The Sand Hermit can tell you what to expect.
1-3 on d6 for each half hour or by encounter phase; d6 to determine what encounter: Most of these are typical Encounters in Dwindor. Encounters precluded by PC actions may indicate a sighting.
– Sightings will not necessarily precipitate an attack.
APPROACH ISLAND: Also check as the PCs approach the island, as the encounter may trigger as part of the [aboleth effect]; It is recommended that #1 happens immediately and automatically if the smugglers have warned the trogs.
If They Were Killed/Driven Out: It will only take two days to realize the normal guard at the Watchers Point was disposed of. More if a survivor made it back to the Black Shore Smugglers Fort alive, ahead of the PCs. In the former, they will simply send out a new shift thinking the troglodytes may have turned or the law may have an agent, In the later case they will wait for 2 more days for an assault and then believe the PCs did not find the fort. They will send a new reinforced shift back to the watch point, armed with the “threat-canceling stores” (poisons, etc).
Group of 6 Troglodytes goes out and comes in every 2 days
Slop thrown out each day by 2 Troglodytes
Ahead you see the small rise coming out of the water about half a kilometer away, and a half a kilometer into the water from the Black Shore Road. It is clear of any fog, and nothing seems to move – its is strangely quieter than normal. It is slope of the island is obvious now – slanted, as if it is falling away or sinking from one end. There remains of what was once a stone structure are still there. They appear to jut out no more than a meter from the earth, and are broken and obviously crumbling even from this distance. There is a faint horrible odor in the air – more than just the decay of the Black Shore on the edge of Dwindor Swamp… the stench of the Troglodytes can be smelled even from a distance. You assume they are watching.
Interlude…
@Primordial Awareness: The previous lack of ‘naturalness’ in the area surrounding the ruins persists. There are recent traces of a recent presence of a lurking intelligence of another party that is felt nearby tweaking certain natural effects and perhaps making them worse. There is a strong odor of a fiendish presence, though you cannot pinpoint it, it is definitely in the direction of the island.
@Connexion Awareness: The godspeak accord was violated here. Although the presence is gone, the residual impression of a god or its avatar’s DIRECT manifestation is felt… Elancil walked here, or directly caused this area to be accessible to the creatures that now call it home. There is a strong odor of a fiendish presence, a demonic entity has been summoned here just recently.
[ i ] DC 20 Intelligence/Religion to know that it is a Hezorou.Hippocampus of Paladin says something is in the water, a horrible stench that is new!
Arcana 25 to match stench description to Hezorou Demon
Battle of the Swamp Powers: A fog cloud will look like its trying to move in, pushed by a cold sea wind (elancil). A fetid swamp wind (swamp witch) will cause it to stop and swirl to the south.
– Devil Rays
– Giant Catfish Riders! Giant catfish riders x2 will attack the rear of the party or anyone on a steed that can reach the island.
3 tro + Single Trog hidden in mud will trigger scent and drives swarm of insects mad when PCs attack area B; advantage attack, attacks on get adv.
3 trogs on surface, hidden in debris. They will throw POSION javelins (x3) with 3/4 cover.
2 traps set up with poisoned condition
3 trogs on surface, hidden in debris. They will throw POSION javelins (x3) with 3/4 cover. They will surprise the PCs once they commit to defending at B
Area E Shoreline – Access to inside the Building
Refuse: https://www.aidedd.org/dnd/monstres.php?vo=swarm-of-rot-grubs-legacy
Hezorou Demon summoned for next time