Troglodyte Lair Assault

Original Scope: Transformation of Crestwold pt. 2 >
Reference: * Troglodytes of the iVerse *

Preparing to Assault the Troglodytes

Wipe out the troglodytes! If the party is being watched, troglodytes will know why they went to ants nest. Must strike now! The Baron’s herald, speaking in his name, says “Female, children, all must die!”

Raid on Troglodyte Lair

[Original] Troglodyte Lair raid… use the same map and layout.
Trog Caves

Trog Caves

The Baron conscripts troops due to the suspension of the war. They will attack the front.

Trying to leave the lair is a small force…

Troglodyte chieftain
Troglodyte Shaman (druid 3rd)
Pair of scaled rats giant
Giant frog at entrance
Giant snake at agent lair
Swarm of Lizards (no blood frenzy as quippers)

LAIR ACTION idea

Attack the Troglodytes
Traps:
Mud Pit
Moss Carpet = soaked in stench under mud
Moss Rope = soaked in stench (slide down = Disadvantage on save)

If the lair is shut up, it takes a Short Rest to fumigate the stench
If lair is open, takes a Short Rest to lock in the stench
“Gods! The smell!”
Start Combat: DC 15 Constitution or Initiative is halved
General: No scent based PErception
Exploring: DC 10 Constitution or Visual Ranges are halved and PErception (sight) checks have Disadvantage

Crystal Shards
Trogs aND lizard men (trogs learned) cover them in mud for surprise

IF Bella Warns:

Bella = WARN
Spear throw (4) outside lair
Help action for the young

Gwinn agents there – watched dark hollow and town watcher; he will stay hidden and report back once done, never to return to the are again.

“Herzu” – cleric 7th of Elancil; Tempest domain
2 drowned Gwinnish sailor zombies as guards (sea ax [new] for 2h d10; mud and water is NOT difficult terrain
fog cloud 3/day, soggy/laden cold storm clouds 1/day: -5 initiative slowed until dry
C: wet rot (loosen armor 1 ac 3 r), resistance, guidance, water to ice (60′; 10′ radius vs DC 15 Dexterity save)
1: [4] animal friendship, speak with animals, command, inflict wounds
2: [4] barkskin, spike growth, spiritual weapon, hold person
3: [3] plant growth, wind wall, animate dead (in water only), meld into stone
4: [2] dominate beast, grasping vine, spiritual guardian, control water (remove/negate masks)
Channel: 2 >

Wrath of the Storm > Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Destructive Wrath – Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Thunderous Strike: At 6th level, when you deal lightning or thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Too Much of a Good Thing

Druids are upset that troglodytes are wiped out – they balanced the lizard folk.

“What have you wrought!? Like you, those stupid creatures were easily fooled – you should have just killed the Gwinnish agents and a few. The balance is disturbed, and must be righted! We will take up this task – you can only do harm. It is time for your band to return to Brightshard and secure the bronze band around the sacred place of the Bronzefolk. A bad dream inhabits that place and must be laid to rest.”

Good Daethern
Druid question the party
Druids want to speak to Bella – she will dodge them and make excuses.
The druids will try and talk to the animals and they will not speak with them – they are afraid!
Who is bella!?
Bella will arrange for an imposter to come from Lilymarch, an old midwife. When the druids show up, animals have been freed and they interview the imposter. The druids are suspicious.
The woman leaves, and is “escorted” back to her home late at night. One green hag kills her and sets up to ambush the party at her hut.
Bella sends a note that an imposter has taken her place, beware.