Second+ Approach (of Apshai Trogs – War Lair)

The War Lair – A New Gathering

Random Encounters Near the Ruins

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.

  1. Fog rolls in, covering the ruins; Last for an hour
  2. Swamp Burst;
  3. Sink Hole or Quicksand
  4. A Fetid Wind from Scar Flow
  5. [5-6] Swarm Attack:
    Nosh Insects
    Flesh Eating Rat Fish –
    Swamp Mud Wasps –
    @Night: https://roll20.net/compendium/dnd5e/Swarm%20of%20Bats#content
  6. [7-8] ADDED: 26431

The Smugglers of Watchers Point

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).

Daily Tasks

Group of 6 Troglodytes goes out and comes in every 2 days

Slop thrown out each day by 2 Troglodytes

View From a Distance – Approaching Again

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…

The Second Approach

@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.

Aggressive Defense in the Waters

– 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.

Black Shore Trog Ruins - Top

Black Shore Trog Ruins – Top

A: Cattails

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.

B: The Tower Ruins

3 trogs on surface, hidden in debris. They will throw POSION javelins (x3) with 3/4 cover.

C – F: The Ruins

2 traps set up with poisoned condition

C: The Path

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

D: Defense Room

E: Reception Room + Access to Inner Building

Area E Shoreline – Access to inside the Building

Refuse: https://www.aidedd.org/dnd/monstres.php?vo=swarm-of-rot-grubs-legacy

Olivers 12 Tones (the dozen bladed reply)

Hezorou Demon summoned for next time