Eereecloth (Aboleth/added encounter)

Source: i20™ Adventure: Apshai Trogs (lizardfolk vs. troglodytes) /DONE > Eeerecloth Machinations

ONLY Applicable to the i20 Variant

Eereecloth/Aboleth Plans

The last of its kind on Helca. It was freed under the condition it do “everything it can to stop the Pin Feather group”. It has participated in this, in a addition to immediately trying to secure a way off the planet. With its poers, it has discovered that off-world slavers crashed nearby. The crash was assumed to be some sort of meteor and never generated much interest as the war with Gwinn was still going at the time.

CURRENT PLAN: Interrupt (Buying Ship Fuel) neogi and make them dependent on it, get off this world. Will be weak as it’s transported to ship and can affect final repairs.

It has set a watch on the Troglodyte War Lair and is helping them in service to Elancil.
Aboleth Effect: Dust Devil – whenever non-troglodytes try and enter; 3 rounds of attacks. Any characters pushed away will be affected by a Gust of Wind (fetid) and pushed into the swamp water inflicting the Dwindor Itch.

As you move to push aside the debris and get a better look, the air around you erupts! The debris becomes a cyclone of detritus, pushing you and bludgeoning you!

Enslaves goblin, Sends to party…

“The mistress in the swamp wishes a bargain. In return for valuable information, she desires that you take one of the leaders of the stench beasts captive and turn them over. In return, she will tell you certain things that you should know – secrets unknown to you.”

  1. The location of a merchant who is buying rare and evil materials for a ritual to summon demons (neogi slavers getting the last bit of fuel to leave the planet; lucky is smuggling it in!) Neogi transforms and scuttles out at night, killing several in town but getting away.
    THIS IS FIRST TO PROVIDE LEGITIMACY.
  2. where an enemy waits to ambush you (Josie – lie)
  3. The location of a hidden forward operating base of gwinn, on the shores of shark’s ridge. No boat (swift tides too dangerous), switched out every 30 days. (It’s really an Umbakian base, 12 hearty coast divers souls and a ex ravager! Convince PCs to attack at night. Have to land opposite fin and go through flooded caves to get the drop
  4. Mendollin is the Black Shore Hermit (lie) or he’s in league with him. His
  5. Added: Eereecloth (Aboleth) Influence

    After the PCs delivered the artifacts to the druids for destruction, the Eereecloth released by Elancil herself/personally from the remains of Apshai to stop them has continued to spread its evil influence. The waters of Dwindor make it perfect for its lair, and amplify its effects. While it will make no move directly against the PCs in their struggle against the troglodytes it will be watching from afar through its small minions. It will assess the Pcs capabilities, using its ability to sense, pick up peripheral thoughts, and using its powers through its agents. If the PCs are wounded enough at the end, it will send creatures to try and trap the party in the ruins, suffocating them and killing them – see Outcomes. Its affects can be discerned with a DC 20 Intelligence (Nature) check on most things. The region containing an creature’s lair is warped by the creature’s presence, which creates one or more of the following effects:

    • Underground surfaces within 1 mile of the its lair are slimy and wet and are difficult terrain.
    • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the creature that drink such water vomit it within minutes. Tendrils of the poisoned water can be seen from above along a 15km stretch of The Black Shore.

      DC 15 Constitution check [vs Disease]; taking in the water immediately will cause vomiting – leaving them incapacitated for 2 rounds. If the disease is not cured, after a time span of Long Rest, the character will have their Constitution reduced by one and heal at half their normal rate until they rest for a Long Rest.

    Assault on Fake Gwinnish Hidden Outpost

    At the edge of Scar Flow (old Westmarch), a few KM off the Tarmysian coast and in the Coldstream Channel (and technically part of Tarmysian territories) of the Tomir Barony is a strange set of features named the “Ray and Shark”. A strange slanted plateau island named the “Flying Ray” due to its shape and the triangular thrusting hill named “Shark’s Fin” to the south of it.

    The family of ___, the “eel grippers”. In Crestwood seeking asylum.

    The Eerecloth (last of its kind) has befriended the neogi using an agent of his that’s enslaved. So he understands their plans. It will borrow some of the off-world goblins to pose as Dwindor goblins to escort the party to sharks fin and then leave them there.

    The Drop Off: The goblins will immediately start trying to get away once the party is ashore rather than wait for them. It will be obvious and the PCs will have a chance to kill them and try to get the boat back. The PCs should end up on the Hoolip Coast and druid territory. Trying to get back home with currents that they can’t control in a boat that really was meant for scar flow and dwindle and not any large currents.

    Umbakian Foothold

    Being Umbakian and outpost will have a warning light in the water tunnel exit. It is detecting gwinnish blood.

    Outcome

    After they slaughter the Umbakians, there will be no ravager. However, a diplomat will show up in Torrelson’s Ford with a ravager as a bodyguard. They want to know if anybody knows anything about the slaughter of their outpost and the bearings. The Herald will gather the party. The party will likely have to lie or do a trial by combat with the ravager. It’s likely that none of them could actually win the trial by combat. And they should know that. Ravagers make barbarians look like cheerleaders.