Problem
Fiend-blood troglodytes are powerful monsters with a nauseous stench defense. Logically, a good Fortitude would help a hero resist this threat. Unfortunately, Fortitude is almost irrelevant towards resisting this effect. For verisimilitude and fair payoff, a character with 32 fort should withstand stench noticeably better than one with 12 fort. Unfortunately, it hits them exactly the same.
Details
In the new Module 6 quests, player characters will often be attacked by a crowd of Fiend-blood trogs. They have three effects that apply stench. In all cases, effects which remove or immunize against poison are effective against the stench, and the penalty for stench is about -50% running speed and -2 on some fortitude saves.
1. Stench Guard- When you attempt a melee attack on a trog you must make a fortitude save against DC 13. A failure debuffs you with stench for 60 seconds. This effect has a cooldown of a few seconds, so it won't trigger on every single swing.
2. Stench Weapon- When a trog hits you with his special weapon attack, there is about a 5-10% chance you become stenched. There is no save against this stench, and the duration is also 60 seconds.
3. Stench Aura- When you come to close range of a trog you must pass a DC 13 fort save or become stenched for 15 seconds. There is a large cooldown on this effect, so you needn't repeat the save often.
So what's wrong with that?
1. Once you get stenched, there is no ongoing save to break out. 60 seconds is a LONG time in a game like this. Either reduce the total duration, or allow a periodic chance to break free (possibly, DC to break out could be higher than the base DC)
2. When trogs apply stench by weapon attacks, there is no save. Your Fortitude is irrelevant, and it shouldn't be. Add a save. (If you don't want to weaken the attack much, then make it a high save)
3. When trogs use stench-guard the DC is so low that basically every level-appropriate PC saves on a 2 or higher. Even a wizard has 5 base + 3 resistance + 4 heroism = Fort 12. For the high-level trogs in mod6 quests, that DC could stand to be raised. At a minimum, follow the PnP rule and give them a DC of 11 + Constitution mod (Typical melee trogs have a +4 con modifier). They also might have spent a feat on Ability Focus- Stench, or gotten a profane bonus to stench DC as part of becoming fiendish.
Essentially, the right way to scale trog stench up to higher CRs is not to increase the duration, but to increase the DC. After all, higher level player characters have better saving throws, but they do not have more time. Players have two tactics to address trog stench: be immune to poison, or stay away from trogs. There should be a 3rd viable approach: Raise your fortitude save.