#20 – Will of Orcus Plague – Dreadstorms Lost

Undead horde attacks 3 mounted knights
THE FOLLOWING BLOG POST IS PART 20 OF MY CAMPAIGN, DREADSTORMS LOST, FOR THE DUNGEONS AND DRAGONS 5TH EDITION GAME. 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:

The tricky part about Dreadstorms Lost campaign is the timeline. Once the ritual spell is started, it will increase in intensity each day. At each dawn the life draining wave kills more creatures toand reanimates them at dusk. The Will of Orcus Undead instinctively attack in hordes.

Depending on the party’s actions, like long or short rests, will decide where there are when a plague waves will happens.  

Day 1 | Day 2 | Day 3 | Day 4 | Day 5


Day 1 – At Dawn they Don’t Cometh – Insects

(Day 1 description copied from #11 – Bugs & Thugs)

Kazel is set up and has begun casting the ritual spell, Will of Orcus, several hours before sunrise.

First plague wave!

At dawn, those awake feel an odd moment of fatigue (*Life Drain). It quickly passes. Everyone needs to save vs the Life Drain, awake or asleep.

*Life Drain [Day 1]: CON save 5

-1 to Max HP on a failed save. If HP reduced to 0 by fatigue wave, target dies and rises as zombie 12 hrs later. Otherwise, a LONG REST restores max HP.

Note: You can only have one long rest ever 24 hours.

Dead Bugs

The first wave is fairly week and mostly effects insects: flies, caterpillars, small spiders, grasshoppers, moths, bees, and the like.
On a Perception of 16, an especially observant character will notice that there are no bugs buzzing/crawling/creeping about inside the town. There are dead bugs everywhere once a person starts looking. No live bugs within the wave radius area.

The wave has a radius effect centered around Kazel. His hidden lair underneath Berlstrum is roughly located under building #96 on the town map. This initial radius encompasses the Champions’ manor and a large portion of the town center. (See map below.)

Map of Berlstrum with plague area effect
Area of effect of the first wave of the Will of Orcus Plague in Berlstrum

At Dusk/Sunset on Day 1

Dead bugs rise in swarms, attacking any viable meat source in immediate area.

Zombie Bug Swarm 

Based on Swarm of Insects (5E Monster Manual pg 338) with a plague zombie template.

Hit Points 40

Movement 20ft, fly 30

Undead Template: +1 STR, +2 CON, -6 INT, -4 WIS, -4 CHA, Undead Fortitude, Poison immunity (damage type and condition)

*Life Drain: *If HP reduced to 0 by infected, target rises as zombie the following dusk; if not dead, LONG REST recovers lost max HP

Actions

Attack. Bites +3 to hit (swarm moves into target’s space). Hit 4d4 HP + Life Drain (DC7 Con or -1 to Hit Point Max ), 2d4 + Life Drain if half swarm

 


Day 2 of Casting the Will of Orcus – Small animals

(Day 2 description copied from #14 – Day 2 of Plague Wave)

Hidden underneath Berlstrum in his impregnable lair, Kazel continues casting the ritual spell, Will of Orcus. If the party is outside of the effected area (like on the farms), they do not need to make the CON save.

Second Plague Wave!

At dawn, those awake feel a moment of fatigue (*Life Drain) that lasts for 6 seconds. Everyone save vs the Life Drain, awake or asleep.

*Life Drain [Day 2]: CON save 6

-2 to maximum HP on a failed save. If HP is reduced to 0 by the wave, target dies and rises as zombie 12 hrs later. A LONG REST restores max HP.

Note: You can only have 1 long rest ever 24 hours.

Small Animals Drop Like Flies

The second wave effects small animals: rats, mice, cats, gophers, etc. The area of effect extends farther than it did yesterday.

On a Perception of 15, someone spots a dead rat (or other area-appropriate critter). Once they start looking, rats, mice, cats, squirrels and other smaller animals have all dropped dead. They very weak or ill people are also effected.

Berlstrum - Day 2 of Plague Wave
Blue circle shows the area of effect from the second plague wave, overlapping the red circle from day 1.

 At Dusk/Sunset on Day 2


Day 3 – Casting the Will of Orcus – medium size animals

At dawn, 24 seconds of fatigue (4 rounds); small children, medium size animals like dogs, deer, wolves, and giant rats (ROUs) are effected by the wave (some make their saves; most don’t).

On a Perception 12, spot a dead cat. Once they start looking and asking around, dogs, wolves, giant rats, and small children were affected when the wave hit. (A small percent made their saves.)

The radius effect continues to grow, centered around Kazel’s location. The area of dead extends outside of the city wall a ways, extending further out than the day before.

Third plague wave!

At dawn, those awake feel a moment of fatigue (*Life Drain) that lasts for 24 seconds (4 rounds). Everyone saves vs the Life Drain, awake or asleep.

*Life Drain [Day 3]: CON save 8

-2 to Max HP each round (4 rounds) on a failed save. If HP reduced to 0 by fatigue wave, target dies and rises as zombie 12 hrs later. Otherwise, a LONG REST restores max HP.

Note: You can only have one long rest ever 24 hours.

Dead puppies aren’t much fun

For those who don’t get the reference, listen to the song here on Youtube

People of Berlsturm react poorly to 3rd plague wave and the death of their children and pets…

Mobs

Scared, irrational packs of Berlstrum citizens roam through the town. Houses and business have been set on fire. Some on purpose by those hoping to stop the plague. If they see someone they recognize as a Protector, they will likely become demanding and/or violent.

A Swarming Mob of Angry Villagers

AC 10
The Mob consists of 50 individuals; each successful hit on the mob removes one person from the mob


Movement

Speed Normal 20; Frenzied 40

Surround: The mob will attempt to surround the target(s) of their ire. To avoid being engulfed by the mob, make a DC 15 DEX saving throw. On a successful save, target avoids being surrounded. The mob gains no swarming benefits.  If mob succeeds in surrounding a target, they have advantage on attack rolls against their target(s) and +4 to hit. There must be at least 3 villagers in order to surround a target. Divide the total number of remaining mob with the number of opponents. If there were 27 members of the mob still active, the most targets they can attack is 9.


Action

MultiAttack. The full mob of 50 makes 4 attacks on each enemy within range, +1 to hit unless they have successfully surrounded a target, then +4 to hit with advantage.  Each successful hit from the swarm does 1 HP subdual damage. If the mob makes all 4 attacks in the round, their damage is doubled. If the mob is brought below half its numbers, it only makes 2 attacks.

The mob can split up to attack multiple targets (at least 3 villagers per victim, but will try to herd everyone to the same spot.

Herd. If the mob successfully surrounds a target, the mob can force an opponent up to half the mob’s movement in any direction as a bonus action. STR save 15 to resist being push.

(Subdual) Knocking a Creature Out – Player’s Handbook, page 198,

Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.

The mob flows like water. Image that the swarm takes up 50 squares on a battle map. The mob can move through each other’s space to gain the best spot to surround and attack all targets. And because there are so many of them, they do not provoke attacks of opportunities when leaving a threatened square, unless the whole mob is frightened away.

  • 1-10 people subdued = 25% chance of the mob becoming frightened, causing the mob to breaking up and become individuals fleeing
  • 11-20 people subdued = 50% chance of the mob becoming frightened
  • 21-30 people subdued = 80% chance of the mob becoming frightened
  • 31-or more people subdued = 100% chance of the mob becoming frightened

Area effects on the mob, like cone of cold or fireball, will insta-kill the number of villagers equal to the squares the spell affects. Example a 15ft radius = 6 squares on battlemap = 6 dead villagers. (To help, this is an image of common spell shapes.) If an area affect is used on the crowd, they will instantly go into Frenzied Mob state.

Frenzied Mob of Terrified Villagers

If a member of the mob is killed (instead of knocked unconscious), there is a percentage chance that the mob will go into a frenzy. If an area effect takes out a bunch of them at once, they go into a frenzy.

If enough villagers are killed in individual combat, there is a chance that the mob will frenzy.

  • 1-10 villagers in mob killed = 25% chance of frenzy
  • 11-20 villagers in mob killed = 50% chance of frenzy
  • 21-30 villagers in mob killed = 80% chance of frenzy
  • 31-or more villagers in mob killed = 100% chance of frenzy

Frenzy Attack: The frenzied mob makes 6 attacks on each target within range. Each successful attack does 2HP damage and is no longer subdual. If all 6 frenzied attacks hit, damage is doubled.  A frenzied mob will keep attacking until each target within range is dead.

One-one-one with someone in the mob

An individual seperated from the mob has 0 bonus to all saves.

Action

Attack.  -1 to hit.  A successful hit does 1 HP subdual damage.

The Mob consists of 50 individuals; each successful hit on the mob removes one person from the mob

A Swarming Mob of Angry Villagers

Speed Normal 25; Frenzied 35

Surround: The mob will attempt to surround the target(s) of their ire. To avoid being engulfed by the mob, make a DC 15 DEX saving throw. On a successful save, target avoids being surrounded. The mob gains no swarming benefits.  If mob succeeds in surrounding a target, they gain a +4 to hit. Target is flat footed (loses DEX bonus on AC). And yes, that is a holdover from 3.5 edition.

Attack: The full mob of 50 makes 6 attacks on each target within range, -1 to hit unless they have successfully surround a target, then +4.  Each successful hit from the swarm does 1 HP subdual damage. If the mob makes 6 successful attacks in the round, their damage is doubled. If the mob is brought to half its numbers, it only makes 3 attacks.

(Subdual) Knocking a Creature Out – Player’s Handbook, page 198,

Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.

The mob flows like water. Image that the swarm takes up 50 squares on a battle map. The mob can move through each others spaces to gain the best attack spot to surround all targets. And because there are so many of them, they do not provoke attacks of opportunities when leaving a threatened square, unless the whole mob is running away.

  • 1-10 people subdued = 25% chance of becoming frightened, cause the mob to breaking up and individuals to flee
  • 11-20 people killed = 50% chance of frenzy
  • 21-30 people killed = 80% chance of frenzy
  • 31-20 people killed = 100% chance of frenzy

Area effects on the mob, like cone of cold or fireball, will kill the number of squares the spell affects. Example a 15ft radius = 6 squares on battlemap = 6 dead villagers. If an area affect is used on the crowd, they will instantly go into Frenzied Mob state. (To help, this is an image of common spell shapes.)

Frenzied Mob of Terrified Villagers

If a member of the mob is killed (instead of knocked unconscious), there is a percentage chance that the mob will go into a frenzy. If an area effect takes out a bunch of them at once, they go into a frenzy.

  • 1-10 people killed = 25% chance of frenzy
  • 11-20 people killed = 50% chance of frenzy
  • 21-30 people killed = 80% chance of frenzy
  • 31-20 people killed = 100% chance of frenzy

Frenzy Attack: Each successful attack does 2HP damage and is no longer subdual. If all 6 frenzied attacks hit, they still do double damage.  A frenzied will mob keep attacking until each target within range is dead.

Activities at Specific Locations During the Rioting

Town Hall

The mayor and several of the council are barricaded inside the town hall building (#82). Outside hundreds of people are yelling and throwing rocks at the building, angry that the town leaders closed the gates, trapping them all inside and demanding that gates be opened to escape this cursed town.

Inside Town Hall is:

  • Mayor Cobblekeep (Halfling)
  • Tomo* (1/2 Elf Druid, Aphodel’s mentor) has been wounded, but is currently stable.
  • Hammond* (Human, Farmer)
  • Mostrad (Human, Katrine Cafe #52)

Other Council members

Wabae (Human, Cleric Acolyte, runs Medical Aid) is at Sure Luke’s Pub with her nephew Serifo. Her sister Mamet is dead after her boarding house was set on fire by the angry mob. She went back in to save a tenant. Wabae was unable to heal her burns.  Wabae is doing what she can for the wounded holing up in Sure Luke’s.

Agosta Amagoste (Dragonborn)* and Xendric (dwarf) are helping to guard the library from looters.

R’dsché is at his church (#37), trying to keep the people seeking sanctuary calm and safe.

Grant Tan (1/2 Orc ) had his Survival Gear store overrun by frantic citizens. A fight broke out. While trying to break it up, he was stabbed to death.

*It is assumed that Amagoste, Hammond, and Tomo were successfully escorted back to the city by the party (#12 – Going to the Farm)

City Gates

The gates won’t open. Someone sabotaged the mechanisms! (In one game, a player ran a warlock with a fiend pact. The fiend was, of course, tied to Orcus. The warlock was given a solo mission to secretly sabotaging the city gates.)

Individuals are being crushed against the gate by the mob trying to get out. Some are trying to break down the gates, but so far have had no luck.

Churches

A large percentage of the population have gone to the churches (#6, #7, #8, #37) for protection and divine aid. All of the churches are packed to the max and have been forced to bar their doors from anymore coming in.

Council member R’dsché (Elf, Cleric) is at church #37 trying to keep the people there calm.

Docks/Harbor

Others in the town have tried to leave by the sea. The warf has only one ship remaining, which is completely engulfed in flames. Many ships have crashed upon the rocks in the harbor without a proper harbor guide. The harbor is full of wreckage and floating bodies. All the blood and fresh meat has attracted large water predators. Not to mention getting the Sea Hag’s sharks all excited.

The City Wall

Some citizens are trying to climb over the wall with their possessions on their backs. Not everyone makes the climb successfully.

Dragon’s Rest Inn

Somone started a rumor that the plague was coming from a rich visitor staying at the Dragon’s Rest Inn (#45). A mob stormed over there with torches, set the place on fire, and killed any who tried to escape the building. Some of the inn’s guest tried leaving by climbing down the cliff side, only to plummet to their deaths.

The mob has been roaming the city, setting fire to buildings they suspect might have plague barers.

Library of Esoteria

Many of the casters and scholarly types have set up a perimeter around the Library of Esoteria (#44), defending the building and its precious contents from crazed mobs and looters.

The council members Agosta Amagoste and Xendric are helping to guard the library from looters.

Champions’ Manor

A large group of people (~300) are gathered throughout the lower level of the champions’ manor (#122), waiting anxiously for the champions to return – in the dining hall, the gallery, the meeting hall, hallways, kitchen.

There’s an argument going on between 2 groups at the base of the stairs in the back. One arguing to search the upstairs area for something to protect themselves with and the other arguing that it would be disrespectful to invade the Champions’ private quarters.

Some people have heard that their is a secret door in the Champions’ manor and break into the building searching for the way out. Will the group help them leave Berlstrum via the secret door(s)? At some point, the scared citizens will find the back door leading into the forest. The hinges have been twisted, making it impossible to completely close.

Some of those fleeing carry wrapped bundles which you suspect are dead children or pets.

What’s left for the Dreadstorm Campaign?

Human female and white haired elf embrace

Are you waiting with bated breath for the next installation of the Dreadstorm Campaign?

Okay. Probably not. My audience is pretty small (read “itty bitty” … you who read my ramblings, I salute you!) and pretty non-communicative. But who am I to toss stones? I’m not big on commenting either.  I hope there will be others who find bits of my imaginary world and story intriguing or inspiring. But truth be told, this is something I’m doing for myself that I want to see through to the end.

That being said, what with playing around with drawing maps and working on my current D&D game, I’m taking some time off from blogging the Dreadstorm Campaign so I can focus in those other directions for a while. When I started with the idea of putting this campaign online, I thought it would be easy. All the material is already there, right?! Nope. Not so much. It’s all that background information in my head that I never bothered writing down. That and finding that on reflection there are bits that needed some tweaking or cleaning up.

Things still to come in the Dreadstorm Campaign:

  1. What’s been happening in Berlstrum while the party is crawling through Berlstrum’s Belly?
  2. Explanation/Summation of the Plague of Orcus Ritual Spell and the escalating zombie types created at dusk each day. There is a time crunch to this adventure!
  3. Encounter with the demon known as The Wix and his Bargles. His job is to ensure that the spell is completed.
  4. Boss fight with Kazel.
  5. Aftermath … lingering undead and uber-undead.

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#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!

#16 – Encounters in Berlstrum Belly Dungeon

Zombie Wyvern

 

THE FOLLOWING BLOG POST IS PART 16 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:

It is recommended that the party be 4th level before starting this dungeon and have at least 4 party members, especially a rogue to help with traps. I’ve included monster stat blocks for the ones that are non-standard and not in the Monster Manual. 

Sometimes characters die or players want to run something different. In the middle of a dungeon crawl that can be a bit of a challenge. At the bottom of this page is some flavor text I wrote up for bringing in the new character while the party was in Berlstrum’s Belly. 


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.


TRAP: Entrance from Champions’ Manor 

(T) Proximity Trap: Magic Missile

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.

Room #1 

Wyvern Zombie

A large creature on its 2 scaley legs approaches, dragging one of its twisted broken leathery wings behind it. The stub of a tail angrily whips back and forth. From its lizard-like head, scaly flesh hangs, baring the bone beneath. Ribs and other bones peak through obvious mortal injuries along its side. Mindlessly, the creature charges towards your group, emitting a low throaty hiss.

Zombie WyvernWyvern Zombie

Large undead, neutral evil


Armor Class 20 
Hit Points 105
Speed 30 ft


STR 20 (+5), DEX 6 (-2), CON 16 (+3), INT 5 (-3), WIS 12 (+1), CHA 4 (-3)


Saving Throws WIS +1
Damage Immunities
poison
Condition Immunities poisoned
Senses Darkvision 60ft, Passive Perception 11
Challenge 4


ACTIONS

Multiattack 2 attacks per round (Any combo of two of the below)

Bite Melee Weapon Attack: +7 to hit, reach 10ft, one creature
Hit: 2d6 + 4 piercing

Claws Melee Weapon Attack: +7 to hit, reach 5ft, one creature
Hit: 2d8 slashing

Stinger Stub (the tail no longer has the poisonous stinger, but still does bludgeoning damage as the zombie wyvern instinctively tries to poison its prey) Melee Weapon Attack: +7 to hit, reach 10ft, one creature
Hit: 1d6+4 bludgeoning


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

Amid a nest of bones and other bits of unidentifiable junk you find, wrapped in burlap bundles:

  • (3d10+5) +2 arrows
  • (3d10+5) +2 bolts

Room #2 

TRAP: Proximity Trap: Symbol of Fear

Perception 20 to detect;
Disarm DC 18

Triggers when a creature enters the traps 20ft radius; On a failed WIS DC 15, targets see a vision of their greatest fears and drops whatever they are holding (weapons) and become frightened. Must use dash action (double movement) to move away by safest route possible, unless there’s nowhere to run.

Once out of site of the trap, effect ends or if in combat, at the end of each turn, target can make another WIS save throw to end effect.

The trap is intended to cause at least one person to run into the next area (to the South) in fear, driving them into the Gibbering Mouthers territory. Once the gibbering mouthers see someone, they will start chattering.

2 Gibbering Mouthers

The Gibbering Mouthers will only start their horrible wailing after they’ve spotted a potential addition to their collection.

The two amorphous masses of mouths and eyes ooze slowly forward towards their victims. The cacophonous gibbering from the many mouths murmuring and chattering, wailing and crying – in shrill voices and deep voices – is maddening (DC 10 Wisdom saving throw). The monsters are only silenced when they flows over their victim and absorbs the living flesh.

Gibbering Mouther

Gibbering Mouthers

See 5th Edition Monster Manual page 157 for Gibbering Mouther stats.


LOOT

A pair of undigested legs list against the nearby wall (farthest South). The feet are still wearing some surprising nice looking boot.

  • Winged Boots (description on 5th Edition Dungeon Master’s Guide, page 214)

Room #3

Ghouls, lots of Ghouls (10-20)

Note: The number of ghouls is totally up to how many you think the party can handle, be challenged by, but not out-right slaughtered. 

As you round the corner, a cloying scent coats the back of your throat, burns, and immediately prompts your gag reflex. Rotten meat. Feces. Death. You desperately fight the urge to vomit. A mound of dead bodies takes up a large amount of space in this cavern. Looking up you can see an opening to a shaft above the pile. Crawling over the pile of corpses are emaciated humanoid creatures with putrid grey skin. Their razor-sharp fangs tear into the flesh of the corpses, their long lashing tongues seeking the most succulent morsels. Their fingers and toes end in sharp, black claws. They seem focused on their feast, occasionally breaking into squabbles between themselves over a choice bite.

Note: The dead bodies are pretty fresh. Most look like the sort of scum that had been attacking Berlstrum the last couple of days. This hole is a handy place for the people of Berlstrum to toss dead bodies. Tossing them into the sea would draw in all sort of horrible monsters!

Ghouls

Ghouls

See 5th Edition Monster Manual page 148 for Ghoul stats.


LOOT

Searching through the pile of corpses nets you, well not much really. The bodies were pretty well looted before being tossed down the chute:

  • 2 Onxy Gems (50g each)
  • Chalcedony Gem (50g)


Bringing in a character mid dungeon crawl

One of my players needed to bring in a new character while the group was in the middle of this dungeon crawl. This is description I used to bring him in. It was a bit of a gamble. If the party had decided they didn’t want to mess with the ghouls, this new character probably wouldn’t have gotten very far.

Ghoul Chow

You slowly become aware of your surroundings. It’s impossibly dark. You blink several times. Nothing. You try to move your head to look around. It won’t budge.

You feel weight pressing down on you from every direction, making it impossible to move and difficult to breath. You’re not sure you want to breath anyway. What little air you can get has a dense, cloying scent that coats the back of your throat, burns, and immediately prompts your gag reflex. Rotten meat. Feces. You desperately fight the urge to vomit. The weight pushing on your chest gets worse.

You think you might have passed out for a bit. It’s hard to tell. You manage to breathe through the stench, barely. Your noise feels tickled by hairs.

You wiggle your fingers and toes just to make sure you still have them. Check. You try to move, to shift, to lessen the weight pressing down on you. To scratch your nose. Anything! Something sharp pokes painfully into your back.  A burning sting across your shoulder is followed by the metallic smell of your fresh blood added to the nauseating brew.

A horrific noise, a monstrous howl of hunger muffled by soft tissue. You listen intently. If you could get enough air, dare you cry for help? You hear scrabbling, tearing, more guttural bellows. The weight shifts, presses down on you harder. The hot searing pain of something sharp pushes farther into the flesh of your shoulder.

Wait! Is that the sound of battle?

Before this, the last thing you remember:

Heading back from Castleview, you were almost home when you came upon a rough group of travelers. They asked you if you knew where the champions’ home was. Tired and really just wanting to go to sleep, you nevertheless offered to take them there. And then it all gets kind of hazy.


Up Next: More beastie encounters in the next Dreadstorm installment.

#15 – Berlstrum’s Belly Dungeon Overview

THE FOLLOWING BLOG POST IS PART 15 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:

It’s time for a dungeon crawl! A classic in any Dungeons and Dragons adventure … searching for traps … getting lost in the labyrinth of tunnels … slogging through monsters to find a treasure or save the kingdom. Ah, good times! 

The original dungeon was generated by donjon Random Dungeon Generator, but modified for my own nefarious purposes. I confess to having a great time just making the random dungeons with this generator. I find it inspires me with ideas, a lot like my hand-drawn ones without the doodling.  


Searching for the Champions

Some of the following depends on what the players have discovered and discussed with Mayor Cobblekeep. If the group has been playing it close to the chest and not told him anything, he will have no reason to trust them nor give them aid. If they’ve been open with their information and shown him that they are actively trying to save the city and find the champions, then he will tell them …

Berlstrum has a hidden labyrinth of tunnels below the town, called Berlstrum’s Belly. It is a deadly place, full of monsters and traps. Only a few know where all of the secret doors are to the belly (including the mayor, council members, and the champions). The mayor suspects something may have happened to the champions down there and asks the adventurers if they would be willing search the Belly for them?

If they are agreeable, the mayor will provide them with:

  • a map of Berlstrum’s Belly (see below)
  • 4 bullseye lanterns
  • A teleport stone (small, red pebble), which will bring the person holding the stone and anyone touching the user back to Berlstrum’s Town Hall. It’s a single use item. He only has one.
  • 2d4+1 Potions of Healing (common)

Map for the Players

Game master map is at the bottom of the page.

Players' Map of Berlstrum's Belly
Map of Berlstrum’s Belly provided to players by Mayor Cobblekeep; Cartography accuracy is not accuracy.

Getting there – hidden doors

The Mayor will direct the adventurers to go enter via the hidden door in the cellar of the Champion’s Manor (Room I on the Champions’ Manor map)

Kitchen

ChampionsManor-Kitchen
(I) Champions’ Manor Kitchen

The kitchen has cupboards and prep surfaces along most of the walls. Under the window to the east is a heavy slab cutting table. Much of the kitchen was trashed by the looters; doors hanging of the cupboards, foodstuffs tossed onto the floor, shelves emptied, broken jars, cookware, and plates mixed in with the rotting food.

To find the trap door from the kitchen down into the cellar without aid from the Mayor is an Investigation DC 12 if actively looking for it. With the Mayors guidance, the group is directed to move the cutting table to the middle of the room, find the rope inside the cupboard next to the other window, and pull on the rope.

Like the rest of the ground floor of the manor, the floor of the kitchen is made up of large, smooth gray stone. The trap door proves to be a false cover matching the gray stone, but made of lighter material. Pulling the rope inside one of the cupboards causes the trap door to open upward (unless someone happens to be standing it). The hinge is well oiled and opens soundlessly. A ladder leads down into the cellar.

Cellar

Dreadstorms Mansion-cellar-cropped
The Cellar underneath the Kitchen in the Champions’ Manor

The cellar is 15 ft x 15 ft with a 10 ft high ceiling. It seems mostly undisturbed and not used in a while. It’s dusty and smells of damp mildew. Old boxes and barrels take up much of the space.

A compulsive search of the boxes and barrels (Because what adventurer can resist searching boxes and barrels?) will find:

  • 1d4 glass jars of pickled mixed vegetables
  • 1d4 glass jars containing weird clumps of hair floating in pickling fluid
  • 1d4 glass vials filled with nail clippings floating in liquid (Not potions of Giant Strength)
  • A small bag full of animal teeth of varying sizes
  • A silver spoon with an “S” engraved on the handle
  • A bottle of cheap red wine
  • A petrified rat
  • A glass jar containing lard with a label that read, “Goblin Go-Go Grease”

See Dungeon Master’s Guide pgs 160-161 for other random trinkets ideas.

Trap Door to the Belly

Spotting the trap door in the floor of the cellar  is a DC 20 Perception. If a successful Perception spots the outline of the trap door, it still won’t budge without hitting the trigger mechanism.

It is an Investigation DC 20 to find the hidden mechanism to opens the trap door in the cellar without directions from the mayor. If the mayor told you where to look, but is not present, it’s an Investigation DC 10.  If the mayor is there, he’ll point directly to the spot.

The trigger looks like a smudge of dirt amidst other smudges of dirt in the ceiling o (which is 10 ft high), but the smudge is shaped like a skull.  Pushing on the spot reveals a well-hidden trap door on the floor that lifts up and out, revealing stairs down into the dark, dark tunnels.

The stairs descend about 15 feet before leveling out to the floor of the tunnel. At the bottom of the stairs in a lever that closes/opens the door to the cellar.

Do the players leave the door from the kitchen to the pantry open?

Do they leave the door down from the cellar open.

Down into the belly

After 20 feet, there is no light source. It’s very dark.

The narrow tunnel of rough conglomerate stone twists and turns, doubling back upon itself many times, always at a slight downward slop. The width of the tunnel varies from 6 feet to 2 feet. The height is usually around 8 feet, but occasionally goes down to under 5, slowing down the larger party members. There are no side passages or hidden doors are found. The air grows moist the longer they hike down.

The rough stone becomes interlaced with ribbons of the sharp briarstone rock the farther down you go. After 30 minutes of walking, the walls and ceilings are completely composed of briarstone. The floor becomes smooth like black glass.

Briarstone, the Rock

Briarstone is an opaque black rock formation with small, jagged crystal protrusions resembling thorns. When the brittle rock shatters, it creates more jagged protrusions.

At one point it becomes necessary to squeeze through a narrow section of the tunnel. It’s a DEX DC 11 to avoid getting cut by the briarstone. On a failed roll, take 1d6 piercing damage.

It takes an hour of walking before you come to a “entrance” shown on the map. The entrance from the Champions’ Manor is the higher one on the left side of the map.

Berlstrum Belly Overview

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.

 Map for the Game Master

BerlstrumBelly_GM
Map for the Game Master with encounter numbers and trap locations.

 

There’s a lot of information to parse out for this dungeon (cavern/labyrinth/whatever you want to call it). So like any proper evil overlord, I’ll provide that information on the next installment.


Up next: What sort of monsters and traps are in this dungeon? And treasure?! 

#14 – Day 2 of Plague Wave

THE FOLLOWING BLOG POST IS PART 14 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:

The tricky part about Dreadstorms Lost campaign is the timeline. Once the ritual spell is started, it will increase in intensity each day. At each dawn the life draining wave kills more creatures to reanimates them at dusk. The Will of Orcus Undead instinctively attack in hordes.

Depending on the party’s actions, like long or short rests, will decide where there are when a plague waves will happens.  


Day 2 of Casting the Will of Orcus

Hidden underneath Berlstrum in his impregnable lair, Kazel continues casting the ritual spell, Will of Orcus. If the party is outside of the effected area (like on the farms), they do not need to make the CON save.

Second Plague Wave!

At dawn, those awake feel a moment of fatigue (*Life Drain) that lasts for 6 seconds. Everyone save vs the Life Drain, awake or asleep.

*Life Drain [Day 2]: CON save 6

-2 to maximum HP on a failed save. If HP is reduced to 0 by the wave, target dies and rises as zombie 12 hrs later. A LONG REST restores max HP.

Note: You can only have 1 long rest ever 24 hours.

Small Animals Drop Like Flies

The second wave effects small animals: rats, mice, cats, gophers, etc. The area of effect extends farther than it did yesterday.

On a Perception of 15, someone spots a dead rat (or other area-appropriate critter). Once they start looking, rats, mice, cats, squirrels and other smaller animals have all dropped dead. They very weak or ill people are also effected.

 

Berlstrum - Day 2 of Plague Wave
Blue circle shows the area of effect from the second plague wave, overlapping the red circle from day 1.

Berlstrum Map

Town of Berlstrum with index [PDF]

 

Council Meeting

The mayor requests that the remaining protectors attend the council meeting (including the party) at 10 that morning at the Town Hall (#82 on the map)

(Assuming that our adventurers were successful at escorting the council members back) The mayor thank the group for the dangers they faced in getting Tomo, Amagoste, and Hammond back to town.

Other topics of discussion during the meeting;

  • What has happened to the Champions? Do the adventurers have any clues? (possibly from search the Champions’ Manor)
  • Why is Berlstrum under attack from so many hooligans all at once?
  • What caused the animal deaths?
  • Are all these somehow connected?

What information will the party share with the council?

The Mayor and the Council discuss the problems with the bandits and the small animal corpses. After some debate, the council agrees to send word to the capital that they need assistance from the royal military.

Optional Skill Challenge: Re-kill the Rats!

My groups decided that they wanted to gather all things that died at dawn and destroy the bodies before they could become zombies. If your  group decides the same:

Gather & Destroy the Dead Bodies: DC 15

There are approximately 5,000 small undead animals around Berlstrum (1 swarm = 500 undead critters). For each successful skill check, 1 swarm of small animal corpses is destroyed. For each failed check, that will be a swarm that becomes active at dusk.

Depending on the number of people in your party, it can simplify things to have double the amount of swarms as players, so each player gets 2 shots at destroying a swarm: 5 players x 2 swarms each = 10 swarms total. Increase the number of swarms per player depending on the level of challenge you want to give the players. 

Describe how your character uses a skill to help destroy the critter corpses You can NOT use the same skill twice in a row and you can NOT use the same skill as the person before you. Examples of skills used:

  • Insight: What will it take to convince to the townfolk to focus on this problem instead of the stray thugs roaming their town or repairing the damage to their properties?
  • Persuade/Diplomacy: Convince the townfolk to work together to gather the dead and pile them in the streets
  • Deception: No need to panic. Everything will be just fine. We have everything under control
  • Nature: Find the areas where rats would be most likely to congregate.
  • Intimidate: You WILL go into the cistern and toss out the dead rats. I don’t care if it smells bad. Get it done.
  • Perception: Search for corpses under the walk-way bridges
  • Investigate: Track the rat droppings to their hidden nest
  • Athletics: Climb to the roofs of the buildings looking for critters that might have been higher up (ie: cats)

At Dusk the Tiny Dead Gather

Anywhere near the radius of the 2nd plague wave that occurred at dawn, will see the small undead animals gathering and attacking the nearest source of “meat” in immediate area.

140331rat swarm1-lo resZombie Small-Animal Swarm

AC 12 
Hit Points 56
Speed 30 ft, climb 20 ft.

STR 14 (+2), DEX 14 (+2), CON 11 (0), INT 1 (-5), WIS 7 (-2), CHA 2 (-5)

Damage Immunities poison
Damage Resistance
 bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses Darkvision 60ft, Passive Perception 6


ACTIONS
Bites Melee Weapon Attack: +5 to hit  Hit: 4d6 piercing + Life Drain; 2d6 + Life Drain if only half the swarm remains


SPECIAL

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a tiny insect. The swarm can’t regain hit points or gain temporary hit points.

Life Drain. DC 6 CON or lose 2 hit point to maximum hit point total. If HP reduced to 0 by infected, target rises as zombie the following dusk; if not dead, LONG REST recovers lost max HP

Undead Fortitude. If damage reduces the zombie swarm 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 zombie drops to 1 hit point instead.


Up Next: Into the Belly of Berlsturm to stop this plague!

#13 – Loot from Gwantomo’s & from Amagoste’s Farms – Dreadstorms Lost Campaign

Original art by: https://namkoart.deviantart.com/art/Treasury-477630587
The following blog post is Part 13 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:

The quantity, quality, and frequency of loot varies dramatically from game master to game master in any role playing game. I tend to be overly generous with my loot. It also means that the encounters that my players face will be that much deadlier to balance out the magic items they find. 

I’ll sprinkle in random, non-magical items in with the other found items just for the fun of it. For instance, when going through an abandoned farmhouse, they might find a cast-iron pot, a wooden spoon, and a bottle of wine.  I’m always tickled when my players find clever uses for these items months later that take me totally by surprise. 

DMG = 5th Edition D&D Dungeon Master’s Guide

Featured art found here: https://namkoart.deviantart.com/art/Treasury-477630587


Amagoste’s Farm House

If the party defeats all 8 of the Orcs outside and inside of Amagoste’s house, the party finds the following

From the 8 Orcs

  • Total Gold: 32
  • Total Silver: 5
  • 6 Hide Armors – varying states of disrepair
  • 3 Greataxes
  • 7 Javelins
  • Muddy white gem (worth 10gp)
  • Scroll of Purify Food & Water
  • 3 Potion of healing (2d4+2)
  • Flat iron rod with a button on one end [Immovable rod (DMG 175)]
  • Lovely statue of an elven lady (25gp)
  • Emerald gem (50gp)
  • Spell Scroll of Lesser Restoration

In addition, if they defeat the 2 Ogres, they will also find:

From 2 OGRES inside of Amagoste’s house:

  • Gold 8
  • Silver 2
  • 2 Greatclubs
  • 7 Javelins
  • Statue of a handsome elven lord (25gp)
  • Vial of brown liquid with questionable chunks floating in it [Potion of Animal Friendship -DMG 187]
  • Goggles with leafy gold metalwork and green lenses [Goggles of Night Vision -DMG 172]
  • Green & blue plaid bonnet
  • Glass unicorn figurine (25gp)
  • Black leather purse with images of bear cubs frolicking in the grass embossed on the flap [Bag of holding -DMG 153]
  • Lacy doily

Gwantomo’s Farm

The from battle at Gwantomo’s Farm left a lot of dead bodies. It will take time to search them all. Hammond and Tomo are exhausted and have no interest in any of the loot the adventurers might find on the dead. If they decide to go inside the house to loot, Tomo will stop them.

  • Gold = 110 each
  • Platinum = 3 each
  • Dusty, dark gray studded leather armor [Studded Leather Armor +2 DMG 152; 1000g]
  • Beautifully carved black longbow [Longbow +1 -DMG 213]
  • Silver chain necklace with a small marbled stone; stone is weightless; 2 silver
  • Green bowler hat with brown feather in headband  [*Feather is a Quaal’s Feather Token-bird token, DMG 188; single use; 350g]
  • Bottle with viscous, sticky black unguent [Oil of Slipperiness DMG 184]
  • Bottle of clear liquid with large fingernail floating inside[Potion of Hill Giant Strength DMG187; STR 21; 75g)
  • 6 Potions of Healing 2d4+2 (pg188; 50g ea)
  • 1 Potion of Greater Healing 4d4+4 (pg188; 150g ea)
  • Large iron pot; 1g
  • Blue cloak with gold-ribbon edging [Cloak of Protection DMG 159; +1 AC and saving throws; 500g]
  • Leatherworker’s tools
  • Gold Mace with holy symbols (Mace of Disruption; DMG179; 6,500g)
  • Interlocking metal armbands of gold (Bracers of Defense; +2 AC with no armor/no shield; DMG 156; 2500g)
  • Magnifying lens
  • Scroll of Stone Shape (PHB 278)
  • Hooded lantern

Up Next:  #14 – Day 2 of Plague Wave

#12 – Going to the Farm – Dreadstorms Lost

The following blog post is Part 12 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:

Nothing to see here. Move along!


Tasks for Heroes

Mayor Cobblekeep stays with the relative safety of the party (hopefully he survived) until morning. The mayor heads back into town to organize the rest of the protectors into cleaning the riff-raff out off his town, repairing the damage, and dealing with the dead. He also needs to gather the council together to discuss their next course of action.

There are two tasks the mayor asks of the party:

  1. The most pressing task is escorting the Council Members who live on farms outside the city walls back to Berlstrum, Amagoste and Hammond. The mayor informs the party that, “There are patrols along the top of the city wall. Since the gates are down, signal one of the patrols and they’ll lower the rope ladder for you to leave.” (If they discovered the secret doors in the champions’ manor, the mayor will emphasize how important it is not to reveal the locations of the secret doors to anyone!)
  2. He also requests that the players to find the champions and bring them back or try to figure out what happened to the champions. Once they have all the council gathered, the group can let the council know what they’ve learned.

Heading to the Farms

Amagoste’s Farm House

Amagoste's Farm with Ogre's and Orcs
Amagoste’s Farm with invading Ogre’s and Orcs

The path to the Amagoste Farm is several hours through the forest. As you get closer to the farmhouse, the trees becoming more sparse and spread out. Behind the house is the open pole barn and flat farmland usually filled growing crops. There are several orcs on guard outside the farmhouse. (See image above. Feel free to adjust orc numbers based on the level of challenge appropriate for the party.)

The faded tan farmhouse has a large porch spreading 60 feet across the entire front of the house, overhung by a sloping roof. The porch has wooden railings and 3 steps up. A smaller 15 ft x  8 ft porch with steeper steps leads to the backdoor.

Inside the house two ogres are loudly arguing in the living room. They are blaming each other for not finding the people that live here. They were told these people are important to the town and they’d know where the treasure was. Orcs are rifling through the other rooms, looking for loot and trying on the clothes.

The players can choose to fight the orcs and ogres or stealth around to try to find the Amagoste family.

4 ORCS outside, and inside the house 4 more ORCS & 2 OGRES (See 5th Edition Monster Manual page 246 for general orc stats and 237 for ogres)

Finding the Amagoste’s

The pole barn contains several piles of hay, the largest pile in the upper left corner. No animals are currently inside. A successful search [Investigation 15] will find the trap door hidden under the hay. Opening the hatch reveals a small underground bunker with the two Amagoste tiefling adults and their 2 small children. Agosta Amagoste (one of the council members you’ve been sent to escort back) will not leave the safety of the bunker with her children and husband until the invaders are no longer a threat.

Ogre in a Bottle
Not wanting to spend money buying figures for the game, I printed out the image of the ogre and taped it to a pill bottle that took up 2×2 square space.

Onto Gwantomo’s Farm

As the group approaches through the woods, they can hear the sounds of battle coming from Gwantomo’s home. It is unlikely that anyone will notice them in the trees since everyone is in the midst of fighting (don’t roll a 1 on stealth).

The group spots Tomo (Gwantomo) and Hammond (the other 2 Council members that need escorted back to town) are on the roof of the farmhouse, fending off ogres, orcs, and thugs. They look exhausted and barely keeping the attackers at bay. They are suffering severe exhaustion and will take a break from fighting as soon as the attackers focus their energy on someone else, ie the players.

There are many dead bodies around the house, friends and foe alike. Behind the farmhouse, the barn (closed walls, unlike the pole barn at Amagoste’s place) is on fire. Same layout at Amagoste’s Farm.

Note:

For this encounter, the number of Orcs, Ogres, and Thugs still standing really depends on the game masters perception of what the party can handle at this point. If the party needs some extra muscle, the info for the dwarf fighter, Moregore, is below. As a suggestion, the encounter might have:

  • 1 Ogres

  • 3 Orcs

  • 2 Thugs

If the party survives the encounter, there is a potentially a lot of great (starter) loot to be found amidst all the dead. Loot for this encounter is in the next installment.

Tomo (Gwantomo) – is forest druid who’s primary occupation is farming. He’s a 1/2 Elf male and a member of the Berlsturm city council. He has a wolf companion named Oscar. When the group arrives Oscar is trapped in the (burning) barn.

Hammond, a human male, is a farmer and a retired fighter. He sometimes mentors protectors in training interested in becoming fighters. He is serves as a stand-in council member.

Moregore, dwarf fighter [optional NPC melee fighter; originally mentioned as an NPC at the beginning of Guard Tower duty, but can be used here instead or in addition to] – Moregore was heading to Berlstrum to visit his cousin, Caemtar-the Tanner (included on NPC list) when he spotted the group of Ogres and Orcs heading towards the farmhouse. He followed them to find out what they were up to. Saw the ogres and orcs join their buddies in battle against Tomo and Hammond and decided to jumped in to help.

Minis on battlegrid for Amagoste Farmhouse battle
Battle at Amagoste’s Farmhome – To save money, I use whatever cheap toys I have available to represent the monsters, like figures from the Zombies!!! and pirate actions figures.

MOREGORE GRAYFIST IRONBREAKER

Moregore grew up in  and has a large, extended family in Berlstrum. Morgorn and Mortengort are his cousins and also good fighters who would go looking for Moregore if he disappeared.

FIGHTER 2 ♦ Dwarf, Medium humanoid (mountain dwarf), neutral

STR 20 (+5) ♦ DEX 18 (+4) ♦ CON 16 (+3) ♦ INT 10 (+0) ♦ WIS 10 (+0) ♦ CHA 8 (-1)

Armor Class 17
Hit Points 24
Speed 25 ft.
Passive Perception 14
Initiative +4

Languages Common, Dwarvish, Orc

Proficiencies Saving Throws Str +7, Dex +4, Con +5
Skills Acrobatics +6, Athletics +7, Perception +2, Survival +2
Darkvision 60 ft, Resistance poison

ACTIONS

Battleaxe: +7 to hit, 1d8+5 slashing, versatile (1d10)

Longbow: +6 range to hit, range 150/600, 1d8+4 piercing, ammunition, heavy, two-handed

FIGHTER TRAITS
Fighting Style (Protection), Action Surge (One Use)


Up next: Loot from the farm houses #13 – Loot from Gwantomo’s & from Amagoste’s Farms

#11 – Bugs & Thugs – Plague Day 1 (Dreadstorms Lost)

The following blog post is Part 11 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:

All right. I hear the cries of suffering and agony. “Give us some stuff to kill! More bad guys, less talk.”

We begin this next bit assuming that the party has gotten a long rest. It is the next morning after the initial influx of scumbags attacking the town. Players are assumed to be 2nd level. Adjust challenges as needed.


At Dawn they Don’t Cometh

Kazel has set up and begun casting the ritual spell, Will of Orcus, several hours before sunrise.

First plague wave!

At dawn, those awake feel an odd moment of fatigue (*Life Drain). It quickly passes. Everyone needs to save vs the Life Drain, awake or asleep.

*Life Drain [Day 1]: CON save 5

-1 to Max HP on a failed save. If HP reduced to 0 by fatigue wave, target dies and rises as zombie 12 hrs later. Otherwise, a LONG REST restores max HP.

Note: You can only have one long rest ever 24 hours.

Dead Bugs

The first wave is fairly week and mostly effects insects: flies, caterpillars, small spiders, grasshoppers, moths, bees, and the like.

On a Perception of 16, an especially observant character will notice that there are no bugs buzzing/crawling/creeping about inside the town. There are dead bugs everywhere once a person starts looking. No live bugs within the wave radius area.

The wave has a radius effect centered around Kazel. His hidden lair underneath Berlstrum is roughly located under building #96 on the town map. This initial radius encompasses the Champions’ manor and a large portion of the town center. (See map below.)

Map of Berlstrum with plague area effect
Area of effect of the first wave of the Will of Orcus Plague in Berlstrum

If the players rested in the 2nd floor or tower of the champions’ manor, they will be safe from random bandit attacks.

Tasks for Heroes

Mayor Cobblekeep stayed with the relative safety of the party (hopefully he survived) until morning. The mayor heads back into town to organize the rest of the protectors into cleaning the low-lives out off his town and repairing the damage and dealing with the dead. He also needs to gather the council together to discuss their next course of action.

There are two tasks the mayor asks of the party:

  1. The most pressing task is escorting the two Council Members who live on farms outside the city walls back to Berlstrum, Amagoste and Hammond. The mayor informs the party that, “There are patrols along the top of the city wall. Since the gates are down, signal one of the patrols and they’ll lower the rope ladder for you to leave.” (If they discovered the secret doors in the champions’ manor, the mayor will emphasize how important it is not to reveal the locations of the secret doors to anyone!)
  2. He also requests that the players try to figure out what happened to the champions and hopefully find them and bring them back. Once they have all the council gathered, the group can let the council know what they’ve learned.

Thugs

Before the group can head out on their missions, they find Captain Scallion and his two henchmen waiting for our crew to emerge Captain Scallion is frustrated at their inability to search the tower and wants inside NOW! Which due to the protection spell on the tower, isn’t going to happen.

Captain Scallion is a Bandit Captain with 3 melee attacks and the Parry Reaction:+2 AC on one attack.  (See 5th Edition Monster Manual pg 344 for stats)

His two henchmen use the Tribal Warrior template on page 350 of the 5th Edition Monster Manual. 

At Dusk they Cometh

Anywhere near the radius of the plague wave that occurred 12 hours earlier (at dawn), will see swarms of insects gathering and attacking.  The dead bugs rise in swarms and attack the nearest source of “meat” in immediate area.

insect-bee-swarm.pngZombie Bug Swarm

AC 10 
Hit Points 32
Speed 20 ft., climb 20 ft.

STR 4 (-4), DEX 7 (-2), CON 12 (+1), INT 1 (-5), WIS 3 (-4), CHA 1 (-5)

Damage Immunities poison
Damage Resistance bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses blindsight 10 ft,  darkvision 60ft, passive Perception 8


ACTIONS
Bites Melee Weapon Attack: +3 to hit (swarm moves into target’s space) Hit: 4d4 HP piercing + Life Drain (DC7 Con or -1 to Hit Point Max ), or 2d4 + Life Drain if only half the swarm remains


SPECIAL

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a tiny insect. The swarm can’t regain hit points or gain temporary hit points.

Life Drain. DC 7 CON or lose 1 hit point to maximum hit point total. If HP reduced to 0 by infected, target rises as zombie the following dusk; if not dead, LONG REST recovers lost max HP

Undead Fortitude. If damage reduces the zombie swarm 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 zombie drops to 1 hit point instead.


Up Next: It’s off to the farm to gather the stray Council Members! #12 – Going to the Farm – Dreadstorms Lost

#10 – The Gratimortus – Dreadstorms Lost

The following blog post is Part 10 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:

Behind the scenes

Sometimes I get carried away a bit. For the partial spell book hidden in Clemens’ bedroom, I created a small spell book that I printed out for my players to to read and get clues on the coming plague. Having a physical thing to hold and pass around was a fun change for them. (At least I think it was a fun change. Maybe they were just humoring their crazy GM. Who knows?!)  

The text in the “book” is intentionally crowded and hard to read, reminiscent of the ancient hand-drawn manuscripts. It is full of bizarre, ominous imagery, indecipherable notations, and sketches of ingredients. “Iredeemevle” is an intentional misspelling. 

The tone of the book is intended to sound stilted and old fashion; more a scholars’ journal that a real spellbook. As though this was more a curious discovery for the writer and not something that any mage would ever consider casting. 


 

Why do we care about the Gratimortus?

The Gratimortus is the planted spell book that Kazel discovered after finding his dead wife and was desperately trying to find a way to revive her  [#9 – The Mystery of the Missing Champions]

Pages from the book:

What does the book say?

If the players are able to find the piece of the Gratimortus hidden in Clemens’ bedroom [#8 – Champions’ Manor – Dreadstorms Lost], the following is the text and pages of the book.

[Note: This book is a scholar’s speculation and does not have had ALL the details on what the spells was really accomplishing, or the final result.]

Gratimortus

Book of the Iredeemevle

[description]

Among the spells most vile and destructive to life is the

Will of Orcus Plague

To the foolish this most grievous of magics promotes a means to  return the dead to a new and vigorous life.

Indeed it resurrects but by bringing forth abominations of the most heinous of intent. It is through the casting that the plague is wrought and through the abominations that the plague persists and can eventually destroy entire worlds.

It is known that with this one ritual many peoples can return to the world of the living without the blessing of the divine ones. Instead the punishing god of the underworld sends back the dead twisted and fouled with his evil.

By channeling stolen life force into the dead flesh directed by this spell, the caster is turned into a conduit for Orcus. The caster’s life force slowly leaches out as the spell powers up.

The pulse of energy that drains life occurs immediately before the first rays of sun each day. The caster pulls life energy from nearby animals, weakening and killing them. Affects the smallest of animals first and works its way up the food chain.

Creatures killed by the life drain rise as undead as the last rays of sun leave the day. The undead are compelled to eat larger prey en mass to further advance the plague.

The area of influence increase each day the ritual continues. To become infected by the plague one must be killed by a plague bearer or to die from the life drain pulse at dawn.

Once the ritual is complete, the spell caster dies and becomes an Orcus’ undead plague bearer, with the additional curse of continuing to pulse the life draining force at it’s final strength wherever they roam.

The original targets for resurrection also become undead plague carriers, though much stronger and deadlier than those simply caught in the wave or killed by other plague bearers. It is said that even the breath of these abominations is toxic.

[Elements for the Spell]

The Will of Orcus Plague requires two elements. One, the Will of Orcus Gem and two, the Ritual of Purifications.  The Will of Orcus is an iridescent gem the size of an acorn. The color of the gem is constantly changing and in itself can be hypnotic to look upon.

The mindless undead and those of weak mind or disposition can easily be controled by one who masters the gem.

The last know location of the Will of Orcus was in the possession of a demon called The Grand Inquisitor of Mortals. As long as it remains on the infernal plane with the Grand Inquisitor, this plague has no chance of every coming to pass in our world.

The Ritual Cleansing and Activation Components

  • Fresh Hemlock Thorn, 1 thorn every hour to pierce tongue
  • 13 leaves from a branch of Mistletoe each day, swallowed whole
  • Thimble, oil of verbanium at start and finish of ritual, rubbed on brow, sternum and palms
  • Fist full, powdered nutmeg added before sundown each day
  • 5 Wolfsbane petals, swallowed whole before sunrise each day
  • Oil of Nightshade applied to eyes, once per day at noon
  • 1 dash of cassava root every hour for 4 hours
  • Ground dragon tooth
  • Salamander liver
  • grick beak
  • 1 bucket troll blood

Up Next:  Where did the bugs go?! And why are these thugs demanding to be let into the tower? #11 – Bugs & Thugs – Dreadstorms Lost


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#9 – The Mystery of the Missing Champions – Dreadstorms Lost

The following blog post is Part 9 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:

Behind the scenes

There are two goals for the Dreadstorms Lost campaign. 1) Find the champions and 2) stop the undead plague (which begins the dawn after the bandits swarm the town and the gates are closed). More on the plague in another post! To follow is what has happened that lead to the current events and what is happening behind the scenes while our adventurers deal with their bandits, thugs, and the like.

As a Game Master, I find that players will always think of an angle of investigation or make assumptions that never occurred to me.  I find this a delightful part of the collaborative storytelling process that is role playing games (RPGs). 

It is with that in mind that I’m providing MORE backstory. So as a game master you can have a loose notion of what’s going on and build the story from there. Certain encounters are rather pivotal to the story, but otherwise nothing is written in stone. I’ll admit that some of the logic of the characters’ actions are a bit sketchy, and if you have suggestions on improving the motivations and actions, I’d welcome them.


Deals with a Demon

Many years ago, a group of adventurers known as the Deadly Omega 6 snuck onto the Abyssal plain to free their friend from a warlock pact with the Demon-lord, Orcus. The warlock, Samora, had never met her fiendish master, only his lieutenant Zerk. Unlike Orcus, Zerk had the ability to travel between plains.

The Deadly Omega 6 group circumvented Zerk’s security and stole a fell artifact called the Eye of Orcus. They hid the Eye in a Null Box that blocked its malignant, manipulative emanations. Knowing that Orcus’ would never tolerate such gross failure from his lieutenant, the group was able to negotiate with Zerk for Samora’s release from the warlock pact.

At the time of their negotiations, Zerk had bigger, deadlier enemies to worry about than those pesky mortal adventurers. He let them leave thinking that they had bested him. He reasoned that having them “guard” the eye for him was a good thing. None of his enemies would think he would recruit fragile mortals to keep it safe. And taking the long view, he knew the Eye would eventually corrupt them and he could orchestrate revenge at his leisure.

Retirement

In time the Deadly Omega 6 members went their separate ways. Kazel and Foreshot were awarded the position of Champions for the city of Berlstrum and made themselves a home within the castle (provided as a perk of the job). With the help of Ames, his cleric buddy, they created permanent wards of protection from evil on the tower and the upper floors of their home. Kazel hid the Null box containing the Eye of Orcus inside his wizard tower, snug within the wall by his desk. (Stone Shape was/is a favorite spell of Kazel’s.)

Years past. The town prospered. Kazel and Foreshot created the Protector Mentor program as a way to spread out the more mundane guarding tasks and ensure that the town would be safe if they had to leave for short trips. The program was surprisingly successful. While Kazel was more the face of the program, Foreshot did the organization and coordinating.

Being a champion and a store owner who made potions and scrolls and other magic stuffs was all well and good, but Kazel missed the adventuring life. So Kazel created himself a hidden lair (yes, he called it a lair even in his mind) in the tunnels below the city. He took many of the powerful magic items and cursed items that Omega 6 collected in their journeys and placed those in safe place within the tunnels as well. And being of the adventuring mindset, he went a step further and decided to create his own dungeon. With traps and monsters and all the goodies! Once in a while some of the old gang would visit, especially Gorshuk and Bit. They would help Kazel smuggle creatures into the labyrinth and the 3 would relive glory days sneaking around and attacking the monsters and getting the rush of battle.

Unbeknownst to Kazel, the Eye of Orcus had manage to gain a tiny crack in the null box and had been subtly influencing him. “Don’t you miss the excitement of the quest? Of defeating mighty foes?” it would whisper into his mind. It quietly suggested that Kazel create a private space away from Foreshot to do dangerous experiments. “She might not understand your experiments. She might stop you. You need a secret space!” it whispered. “Down below would do nicely.” It dropped the idea of making the tunnels around his lair a deadly dungeon full of wicked traps and horrific monsters … especially undead. That would show those fools lusting for their treasure!

The Ambush

And so it went. With Kazel becoming a little less in control of his actions by tiny increments over the years. [What did the Eye of Orcus want? To provide a immortal body for Orcus. Then Orcus could enjoy the material plane whenever he chose.]

Now the demon Zerk had been quietly observing Kazel’s slow decline. He felt Kazel needed the right push to completely fall under the Eye’s control. So Zerk took his favorite form, that of the dapper noble gentleman, and befriended the boy staying with them. The boy’s name was Clemens and he was being mentored in the ways of the ranger by Foreshot. Zerk questioned Clemens about the goings on in the manor, waiting for the right moment. He was in no rush. And then Clemens let him in on a secret. Foreshot was pregnant. Kazel was frantic with worry that something would happen to her or the baby during this vulnerable time. He put out the call for more protectors.

And with great delight Zerk had found the push.

Zerk convinced Clemens that the child Foreshot carried would cause the death and despair to thousands upon thousands of lives. It had to be destroyed before it was too late! But Foreshot was an experienced fighter and ranger. Killing her would be no easy feat.

Zerk gave Clemens the Book of Gratimortus, which contained the spell the Eye of Orcus would need to make a body immortal and grant Orcus control of the vessel. (Fortunately for Zerk, reading wasn’t one of Clemens’ skills.) Zerk instructed him to place the book where Kazel would easily find it, to as he explained it to Clemens, “help Kazel deal with his grief. But really, it’s these last few pages that will help him the most. Perhaps the rest you should give him a later time.” Thus instructed, Clemens tore the back half from the book and left it on Kazel’s desk in the tower. The rest of the book he hid in his hidey-hole in his room.

They set up an ambush, with Zerk providing a dozen Torken raiders. They hid in the forest and waited for Clemens’ signal. Clemens made sure to be extra noisy and talkative as he and Foreshot traveled through the wilderness. It wasn’t too difficult, since he was terrified and nervous. They came to the spot, and while Foreshot was answering some inane question, Clemens stabbed her in the back. Right in the kidney’s where Zerk had showed him. The raiders jumped into action and finished off Foreshot, but not before she took some of them down with her. They helped Clemens load her bloody corpse on the horse and on his way. Before leaving, several raiders knifed Clemens in several spots. Clemens reached the edge of the forest by the manor, staggered out of the forest, blood dripping from his many wounds, pulling the two horses behind him. Clemens’ approached the secret stable doors. At that moment Kazel rushed out, having spotted them leaving the forest.

Grief

The world stopped for Kazel. Foreshot. Hanging limp and bloody over the skittish horse. He pulled her from the horse and carried her body into the house, not even noticing that Clemens had collapsed unconscious on the grass. Kazel carried her through the office and the library and into his tower. Somehow he knew if he could get her into the sanctuary of the tower, she’d be okay. He lowered her body to the floor and ran up the stairs. He grabbed his healing potions and scrolls. Not even aware of his actions, he also grabbed the pages of the Gratimortus.

He tried to feed her the potions. It did no good. She was well beyond the help of potions and scrolls. She was dead. The baby inside her was dead. He stared blindly at the useless scrolls at his feet and saw the Gratimortus. “Why had he grabbed that?” he wondered to himself.

Skimming through the, he realized it contained some sort of crazy resurrection that didn’t require divine magic. The spell used the Eye of Orcus artifact instead of divine energy. “So strange that he had the Eye all this time, but hadn’t read this book before.” In his madness and grief, his mind was easy for the Eye to control. Easy for the Eye to whisper, “Yes. Yes. This is the answer. This spell will bring back your family. Use the Eye.” He skimmed the pages. The list of ingredients was long and bizarre, but between his store and his many caches, he would only need to hunt down a couple of them. A glimmer of sanity tried to assert itself, “No. This is crazy. Surely the church can bring her back. Her body is still warm.”

And the Eye pushed back, “The clergy can’t help you now. They’ll deny you. How did this happen? How did she die? You want to know, yes?”

“Yes. Yes. Of course I want to know,” he muttered to himself. “Clemens was there, right? Clemens. Yes. Clemens. CLEEEMENNNNNNNNSSS!” he bellowed. He tucked the pages into his pocket and rushed back outside. Clemens had dragged himself over to the base of a tree.  Kazel realized he wasn’t going to get anything out of Clemens in his current state and sloshed a bottle of healing down his throat.

And Clemens told the tale of them being ambushed by a gang of thugs. Of Foreshot trying to protect him and eventually chasing off the attackers. “They were both pretty beat up, you see? He hadn’t realized how wounded she was when they got on their horses to head back. She must have bled out on the ride here. He had tried to save her, but it was too late.”

And while he told Kazel his tale, Kazel noticed that the blood from Clemens’ wounds were fresher than Foreshot’s. What a wimp Clemens was with his puny teenage arms. How did he get Foreshot’s body over the horse’s back? That cry of pain had been close. He said the rode back, but he was leading the horses out on foot when he left the forest.

Suspicions aroused, Kazel cast Charm on Clemens and pulled the truth from him. Hearing of Clemens’ betrayal, that it had all been planned, that he wanted his unborn child dead … Kazel lost himself in a haze of rage. He magic missiled at point blank into Clemens’ chest until there was nothing but a huge gaping hole.

Then he turned around, walked into the manor, closed the doors, and started gathering ingredients for the spell, including the Eye of Orcus. He had no real sense of time. Just kept moving. Looking at the instructions. Getting what was needed.

Will of Orcus Plague

He made sure she was comfortable inside his lair. His lair that a person could only get through with a spell like Stone Shape. He had to make sure everything would be perfect for her and the baby. He laid her down inside the casting circle. She loved watching him move the stone around. Why had he never brought her down her before? She looked so sweet there. So perfect, if a little messy. But Foreshot loved a good fight and getting a little messy.

A couple of the odder ingredients cause couple of days delay, but eventually he had everything ready. Everything would be just fine, his unhinged mind assured himself. And he proceeded to pierce his tongue with the hemlock thorn, swallow the mistletoe leaves, apply the nightshade to his eyes, rub the verbanium on his brow, and calmly shove the Eye of Orcus fully into his eye socket. Then the chanting began.

Spreading the Word

Meanwhile, Zerk had been observing Kazel and was pleased to this plan moving along nicely. To keep things entertaining, Zerk teleported to several towns within a day or two’s ride and let all the low-life scum know that Berlstrum was ripe for the picking.

His demon lord, Orcus, would be most pleased.

Summary – Important points

  1. Foreshot was betrayed by her trainee, Clemens, who set up the ambush that killed her and the child.
  2. The Eye of Orcus is a powerful artifact that has been manipulating Kazel
  3. Kazel is casting the Will of Orcus spell in his hidden layer beneath Berlstrum in hopes of bringing back his dead wife and child.
  4. Zerk, a lieutenant to the Demon Prince Orcus, set the whole thing in motion as revenge for the Deadly Omega 6 stealing the Eye of Orcus from him long ago

Up Next: The book created as a prop for the players, with text and images! #10 – The Gratimortus – Dreadstorms Lost

#8 – Champions’ Manor – Dreadstorms Lost

Dreadstorms Mansion - Ground Level
The following blog post is Part 8 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:

GROUND FLOOR OF CHAMPIONS’ MANOR

The lower level of the manor has been trashed. Bandits and townfolk alike have been tearing through the house looking for treasure; broken furniture, artwork torn from the wall, holes dug with pickaxes into the stone floors and walls; books, glasses, mementos and broken and crushed the floors. Signs of bloody fights are everywhere. Both bandit and townsfolk are among the half dozen dead scattered throughout the lower level.

Hidden runes provide permanent “protection from evil and evil intent” in the private areas of second floor and the wizard tower. There may have been some looters that made it passed the wards, but the 2nd floor is in reasonable unmolested. Note, any player that has an evil alignment will not be able to go up the stairs or enter the wizard tower in the middle of the courtyard.

As trainees in the Protector program, the players would have spent some time in the the public spaces: meeting room, dining hall, library, and office. It is doubtful that they would have been in the tower, kitchen/pantry, mudroom, or stables. The stables and the other exterior backdoor are secret egress outside the city walls. When Kazel had been asked how they got outside of the city gates and with the horses, Kazel would wriggle his fingers and eyebrows and say “Magic!”

ChampionManorUpper

Due to the various strewn about debris, all rooms are on the lower level are Hindering Terrain (half movement). 

If your players need the occasional combat to spice things up, feel free to toss in a random encounter or two of bandits looting in the lower rooms or beating on a townfolk, demanding to be led to treasure.

A. Exterior of the Manor

  • [PERCP 10] Shrubs and flowerbeds pulled
  • [PERCP 12] Many holes of varying sizes dug in the
  • [INV 12] The body of a townfolk (Corchel) with his throat slit has been shoved into one of the holes
  • [INV 14] Signs of fighting, blood splatters, a broken shovel, arrows (d6), a rusty knife laying in the dirt

B. Entryway

Space is hindering terrain due to debris hazards.
  1. The front door is hanging by one hinge, the lock brutishly smashed
  2. Across foyer (20′) is the door to courtyard -also left open
  3. To the left is entryway leading to the Meeting Hall room where Protector Meetings took place
  4. To the right is the opening to a general pre-meal gathering area
  5. [PERCP 10] Broken shards from shattered vases and artwork litter the floor
  6. Carpet rolled up and pushed off to the side
  7. Holes in the wall, large chunks chipped out of the stone floor
  8. [INV 10] Muddy foot prints and dark, liquidy smears stain the floor (blood) – Some of the blood has been there for days, some is more recent
  9. [INV 15] The mayor’s bowler hat lays flattened in the corner (he loved that hat!)

C. Quadrangle/Inner Courtyard/ Inner Ward

  1. A round tower dominates the middle of the courtyard
  2. There is a well-maintained path between the foyer door and the door to the south
  3. [PERCP 10] Holes of varying depths dug in the grass. Shrubs and flowerbeds pulled up.
  4. [PERCP 10] Door to on opposite side of courtyard -Library (E)- has been left open
  5. Several dead bodies from recent fighting. One or two you might recognize as  One or two you recognize as townsfolk – [WIS/Medicine 10] Bodies haven’t been dead more than a day
  6. [INV 15] Trail of blood leads from the library door to tower
  • [WIS/Medicine/Surival 12] The blood is at least 3-4 days

D. Meeting Hall [Left of Entryway]

Space is hindering terrain due to debris hazards.
  1. Podium knocked over
  2. Benches smashed
  3. Artwork tossed on floor, shredded
  4. Door on southwest wall to hallway
  5. Hallway 20′ long, right turn 12′ to door
  6. Door on east wall

E. Library, Public

Space is hindering terrain due to debris hazards.
  1. Book pulled from shelves, tossed everywhere
  2. Cabinets pulled from walls, pushed over
  3. Carpets shoved off to the side, smashed furniture
  4. Door to courtyard left open (north wall)
  5. Door on west wall
  6. [PERCP 18] Book of Level 1 Illusion Spells

F. Office, Public

Space is hindering terrain due to debris hazards.
  1. Carpets rolled up and furniture knocked over
  2. Desk rifled through, drawers pulled from slots; dumped out
  3. [PERCP 15] Secret Door to the stable left cracked open

G. Private stable

Protection from Evil/Evil Intent
  1. Via Secret door from Office-Looks like storage for horse feed & riding
  2. Smells like a stable – hay and horse shit; There’s a couple bales of hay and dried horse shit here
  3. [PERCP 12: (+2 bonus if already spotted trail in courtyard] trail to pool of dried blood; possibly a heavily bleeding body had rested here
    [WIS/Medicine/Surival 12] The blood is at least 3-4 days
  4. [PERCP 13]: Wards over doorway on stable [INT/Arcana/Religion DC 12] to identify as Protection from Evil/Evil Intent permanency spell; bloody hand print on the back of the door (stable side)
  5. [PERCP 15]: Barn door to outside-hidden; pops back and slides to the side, blends into the wall
  6. [PERCP 20]: A well-hidden small door blends into the wall to the rear stairwell; there’s a spot to push to trigger the door to swing open (into the stables)

H. Mudroom/Stairs

Protection from Evil/Evil Intent
  1. Door to the outside (and outside the city wall) next to stairs – Not visible from outside; no outside [PERCP 22] from the exterior there is a hidden latch to open door
  2. You feel a slight resistance/tingle as you move up the stairs; evil alignment/bad guys are not able to go up stairs
  3. Door/exterior wall: There are a few trees are within 20′ of the The dense forest starts about 100′ from the door.
  • [PERCP 12] Outside along the tree-line, to the North, you spot a body slumped against a tree. It’s hard to immediately identify who it is. Up close, you recognize Clemens, Foreshot’s apprentice. Based on the huge gaping hole in his chest, you’d say he’s very dead.
  • [WIS/Medicine 12] He’s been dead at least 3 Some of the bruising on his face seems older than that.
  • [INT/Arcana 15] Cause of death was a close- range explosion.
  • [PERCP 20] Wards on walls leading up stairs. [INT/Arcana/Religion DC 12] to identify as Protection from Evil/Evil Intent permanency spell

I. Kitchen

Space is hindering terrain due to debris hazards.
  1. Broken jars, plates, glasses
  2. [PERCP 15] Trap door to cellar
    • Cellar is mostly undisturbed, though obviously not used in a while. It’s dusty and smells of damp mildew.
      [INVG 20 will find a mechanism in the ceiling that reveals a well-hidden trap door on the floor that lifts up and out. Revealing stairs down into dark, dark tunnels. Note this is the entrance to and the beginning of a dungeon crawl. If the players report back to the mayor before heading down, he’ll give them a map of the Berlstrum Underbelly, lanterns, and some possibly some minor healing potions. More on this in a future installment!]
  3. [INVG 16] 2 bottles of wine, unbroken
  4. [INVG 20] Bottle of expensive rum hidden under the cutting block

J. Apprentice Clemens’ Bedroom

Space is hindering terrain due to debris hazards.
  1. Mattress shoved over against the wall, stuffing ripped out
  2. Papers crumbled up on the floor (notes on different animal tracks; how to identify scat; which berries to eat on the trail, list of items to pack for trail)
  3. Broken long bow
  4. Some random male garments of low quality
  5. [PERCP 15] +4 bonus if actively looking out window; You spot a body slumped against a tree. It’s hard to identify the body from this angle and distance.
  6.  [INVG 15] Moving the shredded mattress, you find a loose stone hiding a small nook carved into the floor. Inside is a 5 gold and a thin, ratty book worn with age and bearing the rather grim title of “Gratimortus”.
    • Skimming through the book reveals many disturbing sketches, arcane symbols, and neat, cramped elaborate script in a confusing mix of Common and Draconic. It will take time to decipher the book (couple of hours with Arcane proficiency).
    • Upon closer inspection, you suspect this is only the front half of the book.
    • Images from the pages and the text will be provided in blog post #10 – The Gratimortus – Dreadstorms Lost [not yet posted]

K. Pantry

Space is hindering terrain due to debris hazards.
  1. Shelves ripped off of the walls
  2. A few sacks of grain ripped open
  3. Some nice table lines tossed to the side
  4. [PERCP 16] Mixed in with a pile of grain on the floor is a Ring of Protection +1

L. Dining Hall

Space is hindering terrain due to debris hazards.
  1. Tables and benches pilled against one of the windows;
  2. Sideboard tables shoved to the middle of the room
  3. More attempts to put holes in the walls and flooring

M. Gallery – Wide hallway/gathering area [Right of Entryway]

  1. Open space used for indoor combat practice. Some broken vases.

WIZARD TOWER

Protection from Evil/Evil Intent

Ground Level of Tower

  1. You feel a slight tingle through the doorway, bad guys are not able to enter [INT/Arcana/Religion DC 12] Protection form Evil ruins around the door
  2. A high ceiling space (12′) with stairs on the spiraling up wall to the right up to the next Barrels and crates stored under the stairs.
  3. [Arcana 5] Seems mostly storage for magic components
  4. [PERCP 12; (+4 bonus if already spotted blood)] Some blood smears on the hand rail going up the stairs

Second Floor of Tower

  1. Shelves reaching 14′ high cover every available wall space and are filled with books
  2. A ritual circle is permanently etched into the floor of the
  3. A couple of comfortable reading chairs
  4. A trunk with some smelly, grubby robes
  5. It’s messy, things moved around, but not carelessly
  6. A few sheets of paper with hastily scrawled notes; handwriting is
  7. Sample books in library if searched:
  8. Identifying aquatic creatures,
  9. guide for spell uses of herbs,
  10. how to harvest basilic blood;
  11. [PERCP 15] *A small book smeared with bloody fingerprints, Gratismortus-Book of the Iredeemevile; back pages ripped off – Difficult to read, will take hours to translate the scrawled notes.
  12. [PERCP 18] Book of Ritual Spells: TBD
  13. ladder leads up to trapdoor

Top Tower Level

  1. Parapet (a narrow wall built along the outer edge) with crenelations (like a crown)
  2. Can see most of the town of Burlstrum and the city wall from

ChampionManorUpper

SECOND FLOOR OF CHAMPIONS’ MANOR

N. Solar

  1. an open landing at the top of the stairs with long narow windows on the western wall; single large window to the north, southwest, and
  2. Open, quiet conversation area.
  3. Cozy conversation knook in the southwest corner.
  4. Door northeast corner and southeast corner

O. Guest bedroom

  1. Tidy, neatly made bed, dresser (empty), wardrobe (empty), some random knick-nacks on shelves.
  2. Door on east wall

P. Private library

  1. Personal interest books/animal studies/fiction/erotica- books not intended for public use
  2. Papers on the desk organized in neat piles: various trainee reviews, notes on schedules, journal with dates and times of sightings of animal and monsters in the outlining area – handwriting is small, neatly written

Q. Hallway

  1. one window on north (see courtyard) and 2 windows along the south; 35′ long

R. Private dining

  1. A nice table with seating for six

S. Private indoor practice area

  1.  Door to balcony on the east wall

T. Balcony

  1. Overhangs the front entrance of the manor

U. Hallway

  1. Two doors on the north wall, a window directly across from the second door

V. Baby room

  1. A room beautifuly set up for a baby with nappies stacked on the dresser, toys sitting neatly on shelves, basinet at the foot of the perfectly made cradle
  2. A door in the northwest corner leads to the master bedroom next door
  3. [INT 10] As far as you know, Foreshot and Kazel have no child. Nor have you heard of Foreshot being pregnant. How could they have kept this a secret? Why?
  4. [PERCP 12] There is no smell you’d associate with a baby

W. Master Bedroom

A large, unmade bed dominates the On side of the room is tidy, with the pants, shirts, et all put away inside a dresser. On the other side robes looks like they were half-heartedly tossed in the direction of the wardrobe.

X. Alchemist room, potion making

  1. Door in northwest corner leads to the solar (with the stairs)
  2. Empty vials, shelves full of unidentifiable ingredients in unlabled jars
  3. [PERCP 12] Based on the un-dusty spots, several containers have recently been removed
  4. [PERCP 15] Amidst all the random jars and vials, you recognize 3 Healing Potions (2d4+2)

Next Up: What was really happening while the players were guarding the tower up next! #9 – The Mystery of the Missing Champions – Dreadstorms Lost


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This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

#7 – Rusty Gates of Berlstrum – Dreadstorms Lost Campaign

The following blog post is Part 7 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:

Every game master has their approach to experience points and leveling their players. I’ve left it up to the game master to decide what is an appropriate experience amount for the encounters within this campaign. The 5th Edition Dungeon Masters Guide (page 82) discusses experience points and determining a party’s encounter threshold. For some this information will undoubtedly be very helpful. I find it kinda baffling. 

Kobold Fight Club does a nice job of calculating encounter XP based on your party member levels, monsters in the combat, environment, CR level. It’ll identify what level difficulty the encounter would be considered. Mind you, I take that with a certain grain of salt. Group dynamics vary wildly. For one group a “deadly” encounter was no challenge at all. The other group was sweating through the same fight, but I’d judge it was “hard” for them, not deadly. Kobold Fight Club will also provide random encounters based on level of difficulty your looking for. It has the feature to manage encounters and players, but I’ve yet to give it a try. 


Where are all these thugs coming from?

Thugs and bandits are flooding the town of Berlstrum. What are our heroes doing? Have they stayed at their post, guarding the South Tower and the entrance? Are the searching  for the Champions? Are they saving townsfolk from roving bands of bad guys? Are they getting drunk in a tavern?

If they players have gone into town:

They will find the mayor wrestling with 3 thugs (at the Champion’s Manor or wherever makes sense for this encounter in game) and needing their help.

If the players are still guarding the gate entrance:

Two human males and a female tiefling carrying maces charge the tower. As soon as they are in range of the guards (the players), the 3 thugs attack. They don’t even bother to talking. The mayor will approach the party shortly after this encounter.

See 5th Edition Monster Manual page 350 for general thug stats.

“Alt”
Thug 1, human male
To hit +4 Mace,
dmg 1d6+2 bludgeoning
HP 30
Initiative:
“Bol”
Thug 2, human maleTo hit +3 Mace,
dmg 1d6+1 bludgeoning
HP 24
Initiative:
 “Clor”
Thug 3, tiefling femaleTo hit +4 handaxe,
Dmg 1d6+2 slashing
HP 35
Initiative:

Cobblekeep Lightdiggerson, Mayor of Berlstrum

small humanoid (lightfoot halfling)
Armor Class 13 (no armor)
Hit Points 9
Speed 25 ft.

STR 10 (+0) ♦ DEX 17 (+3) ♦ CON 13 (+1) ♦ INT 10 (+0) ♦ WIS 12 (+1) ♦ CHA 17 (+3)

Proficiencies (+2 proficiency bonus)

Saving Throws DEX +5, INT +5
Skills: Perception +5, History +2, Insight, +3, Persuasion +5, Performance +5

Halfling Traits:

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Naturally Stealthy. You can attempt to hide even when you are obscured by a
creature that is at least one size larger than you.

Berlstrum Goes into Defense Mode

After combat is done and a short rest, Mayor Cobblekeep says to the players:

The champions are missing. They haven’t been seen for days! The town is overrun with all sorts of these wretched sort … breaking into homes, looting, killing innocent people … more seem to be coming in every minute. We must close Berlstrum’s gates until the champions can be found or the Sovereign can send help. Can you lot handle closing the gates? The mechanisms are in the gatehouse walls. You just needs someone on each side pulling the big levers. Can’t miss em!

And we need all the protectors (and protectors-in-training) to stop these rampaging menaces and protect the townsfolk. Do whatever is necessary! Hurry! More of those bastards are coming every minute!

By land, the North and South Gates are the only known ways in and out of Berlstrum. The gate house consists of two portcullis gates (inner and outer vertical dropping gates), and a wide zig-zag passageway between gates (see image for details). Entrance to the main gate house is inside the round tower that mimics the exterior guard tower, but is only as tall as the city wall.

The city wall is 20 feet thick and 25 feet high, topped with crenelation for patrolling guards.


The gates haven’t been lowered in over 10 years. The gate houses [#2 & #106] have been storage space for random odds and ends, crates, rats’ nests, and numerous spider webs. The mechanisms to lower the gate seems stuck. Bad guys are approaching fast! What do you do?

SKILL CHALLENGE – Stuck Porticullis

Describe how your character uses a skill to help solve the problem of lowering the portcullis on south gatehouse [and north]. You can NOT use the same skill twice in a row and you can NOT use the same skill as the person before you. The skill used needs to make sense within the scenario. Players are encouraged to come up with plausible issues in the scenario that their skill can help with as well as aiding other players.

Roll initiative to determine action order. Action/Move/Reaction still applies each round.

The party has a total of 8 rounds
to lower both portcullises in the South entrance.

The South Gate is a 2-part challenge, reach 5 successful skill checks before 5 failures
on each gate (2 portcullises at the South town entrance). It takes 2 move/dashes and 1 move to reach the 2nd mechanism room (~150 ft).

The North entrance also has 2 portcullises. It is up to the GM if players need to take care of both entrances or only the South one.

  • Natural 20 = Counts as 2 successes
  • Natural 1 = Counts as 2 failures
  • Helping an ally = gives ally advantage with described aid; doesn’t count as success or failure for person providing help. (example: Stormy gives Moregor a boost up to climb to the top of the rafters. Moregor gets advantage on his Athletics check.)
  • Passing = I don’t know what to do! Doesn’t count as a success or failure

GM Note: Possible specific challenges for the players to overcome in this skill challenge:

  • Getting to the mechanism involves moving/getting through a space packed with piles of crates, broken equipment debris, etc.
  • The gears on the winch won’t move without oil. 
  • The rusty chains have come off of the pulleys.
  • There something jammed in the track that has to be forced out before the gate will drop.
  • The handle that operates the winch has weakened over time and breaks at the first pull.

There are 4 gates in total (2 in the South entrance and 2 in the North). You can decide if the first gate was too easy and increase the difficulty challenge for each following gate. If you feel one gate house is sufficient time spent on a skill challenge, you can imply that another group is handling the other entrance. 


South Gate #1 – DC 14

DC 14 = For a used skill to be successful, player must roll a 14 or higher.

Goal: As a group, reach 5 successful skill checks on Gate #1 before 5 fails.

South Tower (#106) Zoom in - Berlstrum South Gate with details

Example Skill Challenge Encounter

Player Rnd 1 – Skill Used Rnd 2 – Skill Used Rnd 3 – Skill Used
 Dorn Uses  Investigate to figure out why the machinery is not working;
Rolls 19
Success: Finds chain is off pulley
Uses Arcana to cast Prestidigitation to clean the rat’s nest covering the coiled chain;
Rolls 5
Fail: removing the rats nest so abruptly weakens the chain, causing a link to break
Feels his brilliant wizard brain shouldn’t be used for such brutish work, he heads to the secondary mechanism room to assess the situation;
Move/Dash Action
Doesn’t count toward success/fail
 Amira Uses Athletics to climb rafters to reach the pulley to fix the chain.
Rolls 1 (counts as 2 fails)
Fail; loses grip and falls onto pile of crates (possibly take damage 1d6/10 ft of fall)
Uses basic Strength skill to force the broken link back into a closed shape
Rolls 16;
Success: The link seems to be solid
Tries Athletics again to reach the chain off the pulley;
Rolls 20 (not Nat);
Success: Easily shimmies up the rigging and moves the chain into positionGroup has reached 5 success! First gate is lowered down.
 Stormy Uses Perception looking for repair tools.
Rolls 14
Success; Finds a large wrench inside the crate Amira just busted open
Offers to Help Moregore climb up to fix the chain onto the pulley
Counts as neither success or failure; gives Moregore advantage on climb check
Move/Dash Action towards the other mechanical room
 Moregor With the wrench Stormy found, he uses Tinkering proficiency to loosen up the gears.
Rolls 22
Success: Is able get the gears unstuck
Uses Athletics to climb to the top of the rigging.
Rolls w/advantage 11
Fail: Climbing has never been his thing he grumbles as he lays flat on his back from the fall
Move/Dash Action towards the other mechanical room

… and so on …

Success/Fail Totals

Round 1

Successes: 3
Fails: 2

Round 2

Successes: 1
Fails: 2

Round 3

Successes: 1
Fails:

South Gate #2 – DC 16

DC 16 = For skill to be successful, player must roll a 16 or higher. (Adjust level of difficulty based on how easy/hard the first gate was for the player.)

Goal: Reach 5 successful skill checks on Gate #2 before 5 failed checks.

Outcomes

  1. If players lower both South gates, the Skill Challenge is complete and full experience is given.
  2. If players only succeed in lowering one of the two portcullises, the invading ruffians will eventually break through. Award half experience.
  3. If players fail to lower either gate within 8 rounds, a large band of kobolds (20 regular/5 winged) will run through the gatehouse, mostly ignoring the players to find easier, less pointy prey.

Optional Second Skill Challenge

North Gate #1 – DC 15

DC 15 = For a used skill to be successful, player must roll a 15 or higher.

Goal: As a group, reach 5 successful skill checks on gate #1, but only 4 fails this time.

North Gate #2 – DC 16

DC 16 = For skill to be successful, player must roll a 16 or higher. (Adjust level of difficulty based on how easy/hard the first gate was for the player.)

Goal: As a group, reach 5 successful skill checks on gate #1, but only 4 fails this time.

Outcomes

  • If players lower both North gates, the Skill Challenge is complete and full experience is given.
  • If players only succeed in lowering one portcullises, invading ruffians will eventually break through. Award half experience.
  • If players fail to lower either gate within 8 rounds, a band of 20+ goblins will run through the gatehouse, ignoring the players to find easier, less pointy prey.

North Tower

Berlstrum North Tower Map Zoom


Up Next: Time to explore the Champions’ Mansion and find some clues on what’s going on! Oh no! Looters and low-lives have already been there. #8 – Champions’ Manor – Dreadstorms Lost

#6 – Guard Duty! Go! – Dreadstorms Lost

The following blog post is Part 6 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:

Sound Advice

For a bit of ambiance, I often have a mix of random drum songs (like Japanese Drums, African Drums, etc.) playing in the background while I’m running a D&D game. It’d be even better if I had specific songs planned out for different scenes in the game, but I just don’t have that level of organization.

For those of you who enjoy adding cool sound effects to your games, go to Tabletop Audio. He has ambiance mixes for all sorts of different genres and environments. Even more fun is the SoundPad where you can pick your own sound bites. 

I admit that when I’m running a game, I don’t have the extra energy to keep track of sound along with everything else. But I love the idea of it. 


What’s a Guard Gotta Do to Get Some XP around here?

Day 1 of Guard Duty

Nothing happens. It’s really boring aside from whatever the players do to amuse themselves. Simple folk, families, farmers, traders, and the like pass through.

Setting Recap

♣  The tower has the city gates and wall to the north, high cliffs drop off east, the land bridge and raging waterfall to the south and faces the Free Road to the west; The tower rises above the city wall by 50 feet.  ♣

Berlstrum South Tower Map Zoom


GM note:

If anyone activates their stone (by licking it), the rune on the rock will glow white and continue to glow until either Kazel or Foreshot arrive. On the first day, if a stone is activated, Kazel will show up and be extremely annoyed. It will take some excellent diplomacy (DC 15 with disadvantage) to convince Kazel not to magic missile the person’s bedroll or other destroy-able gear. Otherwise, at no point do the characters get a visit from the champions. Nor do the champions respond to any summons after the first day.


Days 2-5 of Guard Duty

Guard duty is boring. The biggest challenge is staying awake and alert.

If the party decides to abandon post before day 5 to look for the champions, skip to the section starting with “Searching for the Kazel and Foreshot.”

If they decide they just want to go to a tavern and get drunk, go to the section “Days 6, 7, or 8 of Guard Duty” where they can find some bandits to tangle with.

Towards the end of the 5th day things pick up a bit, with occasional small groups of  the rougher types going into town. (A mix of races, dealer’s choice.) A random group of toughs will have 1d6+1 members. If any of the random people are questioned by the party, they will get cagey, brusque, or rude answers:

“I’m traveling through. Ya gotta problem with that?!”
“What’s it to ya? Do I gotta bribe ya or somethin’?”
“Looking for work on the docks.”
“Non of yer business, ya snotty nose nibbler.”

If the travelers are pressed further by the party (diplomacy or intimidation)

Roll of 10-14  =
“I was told this was a friendly, open town. What’s with the 3rd degree?”
“I heard there was treasure to be had here! And it’s got my name on it!”

Roll of DC 15-19 =
“With your protectors gone, this town is ripe for the picking!”

Roll of DC 20+ =
“The old man told all of us at the bar that the champions are dead or good as! And somewhere in this town is the famous Dreadstorm treasure. We just have to find the right person and shake the secret out of them! Let’s start with you!”

If things get to the point of a fight between the players and the travelers, use the stats for the Bandit (5th Edition Monster Manual 343) for an encounter with the ruffians.

If they somehow get on friendly terms with one of the incoming ruffians, the ruffian would tell them this tale:

I was in the Village of Crossover, nursing a drink at the Choked Goose. Relaxing, ya know? When an older, distinguished hoity-toity man dressed up all pretty like comes a strolling in. One of them neatly trimmed beard. Not a hair on his head out of place. Don’t think a spec a dirt woulda dared touch that man’s white suite. Probly one of them bored nobles or somethin’… anyways …

He walks over to the bar. Casual like leans back like he ain’t got a care in the world. He starts talking in this deep commandin’ voice. Everyone just stops. Stares at him.

He tells how the wealthy town of Berlsturm – just down the river – is a ripe fruit. Ours for the plucking. Their champions gone. Somewhere is the famous Dreadstorm treasure trove. Someone in that town ‘s bound to know the secret location. We just need to find the right person and shake it out of em.

Old guy goes on for a while talkin’ bout gems laying about in the streets, piles o gold under people’s beds, magic items hanging over fireplaces… You could see the excitement growing in the people listening.

He saunters out as leisure-like as he came in. Smiling all pleased at himself. Everybody starts movin’ n talkin’. Within a couple minutes, most of the tavern has emptied. I wasn’t going miss out on that, now, was I?

So here I am!

End of Day 5

Group of KoboldsAround MIDNIGHT on the 5th day, when the party is on ground duty, a pack of Kobolds (5 regular kobolds, 2 wing Kobolds) try to sneak past the tower and into the city. If they’re caught sneaking (stealth vs perception), the kobolds will fight.

Kobolds aren’t terribly brave. As long as they have the numbers they continue to battle. If it looks like they’re losing, they’ll make a run for it. (Wing Kobolds optional based on power level of players.)

If the players capture and question a kobold, they’ll get the same story as the ruffians above.

Kobold 1

Initiative:

Kobold 2

Initiative:

Kobold 3

Initiative:

Kobold 4

Initiative:

Kobold 5

Initiative:

Wing
Kobold  1

Initiative:
Wing
Kobold 2

Initiative:

Searching for the Kazel and Foreshot

If any of the players decide to abandon their post to go look for the champions inside Berlstrum, they will find Kazel’s store, The Glass Eye, closed and locked. If they break inside (Open Lock / Strength DC 20), the place in in disarray. Broken vials. Tossed about spell components. All magic items he might display gone.

The champions’ manor is also locked (Open Lock DC 25 / Strength DC 30) with no answer to knocking.

Days 6, 7, or 8 of Guard Duty

If the group decides to stay at the tower instead of going into town to investigate, the stream of miscreants continues to increase. At some point, a gang of 4 Bandits and 2 Giant Rats (5th Edition Monster Manual  343 and 327) will approach and demand that the guards take them to the Dreadstorm Treasure.

*Or if the group leaves the tower, they’ll meet this band of Bandits & Giant Rats inside attacking townsfolk and random bandits bands attacking townsfolk.

“Baz”
Bandit 1

Initiative:

“Gart”
Bandit 2

Initiative:

“Neff”
Bandit 3

Initiative:

“Hork”
Bandit 4

Initiative:

“Gig”
Giant Rat 1

Initiative:

“Russ”
Giant Rat 1

Initiative:

If the bandit gang is winning and it’s going badly for the players, they will allow the players to surrender if they’ll show the bandits where the Champions’ treasure is hidden. [As far as the group knows, there is no hidden treasure!]

If the group heads to the Champion’s Manor, the location details will be in #8 – Champions’ Manor. 


Up Next: The town is over run! The Champions are missing! The mayor needs their help closing the city gates! #7 – Rusty Gates of Berlstrum – Dreadstorms Lost Campaign

It took me a while to get around to give the explanation of what was going on behind the scenes with the champions while the players are dealing with these immediate challenges. If you want to jump ahead for that information: #9 – The Mystery of the Missing Champions – Dreadstorms Lost

#5 – The Adventure Begins – Dreadstorm Lost

Gatehouse and guard tower
The following blog post is Part 5 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:

Guard Duty

The game begins with the players’ characters at 1st level, shiny new Protector Trainees reporting for their first day of guard duty at the south tower of Berlstrum.

If you have 6 or more players, you can split them into 2 teams. Yes! Split the party. It’s always more fun that way. If you have 3-5 players, you will start with twice that number of protectors Protector Trainees reporting for duty as players. 

Stats for several sample NPCs [Non-Player Characters] are at the bottom of the page. Note, this campaign was created for 5th Edition Dungeons and Dragons. Any stats provided are 5E specific, but the rest would probably work in any RPG environment.


Setting

♣ The tower [107] sits immediately outside the South gates, flush to the city wall to the north, the high cliffs at its back, the Free Road passing in front. The tower rises above the city wall by 50 feet. 

The roar of the Thornbreaker River passes under the land bridge to the south of the Tower. Thousands of feet below the water crashes into the Forlorn Bay. The spray from the mighty waterfall leaves everything slightly misted and damp. Incoming traffic has to cross the windy, damp land bridge before approaching the South tower. Traffic leaving Berlstrum goes through an inner gate, down a zig-zag passageway before reaching the outer gate. Neither gate has been lowered in over 10 years. The gate houses [2 & 106] that contain the portcullis mechanisms have become places to store odds and ends, rats’ nests, and spider webs. ♣

Berlstrum 2

Day 1 – Marching Orders

At noon, Kazel and Foreshot Dreadstorm greet the trainees at the base of the South Tower outside the city gates. While Kazel goes over the basics, Foreshot leans against the tower wall, watching them.

Kazel to trainees:

Your mentors feel that you have successfully reached a level in your training that you should be able handle tower duty. You will be at the tower for 7 days. Your job while here is to keep on the lookout for hostiles. You are divided into 2 teams. Every 9 hours the teams rotate positions. Within each 3-person team, it is up to you to decide who gets breaks and when.

Foreshot hands each trainee a smooth, flat-dull-gray river rock with a simple etched rune. The stones are activated by licking them, which the Dreadstorms won’t tell them unless asked. The rune on the rock will glow white when activated and continue to glow until the receiver (one of the Dreadstorms) arrives.

UPPER TOWER GUARDS: One team is inside the tower, at the top to keep an eye out for large incoming groups like caravans, the Sovereign’s Patrol, invading armies, and … yes … even the entertainers parade. In the case of an incoming group – activate one of these stones, which will alert the champions.

GROUND/GATE GUARDS: Each guard should have one of these rune stones on them at all times. DO NOT activate the stone because you’re bored and want to chat. I will shoot you with magic missiles and Foreshot will probably just pummel you to pieces.

You’ve each been issued a bed roll, a canteen, a tinderbox and enough trail rations for 7 days.

Players can note these items on their inventory.

One of us will be by to check on you a couple of times during the week to make sure you haven’t killed yourselves or wandered off. Don’t worry. We haven’t needed to close the city gates in over 10 years. You’ll be fine.

Kazel and Foreshot will then leave the trainees to sort themselves out unless they have any questions.

Guard duty is dull, monotonous, and boring. The first couple of days are pretty uneventful. During this time the players have a chance to role play getting to know their fellow party members. Encourage the players to introduce themselves in character and them to tell you what they do during their guard time. The NPC group will keep themselves separate for the most part unless directly engaged by the party members.


Optional NPCs for the other team of tower guards/NPC:

    • Amira Northwing (level 1 half-elf rogue)
    • Dorn Tallstag Eirkash (level 1 human wizard)
    • Moregore Grayfist Ironbreaker (level 1 dwarf fighter)
    • Stormy Mogwater (level 1 human cleric)

AMIRA NORTHWING

– from the village of Crossover, she heard the rumors of the Champions’ treasure and hopes to find clues while working as a Protector. She hasn’t been a very successful thief yet.

ROGUE 1 ♦ Half-Elf, Medium humanoid, chaotic good

STR 13 (+1) ♦ DEX 20 (+5) ♦ CON 12 (+1) ♦ INT 17 (+3) ♦ WIS 14 (+2) ♦ CHA 10 (+0)

Armor Class 16
Hit Points 9
Speed 30 ft.
Passive Perception 14
Initiative +5

Proficiencies
Saving Throws Dex +8, Int +3
Skills: Acrobatics +9, Arcana +5, Athletics + 3, Perception +4, Sleight of Hand +7, Stealth +7

ACTIONS

Dagger: +7 to hit, range 20/60, 1d4+5 piercing, finesse, light, thrown, underwater

Short sword: +7 to hit, 1d6+5 piercing, finesse, light, underwater

Dart: +7 range to hit, range 20/60, 1d4+5 piercing, finesse, light, underwater

ROGUE TRAITS

Sneak Attack, Cunning Action

MOREGORE GRAYFIST IRONBREAKER

– Morgore grew up in  and has a large, extended family in Berlstrum. Morgorn and Mortengort are his cousins and also good fighters who would go looking for Moregore if he disappeared.

FIGHTER 1 ♦ Dwarf, Medium humanoid (mountain dwarf), neutral

STR 20 (+5) ♦ DEX 18 (+4) ♦ CON 16 (+3) ♦ INT 10 (+0) ♦ WIS 10 (+0) ♦ CHA 8 (-1)

Armor Class 17
Hit Points 24
Speed 25 ft.
Passive Perception 14
Initiative +4

Languages Common, Dwarvish, Orc

Proficiencies Saving Throws Str +7, Dex +4, Con +5
Skills Acrobatics +6, Athletics +7, Perception +2, Survival +2
Darkvision 60 ft, Resistance poison

ACTIONS

Battleaxe: +7 to hit, 1d8+5 slashing, versatile (1d10)

Longbow: +6 range to hit, range 150/600, 1d8+4 piercing, ammunition, heavy, two-handed

FIGHTER TRAITS
Fighting Style (Protection), Action Surge (One Use)

DORN TALLSTAG EIRKASH

– Young and brash and short (5″1″). His mentor is Haseid Khalid (warlock/archfey pact).

WIZARD 1 (ILLUSION) ♦ Human, Medium humanoid, neutral good

STR 10 (+0) ♦ DEX 13 (+1) ♦ CON 11 (+0) ♦ INT 20 (+5) ♦ WIS 15 (+2) ♦ CHA 10 (+0)

Armor Class 14
Hit Points 6
Speed 30 ft.
Passive Perception 14
Initiative +1

Languages Common, Dwarven, Draconic, Elvish

Proficiencies Saving Throws Int +7, Wis +4
Skills Arcana +7, History +7, Insight +4, Investigation +7, Perception +4,

ACTIONS

Attack Spell (Int): Spell +7 to hit

Quarterstaff: +2 to hit, 1d6 bludgeoning (versatile 1d8)


Spellcasting DC 15

Cantrips
Known 3: Poison Spray, Shocking Grasp, Minor Illusion

1st Level:
Prepared 7, Cast per day 2: Mage Armor, Disguise Self, Burning Hands, Fog Cloud, Identify, Magic Missile, Tenser’s Floating Disc

WIZARD TRAITS
Arcane Recovery, Spellbook

STORMY MOGWATER

– Stormy is quiet and reserved. Her mentor is R’dsché Albrĕcktforthen’with (elf cleric)

CLERIC (Light) 1 ♦ Human, Medium humanoid, neutral good

STR 18 (+4) ♦ DEX 10 (+0) ♦ CON 16 (+3) ♦ INT 10 (+0) ♦ WIS 20 (+5) ♦ CHA 10 (0)

Armor Class 15
Hit Points 11
Speed 30 ft.
Passive Perception 17
Initiative +0

Languages Common, Draconic, Elvish, Dwarvish

Proficiencies
Saving Throws Str +4, Wis +8, Cha +2
Skills: Acrobatics +2, Athletics + 6, Insight +8, Perception +8, Religion +4

ACTIONS

Mace: +6 to hit, 1d6+4 bludgeoning

Spell Attack (Wis): +8 to hit

Light Crossbow: +2 range to hit, range 80/320, 1d8 piercing


Spellcasting DC 15

Cantrips
Known 5: Spare the Dying, Sacred Flame, Light, Resistance, Thaumaturgy

1st Level:
Known 8, Cast per day 2: Cure Wounds, Burning Hands, Sanctuary, Protection from Evil and Good, Sheild of Faith, Faerie Fire, Create or Destroy Water, Detect Magic

CLERIC TRAITS
Divine Domain Feature (Warding Flare)

Up Next: Guard duty!? Well, this will be dull. OR will it?! What excitement awaits our players in the Guard Tower? #6 – Guard Duty! Go! – Dreadstorms Lost

#4 NPCs of Dreadstorms Lost

The following blog post is Part 4 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:

NPCs for Berlstrum and Random Encounters

Berlstrum 2Over the course of running through the campaign twice, I’ve often had to come up with non-player characters (NPCs) with quick backstories. Below is a table with names, race, gender, notes, and location. The number in the map column indicates what primary building that NPC haunts in Berlstrum. Some of these NPCs are mentioned at some point in the campaign notes.

Note: I created the map and the NPCs, but not the art at the top of this page.

Town of Berlstrum with index [PDF]


Non-Player Character Resource Table

Map First Last Sex Race Notes
124 Agosta Amagoste F Dragonborn COUNCIL MEMBER/Fighter/ Protector Mentor
stout, pratical sort; lives on farm outside walls; won’t fight if it’ll endanger her kids; husband Viontae
101 Ak Hopplestance F Tiefling Co-owner of #101 Hawl & Ak Butchers; Mom is Juniper
Amalika Breth F Human
Ames Albrecht M Halfling Cleric; member of the Deadly Omega 6
Amira Northwing F Human Rogue; Protector Trainee
93 Andorion Albrĕcktforthen’with M Elf Owner of #93 Breen Treasure Imports
Arcuna Blestem Confundat F Dragonborn
49 Arn the Agrivated M Human Harbor Guide
115 Arthur Grayfist Stonecrusher the Sixth M Dwarf
Avele Strongheart F Gnome
Ayelee Faewlsteem F Human Son is Torgret
Bai Tan M Human
Bantu Voi Nimici F Human Married to Momoma
Beeble Brakenridge M Human
Berdaging Monyet F Human
Bodoh Deathtracker M ½ Orc Ship repair #46
Briney Ulanbataar
Buric Chestuine Creierul M Elf
100 Caemtar Grayfist Stonecrusher M Dwarf Tanner at #100
Calista Anthron Juxtapocket F Dwarf
122 Clarence Gulspar M Human Protector trainee – Foreshot is his mentor; lives in guest room at #122 the Champions’ Manor
Cliffer Morganshire M
Clogswollow Goofenmauker Brakenridge M Gnome
78 Cobblekeep Lightdiggerson M Halfling Mayor of Berlstrum – Dapper dresser; full of energy; #26 residence; son Silverfin
Cridhe Summerfest M Gnome
Crostack Muntah-racun’dalam Lehe’randa M Elf
59 Curloring Nevăstuică M Elf Employee of #59 Busy Bore Pub
Darnak Underbough M Halfling, Lightfoot Vani’s brother
Dgari Nebdakka M Dragonborn
Dholean Maraas M
Doodlawk Moarte’asperanta’glorie M ½ Elf
Dorn Tallstag Eirkash M Human Wizard master of Illusions; short (5″1′) teenager dresses in fine street clothes & robe; hangs out at #36 Sure Luke’s Pub / Mentor is Haseid (Warlock)
59 Drom Strongheart M Gnome owner of #59 Busy Bore Pub
Durkyn Deathtracker M ½ Orc
55 Efergen Happleknot F Halfling Owner of #55 Hanging High Fresh Produce
35 Efrim Nerezonabile X Dobbleganger Owner of #35 Happy’s (Gambling/Prostitutes)
Ekantar Hickfurt M Human
Erky Raulnor M Forest Gnome Protector Trainee / Monk: Way of the Open Hand; Holds himself aloofly.
Everett Muskrat M Human
Eyugen Burhpart M Human
99 Farreacher Meleleh F Dragonborn Blacksmith/Protector Trainer -Employee at The Forge
27 Feather Crystalmash Hollythorne Hard’sarrow F Halfling Scribe/Sorceress – owner of Words of Wonder (Bookstore & letters)
FitzHenry M Human
Foreshot Dreadstorm F Human Birth name is [Forest Norborough]; Ranger/ Protector Trainer to Clarence; Lives in #122 Champions’ Manor; married to Kazel Dreadstorm; previous member of the Deadly Omega 6
Frank Mash M Human
99 Gar Deathtracker M ½ Orc Blacksmith –  Owner of #99 The Forge
94 Gee’naw Faewlsteem M ½ Orc Owner of #94 G’naws Magic Goods
Gemmaya Ankhalab Happychance Ginblossom F Halfling
Gloryhound Omeka
Gomia Crystalmash Hollythorne Hard’sarrow F Halfling
Gomrund Pantamongre M Human
Gorola Mendala F Human
Gorshuk Planke M ½ Elf Rogue Assassin; member of the Deadly Omega 6
Gorx Drumbanger M Dwarf
102 Grant Tan M ½ Orc COUNCIL MEMBER / Barbarian; – owner of #102 Suvival Supplies; Bulky with green tinge to skin; grunts “Uh huh” often
Graybook Lunarbow
46 Grayson Voi Nimici M Dragonborn Fisherman & Boat repair #45 /Protector Mentor
126 Hagh Seedrikson M Human Brother-Hammond
126 Hammond Seedrikson M Human COUNCIL MEMBER STAND-IN/Fighter – Runs #126 Hammond Farm; Unappologetically grubby
Haseid Khalid M Human Dorn’s Mentor; Warlock: Archfey Pact; level-headed and calm
49 Hasfromer Hornblower Goldblossom Everstone M Dwarf Harbor Guide / Fisherman #49
101 Hawl Gravemaker M Tiefling Ranger; Co-owner of #101 Hawl & Ak Butchers
108 Hunnable Monyet M Human Druid – Owner of #108 TK Stables
Imire Hornblower Goldblossom Everstone F Dwarf
Inx Albrĕcktforthen’with F Elf Haps Emporium General Goods – #26
Jawbone Catsgrace Halfling
45 Jester Red River M Human Bard / Friends of the Dreadstorms/ has been going out recruiting new protectors / often found at Dragon Rest when in town
Jhessail Arrowbrite F Gnome
88 Juniper Hopplestance F Tiefling Druid – owner of #88 Herb Store; Daughter is Ak
49 Kalanar Trelstar M Human Harbor Guide/ Fisherman / Protector
Kalisstra Lightdiggerson F Halfling In a relationship with the gnome Mungin
122 Kazel Dreadstorm M Elf Elf Wizard/Head Protector Trainer; Lives in #122 Champions’ Manor w/Tower; owner of #10 Glass Eye (Potions/Enchantments); married to Foreshot Dreadstorm; previous member of the Deadly Omega 6
4 Klee’na Nevăstuică F Elf Fighter / Protector / #3- 4 Guard Shacks/Cells
Kresley Ironbreaker F Dwarf
Laibazarbit “Bit” Graystone F Tiefling Fighter; member of the Deadly Omega 6
100 Leebowitz Bigtooth M Dwarf Tanner
Lemand Dieredenbreekt M ½ Elf
Lemonte Trelstar M Human Trader – Better than Fine Imports
Logar Lightburn
Lord Ust M Human Daughter is Mostrad
49 Luck McQuel M Human Harbor Master
14 Mamet Txatin F Human Owner of #14 Mamet’s Boarding House
Mati Montekee F Human
Momoma Anababa F Human Married to Bantu
4 Monara Ust F Human Monk / Protector – Guard Shack/Cells – #3-4; Mom-Mostrad; Grandpa-Lord Ust
Moora Moonmadder
Moregore Grayfist Ironbreaker M Dwarf Fighter/Protector trainee; part of the Ironbreaker Clan
Morengort Grayfist Ironbreaker M Dwarf Fighter; part of the Ironbreaker Clan
Morgorn Grayfist Ironbreaker M Dwarf Fighter; part of the Ironbreaker Clan
15 Mostrad Ust F Human COUNCIL MEMBER – owner of #15 Katrine Café; rudy Cheeks; grumpy; says “Well then!”; Daughter-Monara
Munca Nevăstuică F Elf
Mungin Barnabus Periwinkle M Gnome Rogue (Arcane Trickster); flamboyant dresser; always wears large brimmed hat and high cuffed boots; in a relationship with the halfling Kalisstra
Munina Alegrate Doomoxster Happychance F Halfling
Muriel Rodigokraken F Dragonborn
Mutah Bodo
Nalgin Darkweaver M Gnome
Necrog Vântul M Human
5 Neegha Dragonburn Axhammer F Tiefling Runs #5 North Stable
Neroz Nerezonabile F Dragonborn Harbor Guide
Navenpänts Albrĕcktforthen’with Elf
42 Neverpots Goofenmauker Brakenridge F Gnome Instructor at #42 Esoteria University and Librarian at #44 the Library of Esoteria
44 Norttle Summerfest M Gnome Wizard/Librarian/ Protector Trainer; Headmaster at  #42-43 Esoteria University and Head Librarian at #44 the Library of Esoteria
Obsidian Wallaby ½ Elf
Olga River F Human Drunkard; hangs out at #13 Yellow Barrel
Pye’orion Bonamassa M ½ Elf
Qen Norwellen M Elf Actual first name is Q’endersforthwith, but everyone calls him Ken; Warlock; owner of #52 Tryme Tavern
46 Quaxill Bonhaventree M Gnome Ship repair #46
37 R’dsché Albrĕcktforthen’with M Elf COUNCIL MEMBER / Cleric/Protector Trainer – Wears priest robes; has an angular body and pointy beard; often says “I seeeeee”
Ragnara’sha [no last name] F Human Barbarian Berserker / Protector trainee – White hair; broad of shoulder and strong of limb
Ryobid Txatin
57 S’slaw Norwellen M Elf Runs #57 Fresh Seafood & Delicacies
Samora Ganzee F Human Warlock/Sorcerer; member of the Deadly Omega 6
36 Serfio Txatin M Human Owner of #36 Sure Luke’s Pub
26 Silverfin Giltas M Halfling 16 years old; parent is Mayor Cobblekeep; friends of Torgret and Tragar; residence #26
Smack Mash M Human Mash Brothers
Snark Mash M Human Mash Brothers
Spinks Mash M Human Mash Brothers
Stank Mash M Human Mash Brothers
Stormy Mogwater F Human Protector Trainee / Cleric; Shy, doesn’t speak much but powerful of healing faith and strong of arms
Suffo Galopează F Dragonborn
Sylara Swiller
Tabrak Dragonburn Axhammer M Dwarf
Tai Mei F Human
54 Tat Deathtracker M Orc Owner of #54 Tat’s Tattooing
36 Tesseley Buckman F Human Rogue Assasin; Hangs out at #36 Sure Luke Pub; older (40s) wears worn eather armor, daggers, and light crossbow; “Deadly at finding an eliminating problems”
46 Tiabra Evenwood F Gnome Ship repair #46
Tidak Meleleh M Dragonborn
Tojeono što vaše mrtve majke M Elf
125 Tomo Prok M ½ Elf Gwantomo Prokleta duša rekao (actual name) COUNCIL MEMBER / Druid/Protector Mentor
Runs #125 Gwantoma Farm outside city walls; has Wolf companion named Oscar
Torgret Jararr M Human 17 years old; parent is Aylee; friends with Tragar and Silverfin
Tragar Sângerare M Human 13 years old; parent is Vasil; starting to come into his sorcerer abilities; friends with Silverfin and Torgret
Tryphon Demarcus
Umara Fatefighter Oglethorp F Human
Vani Underbough F Halfling, Lightfoot Ranger: Beast Master (4); Favorite Terrain: Forest/Enemy: Aberrations / Hangs out in #36 Sure Luke Pub;  Darnak’s brother; bat perched on his shoulder
Vasil Farlmoore M Human Wealthy owner of #120 manor; very attached to his 2 small dogs
124 Viontae Amagoste M Dragonborn Father/Farmer at #124 Amagoste Farm / Husband to Agosta
90 Wabae Txatin F Human COUNCIL MEMBER / Cleric Acolyte / Runs #124 Medical Aid; round & bustling; says “Dear me!” a lot
Wharva Ku F Human
Whinelda Wrigglesworth F
Xem the Illustrious
95 Xendric Grayfist Ironbreaker M Dwarf COUNCIL MEMBER / Owner of #94 Xendric’s Basic Armor & Weapons Shop; #84 residence; Tidy with a short, trimmed beard; part of the Ironbreaker Clan
Xenon Grayfist Ironbreaker F Dwarf Married to Xendric; Aunt to Moregor, Morengort, and Morgorn; part of the Ironbreaker Clan
Xultrane Lackman M Human
Yohkle Arodite Human Merchant sailor
3 Zertana Moarte’asperanta’glorie F Dragonborn Mage/ Protector Guard Shack/Cells
Zora Goodcrusher F Gnome
Zorbit Allbreath
Zorn Gravemaker M Tiefling Cousin-Hawl
Zutrae Shemov F Human

Next up: Enough back story already! Let’s get this campaign started! #5 – The Adventure Begins – Dreadstorm Lost

#3.5 Deadly Omega 6 – Origins – Dreadstorms Lost

The following blog post is Part 3.5 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:

The Backstory of the Backstory

At one point in the D&D game, my players wanted to get more information about the adventuring group, the Deadly Omega 6, the group that made the Dreadstorms famous and won them the champion post in Berlstrum. The group tracked down  a bard and a known friend of the Dreadstorms, Jester Red.

I had a vague backstory for the Omegas, but was now forced to flush it out. Since they went to a bard, I wanted them to feel like they were hearing this from a great storyteller. I wrote out the basic story. Then I contacted my brother, Robert Boylan, and pleaded with him to do his ninja-writing magic on my story and make it more bard-like. He accepted the challenge. With a few back and forths for clarity, I was delighted with the final version of his labors.

Next I cajoled Paul Willman, with his melodious baritone voice, to record a reading of the Deadly Omega 6 story. He was patient and an awesome sport. We downloaded a free audio editor and recorder called Audacity, that worked great without any special equipment. The reading ended up being 17 minutes long. So I edited out as many pause where I could and upped the speed. Sadly, Paul’s beautiful baritone isn’t even recognizable anymore. The final version is 13-½ minutes long. Below is the link to the YouTube 

 

The Origins of the Deadly Omega 6 as told by Jester Red [YouTube]

YouTube audio with static image


The Members of The Deadly Omega 6

  1. Samora Ganzee – warlock/sorcerer– human, female
  2. Foreshot [formerly Forest Norborough] – ranger – human, female
  3. Gorshuk Planke – rogue assassin – half-elf, male
  4. Kazel Dreadstorm – wizard – dark elf, male
  5. Ames Albrecht – cleric – halfling, male
  6. Laibazarbit “Bit” Graystone – fighter – tiefling, female

The written version:

The Origns of the Deadly Omega 6 as told by Jester Red

by Heather Boylan & Robert Boylan

Give cease to the wagging of your tongues and the slurping as your teeth pull meat from bone. Stifle too the clanking of tankards, the chinking of plates, the shifting of chairs, and the noisome passing of gas from either throat or anus. Be still and attend this humble word-smith. Tonight, I shall paint a history of the group now known as the Deadly Omega Six.

Ah, I see from your faces the deeds of these heroes are not unknown to many of you.

Let me take you back, long before they achieved a modicum of fame.

Our tale begins—

Hey, barbarian in the back! Yes, you! Shut your yammering ale-hole or take it outside.

Now, where was I?

Yes, our tale …

It begins in the sleepy village of Westend, where dwelt Samora Ganzee, her parents, and her four siblings. Their days of idyllic living came to abrupt end with the arrival of the Torken Raiders.

Yes, I see some of you shudder at the very name, as well you should.

It was a gloomy autumn morning when that foul assemblage of humans, orcs, hobgoblins, and ogres set their sights on Westend. By evening’s fall, the village was a wasteland of embers and ash mixed with the lifeblood of livestock. Fortunate were the villagers who perished that day, for the survivors had to endure the raiders’ lusts and needs for violence, day upon day.

As you may have guessed, Samora and her family numbered among these unfortunates.

I shall not curl the food in your bellies with descriptions of the cruelties the Torken visited upon their captives or the games of bloodsport they were forced to participate in. Suffice it to say it was a precarious existence of despair, misery, and pain.

It is no wonder Samora’s parents sought to escape with their children. Their bid for freedom, however, failed. For this offense, the Torkens publicly flayed the youngest of them. Samora could shut her eyes to that grisly spectacle, but nothing could keep the girl’s screams from her ears.

In the days and months that followed, those screams continued to echo in Samora’s mind as she did what was necessary to survive. Powerless and without agency, she could not hope for more. In such conditions time loses its meaning. Days blend into an unending blur of agony and horror.

Eventually, though, something unexpected occurred.

It came in the form of strange man. With a well-groomed salt and pepper hair, neatly trimmed beard, and spotless clothing, Samora took him for a noble. No way he was one of the Torken. Odd, then, he had strolled through the raiders’ camp without drawing the least attention.

He came up to Samora as she sat stroking the hair of her sleeping sister Zandoval, her only family member attrition had not claimed.

He squatted next to her and whispered in a low voice that sent shivers down her spine, “Would you be free of this rabble? I can make that happen for you.”

“How?” she managed dully. Hope was not an emotion she possessed any longer.

The man pulled two sickles from behind his back. Unlike the simple farming implement she knew, these were not made of metal. Instead they seemed formed of crescents of obsidian. Sluggish green lights danced in the depths of the material.

He held them out to her. “Take the Ebonairre Twins and learn.”

With the handles pressed so close to her, Samora instinctively gripped them. In that moment, she felt a terrible power suffuse her body. Her vision tinted green, and she sprang to her feet with a boundless, hungry energy.

Grok, the ogre who was her chief tormentor, spied her sudden movement. He lumbered over to her. “What you got there?”

Without conscious thought, Samora slashed with the sickles, crossing them just under his chin.

The ogre’s head flopped back as the muscles in his neck separated and blood fountained. Someone screamed, and others shouted angrily. After that, things became hazy as she sank into a manic frenzy. All she knew was a pounding in her head like tribal drums and a flash of faces too quick to register.

When she finally regained her senses, the sun peaked above the hills.

She stood amidst carnage, drenched in blood, none of it hers. Raiders and captives alike had been cut down. The unholy weapons still in Samora’s hands dripped gore. There could be no doubt she had been the source of the devastation.

She found Zandoval among the dead. Numb beyond the reach of grief or guilt, Samora could do naught but stare down at the body. A jagged stroke had nearly cleaved her head from her shoulders.

“Master is most pleased,” an icy whisper tickled her ear. She turned to see the strange man standing there. Nary a drop of blood marred his pristine suit. He gripped her by the elbow and pulled her along. “Come, pet. I have work for you.”

Behind them, the dead began to twitch. In moments, they rose and shuffled off in all directions.

[pause … drink ale … ]

It would not be until much later that Samora learned that this event constituted a binding pact as far as the demon lord Orcus was concerned. Over time, she gained strength and confidence and sought ways to subvert his thrall.

Perhaps her most significant step towards ridding herself of his influence came the day she learned she need not face the struggle alone. That revelation came about in a tavern in Skalia, so insignificant it did not possess a name.

Upon entering, Samora’s eyes were immediately drawn to the barkeep. By all accounts the lad was possessed of an allure that many women found desirable. He certainly filled Samora’s mind with randy thoughts. She sidled up to the bar and in her direct way said, “When you’re done serving drinks, you and I should set my room a-shaking.”

This proposal found favor with the lad. However, a lady who called herself Foreshot had just spent a half hour flirting with the barkeep intending to take him back to her room. Having invested that time, Foreshot was not well disposed towards this interloper. The two women exchanged heated words. Tempers flared, and fists flew. This spark of violence quickly precipitated an all-encompassing tavern brawl.

The local watch broke it up in due course and deposited the combatants in jail cells to cool off overnight. As fate would have it Samora and Foreshot were dumped in adjacent cells. Instead of fueling further animosity between them, this proximity gave rise to an enduring friendship.

Just in case any of you are curious, Foreshot later found opportunity to return to that tavern and sample that barkeep’s bedroom skills. She found the experience completely unsatisfying, telling Samora, “By the Great Stag, for all those pretty muscles, he was hung like a halfling.”

Seems there’s a life lesson in that for all of you, yes?

So anyway, also in attendance at that tavern on the same night as these two women first met was one Pasha Hassen bin Miluk. A man of his self-perceived importance would normally never be caught dead in such a dive. But on this particular night, he had it in his mind to engage in a bit of slumming and debauchery. He got more than he bargained for.

During the brawl, one of Samora’s wild elbows caught him in the mouth, and he lost three teeth. For this grave assault upon his person, Hassen hired the assassin Gorshuk Planke to bring back Samora’s head. Now it should be said, Gorshuk despised the Pasha and wanted nothing more than to rid the simpering fop the rest of his teeth.

Unfortunately, work had been scarce, since Gorshuk had botched his last kill. He needed the coin. More importantly he needed to salvage his reputation.

With great care, he selected an ambush site just outside of Skalia. He did not have to wait long for his quarry to appear. The moment was perfect. The sun was angled just right to shine in the women’s eyes. What little breeze blew flowed directly towards them. No crowds were present to distract them or him.

He sighted down his crossbow, exhaled, and squeezed the trigger.

And the bolt whizzed over their heads by more than three feet. It stuck some poor ass in the hindquarters. The poor beast raised quite the ruckus, as you can quite imagine. This is why later the champions would often grouse Gorshuk about “pinning the tail” on their foes.

Legend has it that Samora and Foreshot exercised some deft diplomacy to convince Gorshuk to forswear his commission and join with them. That’s complete bullocks. Truth is the half-elf was flummoxed and mortified with his dismal aim. In that moment, he suffered a crisis of professional confidence. Reaching such an emotional crossroads, a lesser man might have sought suicide by adventurer, but Gorshuk was instead moved to change the course of his life.

When Foreshot jokingly said he should slink out of town with them, he jumped at the chance.

Unbeknownst to Gorshuk, even if he had successfully carried out his mission, Hassen never would have paid the fee. At the time of the ambush, the Pasha was busy venting all his blood out through a dozen holes in his chest. He had mouthed off to a gnome in the market square, and she demonstrated just why she was called Agnes the Asp.

Probably another life lesson there, hmm.

Say, barmaid, could I trouble you for that foaming flagon in your hand? I’m not sure I’ll be able to continue if my throat grows more parched. Ah, thanks, you’re a dear.

So, these three worthies set forth with adventure in the offing, and unlike many such adventurers they did not immediately find themselves quick deaths. In due course, they set upon a quartet of ogres in a dank cave. After slaughtering the hapless brutes, they made an unexpected discovery: a naked, angry wizard, trussed-up and soaking in a marinade.

At first, they assumed the spicy sauce had blackened his skin.  It was only after they had exchanged names that they realized he was, in fact, a dark elf. (Make not the mistake of referring to him as a drow. He’d like as to shove a wand up your nose and trigger it for such an insult.)

This dark elf, Kazel Dreadstorm, was grateful to have been spared the cookpot and was more than a little smitten with Foreshot. This uncharacteristic onset of emotion both intrigued and terrified Kazel. As such, he felt compelled to study the matter further, like it was some sort of logic problem that would yield its secrets if only he applied his mind to it. However, he could not further his inquiry without proximity to his research subject. So, he convinced the others to let him join their little band.

Kazel is also the one who came up with their group’s name, the Deadly Omega Four: Deadly because it sounded menacing, four because they numbered four, and Omega just because he liked the way the word rolled off his tongue. None of the others cared if they had a name, so the appellation stuck.

Four soon became Six with the addition of halfling Ames Albrecht and tiefling Laibazarbit Graystone. These two sought to rob the Four for their food and water. At the time, both were suffering from the effects of extreme hunger, dehydration, and exposure, so their attempt failed pathetically.

Foreshot took pity on them and offered to let them share their meal. They wisely stuck around after the food was gone. These two city-dwellers never revealed how they came to be stranded in the wilderness without supplies. Some have speculated they ran afoul of a wizard’s teleportation trap. Others are of the opinion they were the sole survivors of an ill-fated caravan or adventuring company.

Personally, I subscribe to the theory that the pair got blind drunk one night, and their erstwhile friends played a cruel prank on them.

In any case, assembling a group of adventurers is not an uncommon thing. I count at least two such parties in the audience tonight. What makes the Deadly Omega Six special is where they opted to direct their heroic intent.

As all you gentlefolk may have surmised from earlier in this tale, Samora found herself shackled to an infernal power. This was not a bargain she had sought or ever actually accepted. More than anything, she wanted to be free of it.  And her companions agreed to help her find a way.

Through might and magic, through faith and guile, their quest eventually led them into the Abyss to the demesne of the demon lord Orcus. Now, the Omega Six were not fool-hearty enough to confront such a powerful being in the seat of his power. Instead they infiltrated the foul abattoir of Orcus’ Grand Inquisitor Zerk.

This particular fell being was the one who yanked the chains which bound Samora to Orcus and made demands of her in his name.A direct confrontation with someone as powerful as Zerk would also have been tantamount to suicide. Fortunately, for their purposes, they did not need Zerk dead. They just needed leverage. And they found it in the form of a fell artifact called the Eye of Orcus.

The demon lord himself had charged his lieutenant Zerk with the Eye’s safekeeping.

Zerk could not very well go to his liege and explain that an insignificant group of plane-raiders had circumvented his security, stolen the Eye, escaped to their backwater on the Prime Material, and successfully hidden it somewhere that blocked all the Eye’s malignant emanations. His master would never tolerate such gross failure.

Rather than bring such ruin down upon himself, Zerk acquiesced to Samora’s demands and freed her from Orcus’ service. And to ensure Zerk did not later seek retribution, the Omega Six retained possession of the Eye.

Few are the mortals who can successfully negotiate with the infernal and emerge with both their lives and souls intact. The Deadly Omega Six managed it.

But, if any of you think you might be clever enough to repeat this feat, I caution you against it. Odds are you’ll more likely to find a horrible death or worse.

Of course, it’s only those who dare the impossible and succeed who find immortality in bards’ tales.

On that note, I bid you all a fair evening. May your paths be rosy and your burdens light.

Oh, and one last thing. I do welcome your gifts and donations.

Thank you.

You may resume your revelries now.


 Next up: A Non Player Characters (NPCs) grab-no-go list for Berlstrum and beyond! #4 NPCs of Dreadstorms Lost

#1-4 of the Dreadstorms Lost Campaign are backstory and setting information. If you want to jump ahead to where the players comin in: #5 – The Adventure Begins – Dreadstorm Lost