prestidigitation
1 – True Strike
1 – Detect Magic
1 – Feather Fall
1 – Identify
1 – Stone Shape
2 – Darkvision
2 – Dispel Magic
1 – Scroll of Protection: Fey (DMG 199)
2 – Scroll of Protection: Fiends (DMG 199)
1 – Scroll of Protection: Elementals (DMG 199)

Roll percentile when using an experimental scroll:

01 – Explosion (1d10 force within 5’)
02-08 – Effect doubled
09-15 – Effect halved
16 – Permanent Effect (negative)
17-25 – Opposite
26-40 – Normal
41-67 – Effect random person or spot
68-71 – Random odd effect related to spell
72-91 – Effects caster & nearest ally (same amount)
92-99 – Nothing happens
100 – Permanent Effect (positive)

Treasure #5 – 5 foot by 2 feet tall rough wooden crate

TRAP

Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.

Lock. Open Lock: DC 10 / Break DC 15 STR

Loot.

CRATE OF AMMUNITION
7d10 Bolts +1
7d10 Arrows +1


Treasure #6 – medium-sized, cherrywood chest with rounded lid

TRAP

Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.

Trigger 2. Anyone attempting to pick or open the lock triggers the trap.

Effect. Mechanical Blades Each Medium or larger creature within 5-foot-wide of the chest must make a DC 15 Dexterity saving throw, taking 4d6 slashing damage on a failed save, or half as much damage on a successful one.

Countermeasures. A DC 15 Intelligence (Investigation) check reveals scrape marks and blood stains along the rim of the box. A DC 15 Dexterity check made with thieves’ tools disables the lever.

Lock. Open Lock: DC 10 / Break DC 15 STR

Loot.

ROBE OF USEFUL ITEMS
Wondrous item, uncommon (DMG 195)
This robe has cloth patches of various shapes and colors covering it.

The robe has the following patches:

  • Dagger [1] 
  • Bullseye lantern (filled and lit) [2]  
  • 10-foot pole [1] 
  • Hempen rope (50 feet, coiled) [1] 
  • Wooden ladder [1] 
  • Potions of healing [4] (2d4+2)    
  • Rowboat [1]  

Treasure #7 – 3-½ foot tall mahogany barrel leaking water through small cracks

TRAP

Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.

Lock. Open Lock: DC 10 / Break DC 15 STR

Loot.

What might have once been a crate full of scrolls are now nothing but mushy pulp.


Treasure #8 – A long, narrow box, 8 feet x 1 foot

TRAP

Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.

Trigger 2. Anyone attempting to pick or open the lock triggers the trap. A tiny, poisoned needle is hidden in the lock.

Effect. Mechanical Poison Needle The triggering individual must make a DC 20 Constitution saving throw. On a failed save, the creature takes 4d6 poison damage and is poisoned for 10 minutes. While poisoned in this way, the creature is paralyzed. On a  successful save, the creature takes half as much damage and isn’t poisoned.

Countermeasures. A DC 20 Wisdom (Perception) check reveals the needle, but only if  a character inspects the lock up close. A DC 20 Dexterity check made with thieves’ tools disables the needle, but a check result of 10 or less triggers the trap.

Lock. Open Lock: DC 15 / Break DC 20 STR

Loot.

ROD OF MIGHTY DIVINITY
Rare, requires attunement (DMG 197*)
2 foot long gold rod with sunburst motif at the top, requires attunement by cleric, druid or paladin (*similar to DMG 197-Rod of the Pact Keeper). While you hold the Rod of Mighty Divinity, you gain a +1 bonus to spell attack rolls and to the saving throws DCs of your divine spells. In addition, you can regain one paladin or cleric spell slot as an action while holding this rod. You can’t use this property again until you finish a long rest.


Treasure #9 – An elegant silver box

TRAP

Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.

Lock. Open Lock: DC 10 / Break DC 15 STR

Loot.

Brittle paper packets are stuffed around a statue. Many of the packets have disintegrated and no longer usable.

Note saying, “Congratulations on your union!

DUST OF DISAPPEARANCE 6 SMALL BLUE PACKETS
Wondrous item, uncommon (DMG 166)

33 copper coins

An 18″ tall statue of 3 goats in suggestive positions, weighs 50 pounds, has hidden mechanism to activate motion


Treasure #10 – 3 foot cube wooden crate (has rotten, leaky bottom)

TRAP

Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.

Lock. Open Lock: DC 10 / Break DC 15 STR

Loot.

Shards of broken glass swimming in mucky brown liquid.


Treasure #11 – A beautiful, multi-colored chest inlaid with delightful, artistic flourishes

Gruber_Chest

Trap

MIMIC – Gruber (Stats and more on Gruber here)

Note, Gruber is the key to the group finding Kazel and stopping him from finishing the ritual. He knows where the best spot is to get into Kazel’s hidden lair and what they need to get inside.

  • Touching Treasure #11 will not set off the Flood Trap.
  • If this box is touched before the Flood Trap is activated, this disguised mimic does nothing, unless the party seems like the sort that might set him free. If they give the impression of 1) being anti-Kazel or 2) the sort that can be negotiated with, then he’ll try to give them “helpful” suggestions and/or negotiate his release.
  • If the mimic is used as an anchor during the Flood Trap draining sequence, its adhesive trait will give the player advantage on the save versus being pulled into the drain.
  • There is a large spike drilled into the Gruber the Mimic’s backside anchoring it to the wall. This gives the mimic a 10′ range of movement while chained to the wall. (Detect Magic will detect a magical aura around the spike in the back.) Where the chain attaches to the wall, stone stone seems to have grown around it and is impossible to see where the actual anchor is.
  • Pulling the barbed spike out of the Gruber will cause damage (3d6+4). The chain can be broken (AC 20, HP 20), but Gruber will walk slower if the spike remains in his back. (Normal 15ft – 5ft).
  • Gruber is an oddly intelligent, articulate, and social for a mimic. He’s been desperately bored and lonely being stuck in this room with skeletons and 2 other “standard” mimics who don’t speak at all. He’s eager to make friends and have someone to talk to. Desperate. to. Talk.

Things Gruber, the Mimic might say, while chained to the wall:

  • Whoa! Whoa! You don’t need to kill me. I can be helpful!
  • Goblins sweaty gonads!
  • I’m soooo hungry!
  • Bloody Baylor! (Gruber is quite fond of cursing. For more inspiration, check out my In-Game Cursing post.)
  • Whaaaat?! … I’m starving! Can’t you spare one? That guy doesn’t seem very useful.
  • I’ve been stuck down here for years!! Decades! I don’ know … a long bloody time!
  • Blech! All these undead nasties! Foul tasking and not at all filling.

Treasure #12 – 4 ft long, metal box

TRAP

Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.

Trigger 2. When the seal between the lid and the is broken

Effect. Arcane Trap: Sleep; When activated, this trap casts a sleep centered on the metal box using a 5th level spell slot.

Countermeasures. A DC 20 Wisdom (Perception) check reveals the small rune on the underside of the lid lip. A DC 20 Intelligence (Arcana) check made within 5 feet of the box disables the trap, but a check result of 10 or less triggers it. A successful dispel magic (DC 15) cast on box destroys the trap.

Lock. Open Lock: DC 20 / Break DC 25 STR

Loot.

GREATSWORD +3 (THE BLADE OF AUCKMAR THE DROW)
Weapon (great sword), Very Rare, requires attunement
The dark gray blade has silver sigils running up both sides and a silver hilt carved with the likeness of a screaming face
You gain a +3 bonus to attack and damage rolls made with this magic weapon.

Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead or a fiend. The creature whose soul has been devoured by the Blade of Auckmar can be restored to life only by a wish spell.

As long as you keep the greatsword in hand, after it devours a soul, the Blade of Auckmar grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours, when exposed to sunlight, or the greatsword is no longer being held in hand.

*As long as these temporary hit points last and you keep the greatsword in hand, you have advantage on attack rolls, saving throws, and ability checks.

Curse.
If you hit an undead or fiend with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, the Blade of Auckmar devours your soul.


Treasure #13 – Large steamer trunk

TRAP

Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.

Trigger 2. When the seal between the lid and the is broken

Effect. Arcane Trap; Acid Splash A bubble of acid explodes from the steamer trunk. Each Medium or larger creature within 5 feet of the chest must make a DC 15 Dexterity saving throw, taking 5d6 acid damage on a failed save, or half as much damage on a successful one.

Countermeasures. A DC 20 Wisdom (Perception) check finds runes, but only if  a character inspects the trunk up close. A DC 20 Intelligence (Arcana) check made within 5 feet of the box disables the trap, but a check result of 10 or less triggers it. A successful dispel magic (DC 15) cast on the trunk destroys the trap.

Lock. Open Lock: DC 20 / Break DC 25 STR

Loot.

DRAGON SCALE MAIL, GREEN
Armor (scale male), very rare, requires attunement (DMG 165)
Green scale mail armor, supple and lightweight

SHIELD +1 (SHIELD OF MISSILE ATTRACTION)
Armor (shield), rare, requires attunement (DMG 200)
Dark gray shield with web-like silver lines
Cursed


Treasure #14 – Average looking chest

TRAP

Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.

Trigger 2. When the chest is opened without the password spoken aloud (Gloryhound Omega)

Effect. Arcane Trap: Summon Poltergeist; When activated, this trap summons a poltergeist (DMG 278) that immediately attacks the individual that triggered the trap.

Countermeasures. A DC 22 Wisdom (Perception) check finds the small rune disguised as embellishment on one of the knobs. A DC 22 Intelligence (Arcana) check made within 5 feet of the box disables the trap, but a check result of 10 or less triggers it. A successful dispel magic (DC 14) cast on chest destroys the trap.

Lock. Open Lock: DC 25 / Break DC 30 STR

Loot.

MEZMERIZER’S STONE, locked (DC 15) inside a small black box
Wondrous item, very rare
A hypnotically beautiful kaleidoscope gem. Upon sight, everyone must make a Wisdom save DC 16. On a failed save, you become hypnotized (charmed) for the duration. While entranced by this stone, you are incapacitated and have 0 speed. Effect ends when stone is out of sight. Each time it’s used, there is a 25% chance it will fail. Once used, even a failed attempt, it can’t be used again until the next dawn.

SENDING STONES – 1 PAIR, inside a small wooden box
Wondrous item, uncommon (DMG 199)


Treasure #15 – Crate

TRAP

Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.

LOCK none

LOOT

15 feet of rusty chain


Treasure #16 – Chest

TRAP

Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.

Trigger 2. Anyone attempting to pick or open the lock triggers the trap.

Effect. Arcane Trap: Black Tentacles; Squirming, ebony tentacles fill a 20-foot square centered on the chest. Any creatures within the affected area for the first time  or starts its turn there, the creature must succeed on a dexterity saving throw 17 or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. These tentacles turn the ground in the area into difficult terrain. A creature restrained by the tentacles can use its action to make a strength or dexterity check (its choice) against DC 17. On a success, it frees itself.

The Black Tentacles remain until the trap is disarmed.

Countermeasures. A DC 20 Wisdom (Perception) check finds runes, but only if  a character inspects the trunk up close. A DC 20 Intelligence (Arcana) check made within 5 feet of the box disables the trap, but a check result of 10 or less triggers it. A successful dispel magic (DC 17) cast on the lock destroys the trap.

Lock. Open Lock: DC 25 / Break DC 30 STR

Loot.

HORN OF BLASTING
Wondrous item, rare (DMG 174)
Brass blowing horn with a repeating wave pattern


Treasure #17 – Large Trunk

TRAP

Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.

Trigger 2. Anyone attempting to pick or open the lock triggers the trap.

Effect. Trap … TBD

Countermeasures. TBD …

Lock. Open Lock: DC 25 / Break DC 30 STR

Loot.

PLATE ARMOR-BLUE (OF VULNERABILITY)
Armor (plate), very rare, requires attunement (DMG ??)
Blue-tinged Plate Armor with Gold edging, AC 18, Stealth Disadvantage, 65lb, rare, requires attunement

Silver-Colored Plate Armor (DEMON ARMOR)
Armor (plate), very rare, requires attunement (DMG ??)
sliver with curved spikes coming out of the forearms/gauntlets and shoulders/spauldings), AC 19, Stealth Disadvantage, very rare requires attunemen
While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal.


Treasure #18 – Small Trunk

TRAP

Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.

Trigger 2. Anyone attempting to pick or open the lock triggers the trap.

Effect. Poison Needles; DC 20 Investigate; DC 15 DEX w/Thieves tools to disarm; Activated: 1 piercing damage and 2d10 poison. DC 15 Con or be poisoned for an hour (disadvantage on attack rolls and ability checks).

Countermeasures. A DC 20 Wisdom (Perception) …

Lock. Open Lock: DC 15 / Break DC 20 STR

Loot.

SUPERIOR ELVEN CHAIN

Woven Gold & White Chain Shirt armor, AC 15 + DEX mod (Max 2), 20lb, requires attunement

You gain a +2 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.


Treasure #19 – boring wooden crate

Trap

MIMIC – “Denser” – See 5th Edition Monster Manual page 220 for Mimic stats.
(Dense is the nickname Gruber has given this mimic)

  • Touching Treasure #18 will not set off the Flood Trap.
  • If this box is touched before the Flood Trap is activated, the disguised mimic will attack.
  • If this mimic is touched during the Flood Trap activities, it will wait until the water is under 2 feet before attacking any nearby targets.
  • If the mimic is used as an anchor during the Flood Trap draining sequence, its adhesive trait will give the player advantage on the save.
  • There is a large spike drilled into the mimic’s backside anchoring it to the wall. This gives the mimic a 10′ range of movement while chained to the wall. (Detect Magic will detect a magical aura around the spike in the back.) Where the chain attaches to the wall seems to have had stone grown around it and it’s impossible to see where the actual anchor is.

Treasure #20 – Sturdy, wooden trunk with silver-colored rams head handles

Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.

Trigger 2. When the lid  is opened or destroyed.

Effect. Arcane Trap; Bigsby’s Fist (PHB 218) at 6th level is activated. AC 20, HP 80
The fist will attack the nearest creature within 5 feet of the chest (not including the mimics). +8 Hit, 6d8+8 force damage. If no one approaches the chest, the fist will remain on guard until defeated or dispelled (DC 16)

Countermeasures. A DC 20 Wisdom (Perception) check finds runes, but only if  a character inspects the trunk up close. A DC 20 Intelligence (Arcana) check made within 5 feet of the box disables the trap, but a check result of 10 or less triggers it. A successful dispel magic (DC 16) cast on the lock destroys the trap.

Lock. Open Lock: DC 20 / Break DC 20 STR

Loot.

DWARVEN THROWER
Weapon (warhammer), very rare, requires attunement by a dwarf (DMG 167)
Beautifully balanced, burnished gold color with dwarven runes on the sides of the hammer)


Up Next: All about everyone’s favorite NPC, Gruber the Mimic

#18 – The Deadly Treasure Room of the Berlstrum Belly Dungeon

Battle map with numbered items and minis
THE FOLLOWING BLOG POST IS PART 18 OF THE DUNGEONS AND DRAGONS 5TH EDITION CAMPAIGN, DREADSTORMS LOST. THESE BLOGS ARE INTENDED FOR OTHER GAME MASTERS WHO MIGHT WANT TO USE THIS CAMPAIGN SETTING AND THE SCENARIOS TO INSPIRE THEIR OWN ROLE PLAYING GAMES. (FREE FOR NONCOMMERCIAL REUSE.)

Notes:

Ideally, Room #8 will be the final room the team enters in this dungeon crawl and they’ve had a chance to do some leveling. The treasure room is brutal and will easily kill the unprepared or unlucky.

This is the space that Kazel spent many hours over many years creating to protect the various magical items that the Deadly Omega 6 gathered during their adventuring day. Kazel also stored some of his experiments with potions, scrolls, and items down here that he didn’t want to leave were they might hurt Foreshot.

Room 8 DOES NOT contain Kazel, but does have the means for them to be able to find the hidden pocket lair. If they free Gruber the Mimic, he will tell the what they need and show them where the best spot to enter is.


Berlstrum Belly Dungeon
Map of the Berlstrum Belly Dungeon

Berlstrum Belly Review

Dungeon Walls: Sharp briarstone rock make up the walls and ceiling. The crystals are so sharp that one has to be cautious not to cut themselves on the walls. 1d6 piercing damage if pushed/knocked into the wall or ceiling.

Dungeon Floor: Consists of smooth, black shiny stone. When running on the surface, there’s a chance of falling prone (DEX DC 11) due to the slippery surface. Pushes and slides go twice normal distance.

Illumination: Dark. No natural light available.


Treasure Room #8 

The Treasure Room is divided into four parts:

  • Part 1: The Skeleton mob encounter
  • Part 2: Treasure room trap information (to aid in the Skill Challenge)
  • Part 3: The treasure room trap encounter/skill challenge telling what happens each round when the trap springs
  • Part 4: Information for Part 4 will be on the next post.
    – description of the treasure and their traps and content
    – mixed within these 20 boxes are 3 mimics, one of which is potential ally to the party.
    – Gruber the Mimic is a character unto himself; some backstory and some colorful dialogue

Part 1: Skeleton Mob

Bones! So many bones. A large cavernous space has piles of bones, abandoned shields, and weapons scattered throughout. (The skulls look humanoid.) Along the south wall is a large assortment of chests, barrels, and crates (20 total).

Scattered throughout the room are piles of bones. If any bones are touched, all of the skeletons assemble and attack. There are 10-25 skeletons (adjust for party size and strength) in this room.

  • If any of the treasure is disturbed/touched during the battle, the trap sequence will also be activated.
  • If any of the party get close enough to the 2 hostile mimics, they will attack, unless the flood trap is going

Skeletons from Jason and the Argonauts movieWarrior Skeletons

See 5th Edition Monster Manual page 273 for stats.


LOOT

  • Rusty weapons and pieces moldy armor

Part 2: Treasure Room Trap Information

Flood Flusher Trap

If any of the treasure is touched inside this room, even by magical means, it will start the flood trap sequence. If the players manage to discover the trap before setting it off, they will have a much better chance of surviving the trap.

Ability/Combat Challenge

Objective: Either survive the trap, if triggered, or figure out how to defeat the trap and access the treasure

Each successful ability check or hit is 100 XP into a group pool. Fails are -100 from the group pool. Natural 20s count as 200 XP. Natural 1s count as -200 XP. The group pool experience is divided equally among the surviving party members

A player can also choose to pass on their turn or assist another. Either counts as a 0 XP gain/loss. An assist gives the other player a +3 bonus on their next action.

You can NOT use the same ability or attack twice in a row and you can not use the same skill as the person before you.

Note: Clues to give the players are included below. The player does need to say that they are looking at the specific area/thing to receive that relevant clue. If there are no additional details to gather within that DC range or lower, it is a failed check. If they haven’t gained the necessary knowledge yet (ie you can’t dismantle a trap if you haven’t found it yet), use information from a lower DC or give them a useful related hint.

Room details and possible abilities suggestions for the skill challenge by difficulty level

FLOOD: refers to actions/abilities to do while the flood part of the trap is occuring
TREASURE: is information regarding the heavily trapped pile of boxes, chests, and crates full of loot against the far wall
SUMMON MONSTER: Refers to the sequence in the trap that summons a Water Weird
BARRICADE TRAP: Information on the part of the trap that blocks the two exits and traps the water inside the room

DC 10-14

Acrobatics (DEX)
___FLOOD: Move at full speed without falling down when water starts pouring down (only applies when water is ~2 feet or less)
___FLOOD: Balance on top of a treasure chest (dry, above the waterline)

Athletics (STR)
___FLOOD: Toss the end of a rope or chain to a party member through the water

Arcana (INT)
___TREASURE: You find a small glyph of warding on one of the treasure chests
___TREASURE: Casting Detect Magic on the pile of treasure, there is a LOT of magic blips over all of the boxes
___SUMMON MONSTER: The rune on the wall is a magic trigger
___The rune on the ceiling is a magic trigger (Blinding Light spell will activate this spell, triggering the barricade doors)

Dexterity
___FLOOD: Catch the end of a rope or chain tossed to you by a party member

Dungineering (INT)
___BARRICADE TRAP: A small vertical line on the wall in the passageway into the room is smoother than the surrounding wall

History (INT)
___Kazel was famous for studying and defeating famous dungeon traps during his adventuring days

Investigate (INT)
___
The various chests, barrels, and crates are secured using rusty chains and worn ropes looped onto u-bars in the sharp Briarstone walls
___There are 1d4 ropes and 1d4 chains attached to the wall behind the pile of treasure that do not currently have anything attached to them. Length varies from 5-20 feet.

Perception (WIS):
___FLOOD: The ceiling of the cavern has an unusual undulating pattern, varying from 10 to 11 ft in height.
___SUMMON MONSTER: You spot a symbol carved into the on the Briarstone wall. An impressive feat considering the how easily the briarstone crystals shatter
___FLOOD: You spot a symbol on the ceiling

DC 15-20

Acrobatics
___FLOOD: Move at full speed without falling down when water starts pouring down (only applies when water is around 2 feet or less)
___FLOOD: Balance on top of one of a box of treasure (with water present)

Arcana (INT)
___Casting Detect Magic and studying the walls will reveal several small magical symbols worked into briarstone crystals on the wall. They are not all the same.
___Casting Detect Magic and studying the ceiling 
___TREASURE: Symbol on the treasure chest is a Glyph of Warding that will set off the Blinding Light spell
___TREASURE: Casting Detect Magic on the pile of treasure, the Glyph of Warding (Blinding Light spell) seems to be on all of the boxes

Athletics (STR)
___BARRICADE TRAP: Jam something into the wall to stop the door from sealing from completing its
___FLOOD: When the water is pouring in or out, be an anchor to keep one of your party in place or out of the water

Dungineering (INT)
___BARRICADE TRAP: You spot scratches on the floor that run from wall to wall in a straight line that suggest stones rubbing together
___TRAP DOOR TO CHUTE: There is a hair-line seam in the floor in the southeast corner

History (INT)
___
Kazel and Foreshot have lived in Berlstrum for over 10 years. Rumor has it that their old adventuring buddies would visit and they would all disappear for days and weeks at time

Perception (WIS)
___TREASURE/MIMICS: Looking at all of the treasures tied to the wall, three of them are secured differently, with large spikes drilled into the backside. They do not look the same.
___SUMMON MONSTER: The same symbol is carved into the Briarstone wall at a 4 foot height in four spots
___FLOOD: The upper wave in the undulating ceiling has 6 inch holes every foot.

History (INT)
___
Kazel once bragged to a bard that with enough time and resources, he could create the most diabolical of traps. He knew how the greedy minds of adventurers works, since he was one himself!

DC 21-25

Arcana (Int)
___FLOOD: The four glyphs carved into the Briarstone wall at a 4 foot height around the entire room will activate when it is immersed in water and summon a monster (Water Weird)
Dispel Magic DC 17
___All of the treasure chests seem to have a Glyph of Warding (Blinding Light)
Glyphs won’t activate until one of the secured treasures is disturbed. Each of the chests/boxes/ crates/barrels has a matching glyph hidden somewhere on its surface. Each glyph will set off the same trap sequence. The trap resets after running full cycle.
Dispel Magic DC 17
___TREASURE/MIMICS: One of the three treasure chests with large spikes drilled into the backside has elaborate, stylish markings. They are a like a child’s copy of the Glyph of Warding and other runes spotted around the room. (Gruber, the Mimic likes to embellish and be creative with his self-decoration.)
___The rune on the ceiling is a magic trigger; a Blinding Light spell will activate this spell, which in turn triggers the barricade doors – Dispel Magic DC 17

Dungineering  (INT)
___BARRICADE TRAP: There are Barrier Trap in both passageways. There’s no obvious mechanical trigger. It’s most likely activated by magic.
___TRAP DOOR TO CHUTE: The hair-line seam in the floor in the southeast corner is a trap door that will open downward, into a large chute. It would take a very strong force to push the door open.

Disarm Trap / Thieves Tools
___BARRICADE TRAP: Dismantle one of the barricades before it triggers

Perception (WIS)
___TREASURE/MIMICS: Looking at all of the treasures tied to the wall, the two of the three with large spikes drilled into the backside do not have any magical symbols. The third one has markings, but they are more elaborate and stylish looking.

Strength
___SLIDE TRAP: Force open the trap door to the chute

Dungineering  (INT)
___SLIDE TRAP: The trap door will open downwards into a large slide. It would take a lot of pressure to open. Like a room full of
___SLIDE TRAP: Based on our current location, the slide probably spits out into the middle of the Thornbreaker waterfall and into the Forlorn Bay.
___BARRICADE TRAP: The Barricade Trap contacting the floor triggers the mechanical gears to open the flood gates. The widgets and gadgets that work the trap are up in the ceiling above the cavern.

DC 26-30

Arcana (INT)
___The glyphs on the treasure set off chain reactions, started by touching the treasure. Touching treasure sets off Blinding Light, which triggers the Barriers, which starts the water coming in. When the water reaches the glyphs at 4 feet high, a creature is summoned. When the water reaches the ceiling, the trap door in the SE corner opens. Targeting dispel magic on each glyph will keep the sequence from starting.

Strength
___SLIDE TRAP: Keep the trap door to the chute open after forcing it open
___BARRICADE TRAP: Break/move barricades after they are locked in place

DC 31-40

Investigate (INT)
___You know the password sequence to stop the entire trap from going off. You are Kazel. Shouldn’t you be casting a ritual right now?


Part 3: The Encounter

If the trap is set off, the trap sequence is initiated, beginning with the blinding light

GLYPH OF WARDING (BLINDING LIGHT) goes off; A pulse of brilliant light blinds all those within 30 feet; DC 16 CON, save ends.

Immediately following the flash of light, you hear a voice say, “Fuck! Not again!” [Gruber, the Mimic]

ROLL INITIATIVE

Trap goes at the top of each round; note the Mimics mixed in with the treasure won’t attack during the flood trap, but will as soon as it’s over. 

Round 1 – BARRICADE TRAP activates; Smooth obsidian stone slabs shoot upwards from their well camouflaged nooks in the floor, blocking the passageway at either entrance

  • DC 14 Reflex save to avoid being crushed: ATK +10 melee (3d6); if standing on one
  • Jamming the door opposed DC 25 STR check
  • DC 30 STR to break/move barrier once up

Round 2 – FLOODING ROOM TRAP activates; from numerous 6 inch holes hidden in the upper waves of the ceiling, water gushes out, quickly filling the room. The columns of water make visibility and movement difficult. As the water pours down, the already slippery floor becomes almost impossible to navigate;

  • DC 15 Ability Check (DEX/ Acrobatics/ Athletics) to move or fall prone;
  • DC 10 Ability Check (DEX/ Acrobatics/ Athletics) to stand still or fall prone

Round 3 – Water continues pouring in and is 1-1/2 feet deep at the beginning of round.

Round 4 – Water continues pouring in and is 3 feet deep at the beginning of round.

Round 5 – Water continues pouring in and is 4-1/2 feet deep at the beginning of round.

  • Water Weird is summoned; a spout of water erupts in the center of the room. [Attacks this round.] NOTE: Water Weird is INVISIBLE when fully immersed
  • Holding breath if under 5 feet tall; disadvantaged with attacks

Water Weird

See 5th Edition Monster Manual page 299 for stats.


LOOT

  • none

Round 6 – Water continues pouring in and is 6 feet deep at the beginning of round.

  • if under 6-1/2 ft tall; disadvantaged on attacks

Round 7 – Water continues pouring in and is 8 feet deep at the beginning of round.

  • Most will have disadvantaged on attacks at this point

Round 8 – Water continues pouring in and is at 9-1/2 feet deep at the beginning of round.

Round 9 – Water reaches the top of the undulating ceiling. It continues pouring in.

Round 10 – Water pressure builds and forces the Trap Door to swing down into the chute below

  • A perception 15 might hear the mechanical gears clicking near the southeast corner.
  • TRAP SLIDE DOOR opens.
    The trap door is located in the southeast corner of the room. The “hinge” side is along the wall and the door goes down into the chute. The door is 20 feet wide at the base and tapers to a rounded triangle pointed towards the room.
  • All the water in the room, along with the anything not tied down gets flushed down the long chute.

Round 11 – Water continues pouring in from the ceiling and rushing out the trap door.

At the end of each party member’s turn, they need to make an Saving Throw to see if they are pushed by the water current down the chute:

  • Standing or Prone, without anchor – DC 20 STRENGTH SAVE On a failed save creature is pulled 20 feet towards the trap door.
  • Holding onto something – DC 15 STRENGTH SAVE A player can grab hold of rope or chain that’s already attached to the wall behind the treasure or create their own anchor. On a failed save creature is pulled 20 feet towards the trap door.
    If they are holding on with one hand, they can only attack with the free hand.
  • Use Rope or Chain – DC 20 DEXTERITY
    Securing yourself or helping someone else is an action.
    If securing oneself with a rope or chain, make a DEX ability check to determine if it will hold. Once successfully secured, you no longer need to save and can aid other party members.
  • Mimics (3): If one of the players manages by random chance to stand on or grab hold of one of the mimics in its object form, they will become adhered to the mimic through it’s natural Adhesive trait. (See MM220) The escape DC for the mimic adhesive is 13, which is NOT as strong as the current, but they do gain Advantage on the Holding onto Something save.
    If arms are stuck to the mimic, it will make using the hands to secure a rope or chain difficulty, giving them a Disadvantage on Use Rope. 
  • On a Failed Save, a person is pushed towards/down the chute.
    • The slide shoots out near the bottom of the Berlstrum waterfall (about 50 feet from waterline). It’s a DC 25 STR check to stop sliding mid-chute with the water and random debris rushing past you.
    • Hitting the waterfall and slamming into the turbulent water causes 5d10 bludgeoning damage; Athletics DC 15 for half
    • Once flushed out of the chute and into the bay, swim check
    • [insert your own on-the-fly water adventure here]

Round 12 – Water continues to rush out the trap door, the pull towards the drain increasing each round. Incoming water stops.

  • Standing or Prone, without anchor – DC 22 STR/Athletics
  • Holding onto Rope or Chain anchor – DC 17 STR/Athletics
  • Use Rope or Chain – DC 22 DEX;

Round 13 – Water swirls faster and stronger as it drains.

  • Water drops to 8 feet deep.
  • Standing or Prone, without anchor – DC 22 STR/Athletics
  • Holding onto Rope or Chain anchor – DC 17 STR/Athletics
  • Use Rope or Chain – DC 22 DEX; If securing oneself with a rope or chain, make a DEX check to determine if the knot will hold. Once successfully secured, a save is longer need to save and they can aid other party members.

Round 14 – Water swirls and drains.

  • Water drops to 6 feet deep.
  • Standing or Prone, without anchor – DC 24 STR/Athletics
  • Holding onto Rope or Chain anchor – DC 19 STR/Athletics
  • Use Rope or Chain – DC 24 DEX

Round 15 – Water swirls and drains.

  • Water drops to 4 feet deep.
  • Standing or Prone, without anchor – DC 26 STR save
  • Holding onto Rope or Chain anchor – DC 21 STR save
  • Use Rope or Chain – DC 26 DEX

Round 16 –– Water swirls and drains.

  • Water drops to 2 feet deep.
  • Standing or Prone, without anchor – DC 28 STR save
  • Holding onto Rope or Chain anchor – DC 15 STR save
  • Mimics (2): At this point, if any of the party members are on or near one of the 2 hostile mimics, it will attack.
  • (The 3rd Mimic) Gruber the Mimic is not very brave and will try to negotiate his freedom. He is starving, so the temptation to eat a rude adventurer is strong. He is also starving for conversation, as the other 2 mimics don’t really talk. At all. Ever.

Round 17 – Water is completely drained from the room. A Gust of Wind (spell PHB 249) blows through the room, chasing the last of the water out and quick-drying the whole room

  • DC 17 Strength saving throw or be knocked back 15 feet towards the open trap door

Round 18 – Once water completely drains, the trap door/ramp slams shut, the barriers open, and the entire trap resets … unless someone blocks the trap from resetting.


Part 4: All the Loot

There is a LOT of treasure to be had in this room, some cursed and some not. Up in the next installment are the traps and treasure my players found.

#17 – More Encounters in Berlstrum Belly Dungeon

Players Encounter the Troglodytes on Battle Grid
THE FOLLOWING BLOG POST IS PART 17 OF THE DUNGEONS AND DRAGONS 5TH EDITION CAMPAIGN, DREADSTORMS LOST. THESE BLOGS ARE INTENDED FOR OTHER GAME MASTERS WHO MIGHT WANT TO USE THIS CAMPAIGN SETTING AND THE SCENARIOS TO INSPIRE THEIR OWN ROLE PLAYING GAMES. (FREE FOR NONCOMMERCIAL REUSE.)

Notes:

I’m repeating the same info at the top off all the Berlstrum Belly Dungeon posts for ease of finding the information. 


Berlstrum Belly Dungeon
Map of the Berlstrum Belly Dungeon

Berlstrum Belly Review

Dungeon Walls: Sharp briarstone rock make up the walls and ceiling. The crystals are so sharp that one has to be cautious not to cut themselves on the walls. 1d6 piercing damage if pushed/knocked into the wall or ceiling.

Dungeon Floor: Consists of smooth, black shiny stone. When running on the surface, there’s a chance of falling prone (DEX DC 11) due to the slippery surface. Pushes and slides go twice normal distance.

Illumination: Dark. No natural light available.


Room #4 

(T) Proximity Trap: Magic Missile, TRAP is at entrance from Amagoste’s Farm

Perception DC 22 to detect the runes etched into the briarstone at the mouth of the cave, advantage on perception if the person spotted a previous Magic Missile trap.
Disarm DC 20

Triggers when a creature enters its 20ft radius; 3 magic missiles (1d4+4 damage) will go to the 3 closest targets within 20 ft.

3 Earth Elementals

3 Small Earth Briarstone Elementals

A toppled, broken statue lies in the center. Someone has scrawled “The walls listen” on the statue. 3 Small Earth Briarstone Elementals pop out of the walls & floors behind the intruders

Depending on where the players move around in this space, it is possible that they’ll confront all 6 small earth elementals in the same fight.

Room #4b

3 Small Earth Briarstone Elementals

Unlit candles are scattered across the floor, near the north entrance. A rusted chain lies in the southwest corner. 3 Small Earth Briarstone Elementals pop out of the walls & floors behind the intruders

Small Briarstone Earth Elemental

Small elemental, neutral

These are “baby” earth elementals made up of Briarstone. They are small size creatures, move slower than the adults, only have one attack per round, and less hits points.

The sharp briarstone rock adds 1d4 piercing damage in addition to the bludgeoning from their slam attacks


Armor Class 17 
Hit Points 3d10+4
Speed 20 ft, burrow 25 ft.


STR 20 (+5), DEX 8 (-1), CON 18 (+4), INT 5 (-3), WIS 10 (0), CHA 5 (-3)


Saving Throws WIS +1

Damage Vulnerabilities thunder
Damage Resistance
bludgeoning, piercing, slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities
 exhaustion, paralyzed, petrified, poisoned, unconcious
Senses darkvision 60ft, tremor sense 30 ft, passive perception 10
Challenge 2


ACTIONS

Slam Attack Melee Weapon Attack: +5 to hit, reach 10ft, one creature
Hit: 1d6+5  bludgeoning + 1d4 slashing


SPECIAL

Earth Glide. See 5th Edition Monster Manual page 124

Siege Monster. See 5th Edition Monster Manual page 124
Room #4
(T) Proximity Trap: Magic Missile, TRAP is at entrance from Amagoste’s Farm


LOOT

None unless you count the stray candles, rusty chain, or broken statue

Room #5 

2 Undead Chimeras

On either side of the cavern, two skeletal figures stand, each a confusing mish-mash of bones. 3 animal skulls [lion, dragon, ram] seem to be attached to a large frame of bones.  And what were once possibly wings stick out from the back. A bony tail raps around it’s legs, a serpent skull at the tip.

As you step within sight of the 2 creatures, 6 skulls simultaneously rotate in your direction. You image that the skeletal faces smile at you in menacing anticipation.

Chimera Undead

Large undead, neutral evil


Armor Class 19 
Hit Points 95 / 80
Speed 30 ft


STR 19 (+4), DEX 11 (0), CON 18 (+4), INT 3 (-4), WIS 6 (-2), CHA 5 (-3)


Saving Throws CON +4
Damage Immunities
poison
Condition Immunities poisoned
Senses Darkvision 60ft, Passive Perception 16
Challenge 4


ACTIONS

Multiattack (3)

Dragon Head Bite Melee Weapon Attack: +7 to hit, reach 5ft, one creature (The undead Chimera does not have fire breath.)
Hit: 2d6 + 4 piercing

Ram Head Horns Melee Weapon Attack: +7 to hit, reach 5ft, one creature
Hit: 1d6 +4  bludgeoning

Lion’s Claws Melee Weapon Attack: +2 to hit, reach 5ft, one creature
Hit: 1d6 + 2 slashing


SPECIAL

No Life Drain. Though this creature is undead, it was undead before the Eye of Orcus ritual began, so it does not have the Life Drain ability.

Undead Fortitude. If damage reduces the undead to 0 hit points, it must make a CON saving throw with a DC of 5 + damage taken, unless the damage is radiant or from a critical hit. On a success, the undead drops to 1 hit point instead.


LOOT

Within a a disintegrating leather pouch is 120 gold. 

In the area to the upper right of #5 is the remains of Chimera nest, full of non-magical armor, rusty weapons, random clothing and the like. Amidst this mess is the leather pouch with the gold. For those who search diligently, they might also find the petrified remains of large egg shell of some sort.

Room #6

2 Minotaurs

Blocking the passage stand two large, man-like creatures with heads like bulls. If the party decides to go around the minotaurs, they will let them. Their job is to stop anyone from entering area #8. They’re the strong, silent (trapped there with a geas) type. They will not answer questions.

If they seeing the party advancing towards them, the 2 creatures roar a savage battle cry and charge!

Minotaur

See 5th Edition Monster Manual page 223 for stats.


CURSE OF THE MINOTAUR

Whoever slays the minotaur (KILLING BLOW) must succeed on a DC 10 Charisma saving throw or become transformed (as the polymorph spell–PHB 266) into a minotaur (MM 223). Creature retains its intelligence and ability to speak. At the end of each long rest, the polymorphed creature can repeat the saving throw. On a successful saving throw, the creature returns to its true form. After three failed saving throws. the transformation can be undone only by a remove curse spell or similar magic.


LOOT

  • 2 Greataxes
  • Large, battered leather armor
  • Coin: 67 gold
  • 1 Potion of Frost Giant Strength (1 hour-Str 23)
  • 1 Potion of Superior Healing (8d4+8) – If a Minotaur has a chance to take use this potion, they will

Room #7 & 7b

Troglodyte Clan

A clan of Troglodytes makes their home here. The Troglodytes will remain hidden until the party passes, then try to surround and ambush them.

Water seeps between briarstone shards, creating in an opaque, narrow stream between the wall and the path (5-10 feet wide). If one were to enter the stream, they would find it surprisingly deep (10-20 feet), and the bottom lined with skulls and shards of bones and unidentifiable garbage. Occasionally the stream widens into small pools that smell strongly of mold and stagnation. Overpowering the mold is the reek of oily, rotten meat and offal.

The ground has a gradual slope down and the ceiling gets higher. By the time the party gets to the spot between area 7 and 7b, the ceiling is 40 feet from the floor.

A croak of a toad is heard up ahead.

The troglodytes will stay hidden until the party passes through the choke point into the 7b area.

Between a column of rock and the stream is a a large pile of junk (10 feet high and 10 feet diameter), with many sharp, rusty metal bits pointing upwards. Immediately above the pile is a hole in the ceiling. This is the entrance from the Library.

*Library Entrance

The secret access to the tunnel leading into Berlstrum’s Belly is through the library’s restricted section. The restricted section has an area effect on it that bars anyone not of a good alignment from entering. If on friendly terms with Norttle, he’ll open the way for them. (Norttle can also be helpful in aiding party members with research in his library.)

If Norttle is not available to help, the party will need to unlock the door to the restricted area (DC 20) and find the hidden entrance. Spotting the hidden mechanism to slide the bookshelf open is a DC 25 Investigation. Locking or trapping the mechanism is at the GM’s discretion.

Through the sliding door is a spiral staircase that leads down into the tunnel. It takes about 1-1/2 hours to walk (normal speed) from the library entrance to the opening above the Troglodyte area (7B). There is a 5 foot shelf that encircles half the hole. It’s a 30 foot drop from the edge of the hole to the top of the large pile of pointy bits.

If a character falls onto the pile, they’d take 3d6 bludgeoning and 2d6 piercing damage. Climbing down a rope (DC 10) is a possible option, but they’d need to make an Acrobatics check (DC 15) to swing clear of the junk pile .

Whether they come from inside the Belly or from the Library entrance, the troglodytes will remain hidden until they can ambush the group.

Troglodytes

See 5th Edition Monster Manual page 290 for stats.


LOOT

Submersed in the water is a moldy crate that falls apart when moved. Inside are:

  • 1d6 Greater Healing Potions (4d4+4)
  • 1d10 Healing Potions (2d4+2);
  • and broken shards of destroyed vials

In the pile of jagged “treasures” beneath the chimney

  • Weapons; note these weapons have a 60% chance of shattering under any sort of usage:
    • 1d10 rusty, broken greatswords
    • 1d12 rusty, chipped short swords
    • 1d20 spears with broken shafts
    • 1d10 rusty hand axes with slimy handles
    • 1d10 rusty, chipped scimitars
  • A moldy wizard’s diary of failed magical experiments
  • Blessed holy salt in a small, gray leather bag
  • A small jade frog with silver eyes; once per week, the owner can stroke its back and cause a light rain shower
  • A 2 in. x 2 in. metal box that, when opened, plays an acoustic version of the popular bard song, “Heroes of the Morn”
  • A spear made of a fusion of Briarstone and Terrunium metal that flies back to the owner’s hands once thrown: Weapon (spear), Rare (requires attunement) 1d6+2 piercing, versatile, weight 1 lb, range (30/120)

 


Up Next: The deadly, heavily trapped Treasure Room!