Troglodyte Lair Raid /done

Open Details About the Scenario

As a favor to a local healer and midwife, she has asked you to aid her allies in return for preferential consideration. Unknown to all, she fears not the swamp because she has made allies of a small clan of Lizard Folk. However, they need assistance against a growing tribe of Troglodytes.

TYPE: Designed as an Incarna™ ASIDE scenario set in Crestwold Barony of Dunstrand (set in the larger Grand Duchy of Dunstrand in the Steel Realms) of the [Fantasy] Steel Realms Setting (planet of Helca), and integrated into the Living World story within Dunstrand Rising Living World

Rule Set: This adventure is compatible with the ©D20 System under ©DnD 5th Edition™. Additionally, it has mechanics and content which use the Essential D20 System Modifications/Variant for Incarna.

Challenge: Designed as a Group scenario for a 3nd – 3rd level characters.

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GM Details About the Scenario

Source: An Incarna original adventure by Kelly Berger

Combat / Story:

Specific Challenges: A few traps, ambush, creatures (troglodytes)

Physical:
> Suggested Skills/Traits:
Mental:
> Suggested Skills/Traits: Intelligence ( Religion | History)

Horror/Sanity Checks: Few; If the GM feels like the horrors presented have already been seen or an equivalent experience, they may adjust or ignore the checks.

Social:
> Suggested Skills/Traits: Charisma ( Intimidate)
Divine:
Kinetic:
Occult:
Psychic:

Using the Scenario Materials

FULL ATTRIBUTION

Idea: Kelly Berger 2019
Writing: Kelly Berger 2019
Design: Kelly Berger 2019
Published: 3-5-2021 (via Incarna website)
Edits:
Testing: Arabus Grenier
(Testers and Test Resources)

CREATIVE RIGHTS

Incursion at Torrelsons Ford by Kelly Berger is licensed under CC BY-NC-SA 4.0

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* Troglodytes of the iVerse *

The Lizard Folk Foes
https://roll20.net/compendium/dnd5e/Monsters:Lizardfolk#content
Tactics: They will divide into 2 groups – 1 underwater, 1 to draw the trogs out. Attack at sunset to give the troglodytes false belief the coming darkness will be to their advantage. Use the PCs capability from range.
https://www.aidedd.org/dnd/monstres.php?vo=troglodyte
Tactics: [in the caves] To use the dark, to overwhelm with numbers; use their stench

Barons soldiers will try to lure some away, while the party does the main assault. 1 combat medic with party (each wound dc 10 can heal 1); dc 15 tactics lore to have pcs get adv on initiative check

The tribe of 100 troglodytes lives about 4 miles east in the delta. They are aggressive.
In each chamber is walls growing different spores of fungus – Red, Orange, Green, Black and mushrooms for the elite warriors. Its growing on the troglodytes themselves.

An excuse us they took an idol of the Lizard Folk in a raid. Really its to thin their numbers.
Outside the Cave
4 sentries; 2 at each entrance
If the lizard folk manage to draw the troglodytes out they will attack in 2 groups of 20 each.

Battle Outcome: Troglodytes ambushed = javeliners and sunken lizard men get full ambush. If the second group can be delayed, then the lizard folk will form a shield line in the water, and the others will dive underwater and ambush them.

Once both of the troglodyte battle groups are dealt with, the lizard folk will enter the troglodyte caves killing young and females with no thought. They will make a single pass through using a shield formation and javelins, and stone chip clubs next. The lizard folk will strap a moss to their feet before going in the caves, to ensure they don’t slip and fall. They take nothing the troglodytes have, so the party can loot anything they see.
Investigate 1 on d4 = encounter

Cave Complex

Slick, slimy = difficult terrain
Chief = hd 5, hp = 45 +6 attack, +3 damage
Orrish slave: goblin (jump in way of party)
6 warriors have 2 war darts (d5/3) +1 r 60’
1: Main Cave
3 Perception checks, DC 10, 15, 20 @ goods for d6, 3d6, 3d6 +12
1 Investigation check DC 16 @ ancient goblet for 100
2: Nursery
3 Perception checks, DC 7, 12, 17 @ goods for d6, 3d6, 3d6 +12
1 Investigation check DC 12 @ ancient jewelry for 50, 50, 50

2a: Fungus corridor
This is difficult terrain. It has spores that require a DC 10 Constitution check or coughing for 1 level of exhaustion. Any character falling must make a DC 11 Dexterity or get sloop in their eyes or mouth – this sets in a disease that numbs the extremities in days (Tactile skills – stealth, sleight of hand, etc are all Disadvantage)
3: Kings Chamber
Loot: [net bag slung on back of throne] broken jeweled dagger @ 200, collection of coins @ 80, alexandrite 50; Blue Quartz 15, Deep Blue Spinel 70, Malachite 8
DC 14 Perception each: A crystal orb @ 60, bag full of snake tongues and bat wings, pair of moor cat fangs and citrine beads @ 45 + 120 x2; DC 15 Investigation reveals a snake skull helm the troglodytes venerate (this can be used to demoralize other troglodytes if its worn in combat).

Wisdom (Perception) to hear troglodytes
4: Fungus Cave/Treasury
The best cave mana is here.
Loot: Ceramics for when the king wants to impress others, all manner of decaying clothes, bags, bones, and rotting goods worth 200 silver if the time was taken. DC 18 Perception check to see a glitter in the muck. It is a metal rod of a member of House Malor (long ago taken from an agent investigating the area and killed): Finders Rod, silvered d5/3/+1 ranged spell attack (pointing it)/Detect Magic 1/day/Locate Object 1/day
After the Raid

Outcomes

The troglodytes population is halved and a lesson taught.

Rewards

The lizardfolk will reward any participating with a stone chip club (+1 damage) and a clay amulet identifying them as friend one time to other lizardfolk.

Troglodye Cave Map