Revenge of the Troglodytes

* Troglodytes of the iVerse *

Background

Setup

This assumes the party has assaulted the Troglodyte lair to assist with Bella and the Lizard Folk. If not, then the troglodytes wont have significant help, but they will seek and recruit another tribe and have double their numbers instead of technological help.

DC 15 Nature checks (Botany) > The lizard folk are rumored to make an agent that counters the stench of the troglodytes. It is difficult to get, and they keep its source secret.

This assumes the party left to recover in town before completing the adventure.

If the PCs assault and leave without finishing, the forces of Gwinn will find out. They have been waiting to strike, sending Mikrel, a druid of the sea and Gwinn. She brings a pair of giant frogs, and some magic to the troglodytes in exchange for letting her stay in their lair. She brings axes for the tribe, hemp nets and rope (gwinnish make), war darts of metal, and trinkets. 200 silver in misc small jewelry for chief and wives/family
3 potions of healing
https://www.dndbeyond.com/sources/basic-rules/equipment#Trinkets
https://www.dandwiki.com/wiki/5e_Trinkets
https://roll20.net/compendium/dnd5e/Giant%20Frog#content

Elancil sends a dark cloud over character – cold rain.
CON check or 1 pt hard cold damage
Dc 13 religion to know there must be a fetish nearby – such magic cannot operate inland without an anchor – there is a follower nearby.
Everyone avoids party

Bella has had a stranger come to her twice, asking for healing, but he seems to be pumping her for information. She knows who he (she) is, and fears for the lizardman folk – if she can get the party to destroy the lizard folk, it will be in her best interests.

Return to troglodyte lair!
Druid has made several animal friends watching town.
Seagull x3
Large snake
Boar
https://roll20.net/compendium/dnd5e/Druid#content
Human
Poisoner kit: spines to paralyze
Circle: coast
C:
1: [4] mirror image, misty step, fog cloud, entangle, animal friendship (runs to nearby colony of wild boars),
Speak with animals
Dc 12 persuade = swarm of insects https://roll20.net/compendium/dnd5e/Swarm%20of%20Insects#content
Dc 17 swarm of rats https://roll20.net/compendium/dnd5e/Swarm%20of%20Rats?fromList=Swarm%20of%20Rats&Name=&Speed=#content
2: [3] pass wo trace, spike growth, hold person

1: add net attack, and pit trap
2: add net trap
2a: druid and frogs here – immune to spores
3:

Return to the Old Lair

If the Trogs split up and the war with the lizardfolk reaches its conclusion, this will be the result.

From a Distance

The lair looks about the same from a distance. The buzzing of insects and the smell from Calibans Slurry is unchanged. Nothing is moving – but these hunters always were stealthy. The approach to the lair is mired in .5m to 1m deep mud and sludge. The brush was burned away from the last raid and it is not regrown, though it appears to have rebounded faster than anticipated offering some cover.

Getting a Closer Look

Watching from a bit closer, you see no traces of fires or any activity. They may have been alerted to your presence. There is so many places for their kind to hide in the mud and sludge. It is definitely difficult terrain, they have ensured there is no clear approach.

> There may be an ambush waiting for the PCs. TRAPS!?:

A bunch of random sharpened sticks have been left around the lair.
DC 10 Dexterity save vs. D4/2 damage (major fail = -5’ move)

A couple of snare traps that drag the victim underwater.
DC 12 Dexterity save vs d6 drowning damage per round (fatigue in struggle)

Entrance to the Lair

The entrance to the lair looks about the same. Your movement has quieted some of the insects, but there is still a din covering most other sounds. None of the usual guardians have appeared as you gather about 40m from the entrance. It is still half submerged in mud and water.

> No evidence of recent activity; the Trogs have spent extra effort to hide themselves – they know their numbers are dwindling.

The hidden lair of large mud wasps is disturbed by a trap trigger. The entrance is 10m away and some activity can be seen if the PCs wait and observe long enough.

Inside the Lair’s Entrance

Pit Trap: filled with pungi sticks at the bottom
Poison darts
Mud Pit
Moss Carpet = soaked in stench under mud
Moss Rope = soaked in stench (slide down = Disadvantage on save)

Traps set up by Gwinnish Agents (too complex for trogs!)
Step Trap
Crossbow trap
Conan spike on a arm trap

Gwinnish coins in a few spots
Stone axes
A few bent war dart tips

Water elemental
4 zombies (troglodytes)
Poisoned Mud Jar > http://dnd5e.wikidot.com/spell:ray-of-sickness; AOE 10’ rad for half damage

Conclusion
It has been abandoned!
Another Strike!
Frad, through LRS, gets the troglodytes to ambush a major merchant caravan of the Morben Brothers mercantile on the Black Shore.