#17 – More Encounters in Berlstrum Belly Dungeon

Players Encounter the Troglodytes on Battle Grid


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


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


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


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
Condition Immunities poisoned
Senses Darkvision 60ft, Passive Perception 16
Challenge 4


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


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.


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!


See 5th Edition Monster Manual page 223 for stats.


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.


  • 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.


See 5th Edition Monster Manual page 290 for stats.


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!

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