Golden Grain Inn
KEY:
1. Common Room: There is nothing special about this place, it feels like a hundred other taverns, except that the people are subdued, generally sitting alone. Those sitting together are not talking and no fires are lit in the fireplaces. Several barrels of light and dark ale are tapped behind the bar. There are several torches lit, but without the fireplaces this causes stark shadows throughout the room. There are two serving girls, but they are slow moving. Cult Members! 3d4 customers sit quietly about the large common room, sipping from mugs. There is an 80% chance that the assassin, Derek Desleigh (Room 6), will be present. Bertam Beswill, the proprietor, will greet strangers cheerfully and offer a drink of ale or wine, since his instructions from the cult direct him to act this way. Food and rooms are also available. Beswill will attempt to learn why the party is in Orlane, and if his suspicious are aroused, he will try to persuade them to stay in his in for the night. If Beswill feels that they are a threat to the cult, he may even offer a reduced rate in order to arrange an ambush (see Cult Activities). He may also offer free drinks that have been drugged by his cook (room 2). Food and Drink are available, but the quality is poor and the prices nothing short of outrageous. Item |Price Ale |5sp Orlane Dark Ale| 8sp Wine|5sp Brandy| 1gp Fire Water| 2gp Mutton Stew| 5sp Venison Shank| 1gp Breakfast Plate| 1gp Sweet Bread| 5sp Private Guest Room| 15gp/N Standard Guest Room| 6gp/N Small Dorm Room| 2gp/N Dorm Room(No Vacancy)| 1gp/N 2. Kitchen: This room is obviously a kitchen. Jars of beans, bread, flour, and dried meat can be seen stored in several open cupboards. A short, rat-faced man is busily wiping off a none-too-clean table. The chief cook, dishwasher, and so on is Snigrot Dogroot. He keeps a +1 dagger in his boot. Snigrot will be rude and short-tempered toward any strangers in his kitchen. There is nothing of special value or interest here. Snigrot is a master of drugged drinks. These have a delay of 2d6 turns, after which the victim must make a DC13 CON saving throw. On a successful save the character feels groggy (-2 all d20 rolls) for 1 hour, but on a failed save the character is knocked unconscious for 1d6+4 hours. If some characters are captured see Cult Activities article. If the drinks are drugged, Beswill will attempt to disarm party suspicions until at least half of the party is affected. He will then call for the five cult members in room 11 to help take them prisoner. Particular attention will be paid to magic users. The cult members in the common room will not generally press the attack unless led by Bertram, Snigrot, or Derek. The party's best response is immediate flight, for the cult member will not pursue outside the inn itself. If the characters leave quickly enough, they may not even be in great danger, for Bertram will not order the capture until he is nearly certain of its success, at minimal risk to himself. 3. Outhouse: This is a small, battered-looking shack with a sagging door and the regulation hole in the seat. 4. Bertram's Den: Four large and comfortable chairs face a huge fireplace in the east wall, while a bare wooden table has four hard chairs placed around it. Crates of plates and mugs are stacked in the southeast corner. If Bertram is in the bedroom, the door will be locked; otherwise, it stands open. 5. Bertram's Bedroom: A huge, soft bed is the major feature of this room. A desk strewn with papers and hard wooden chair sit next to the bed. Several plain woolen rugs lie on the floor. A large brass-bound wooden chest rest against the north wall. An examination of the documents will show them to be the very poorly kept bookkeeping records of the inn. The chest is trapped with a dose of Slow Gas (DC12 CON, half speed for 1hr) if opened without a key (DC12). The key to the chest is in a niche carved into the underframe of the bed (DC15). The gas will affect anyone in the room. The chest contains fresh aprons, a longsword, and items of clothing. There is a secret panel in the bottom of the chest (DC15), below which is stored Bertram's latest offerings to the cult. He intends to deliver it to the temple soon; 136gp, 496sp, and 1 ruby (100gp). One rug conceals the trapdoor to the secret room in the cellar (room 18). DC15 to find door without moving rug. 6. Large Guest Room: This room contains a bed, storage chest, a table, and four chairs. A rough rug covers the center of the floor. This is the chamber of Derek Desleigh. He is an assassin feigning being the thrall of the cult. There is only a 20% chance he will be here during the inn's normal hours, otherwise he will be in the common room (room 1). Derek is the only person to somehow mask the fact that he was not charmed in his meeting with the reptile god. He is masquerading as a cult member, but his first priority always concerns himself. He follows the orders of the innkeeper in abducting persons from rooms 7-10, but he has been siphoning off many of the funds gathered by the cult. If his cover becomes shaky, he will leave town. He has a locked iron strongbox under his bed, and he always keeps the key on a string around his neck. A poison needle trap in the lock could cause much harm to someone picking the lock. Lock DC18, Trap (DC18 DEX Save, 3d8 poison damage 15ft cone), Loot: 1 diamond (250gp), 2 rubies (100gp), 1 Onyx (300gp), 1 sapphire (50gp), 100pp, 2450sp, 2 potions of healing & Chilling Boomerang. 7. Standard Guest Room: A standard room with two large beds and a desk. There is a one-way secret door that can only be opened from the other side. It is used for kidnapping guests, see Cult Activities. 8. Standard Guest Room: A standard room with two large beds and a desk. There is a one-way secret door that can only be opened from the other side. It is used for kidnapping guests, see Cult Activities. 9. Small Dorm Room: This small room has four beds crowded into it, with a plain table and four chairs in the center. There is a one-way secret door that can only be opened from the other side. It is used for kidnapping guests, see Cult Activities. 10. Private Guest Room: This large room has a luxurious soft bed, a small closet, and a nicely constructed table and chairs. Its fireplace is topped with an ornate mantle, carved with detailed images of sprites and dryads. There is a one-way secret door that can only be opened from the other side. It is used for kidnapping guests, see Cult Activities. 11. Cult Member's Room: This room looks like a common sleeping quarters. There are five armed men in this room, who rise when you open the door. Cult Members! The five Cultists stay here, rarely venturing out of this or the neighboring room. They wear studded leather armor and carry shields with shortswords. These cultists aid Derek in abducting inn guests and villagers (see Cult Activities). They take their meals in room 12, and don't enter the common room when customers are present. They have donated their worldly goods to the cult, and are penniless. They will come out of their room to investigate a disturbance on the second floor, or if called by Bertram, Derek, or Snigrot. 12. Cult Utility and Dining Room: Two tables and eight chairs occupy this otherwise bare room. A tray of six dirty plates and mugs on it sits on one of the tables. 13. Standard Guest Room: A standard room with two large beds and a desk. One of the beds in unmade. There is a one-way secret door that can only be opened from the other side. It is used for kidnapping guests, see Cult Activities. This is the room of Iggy Olivero (AC 10, HP 8), a merchant from Gravesford. When traveling though Orlane several months earlier, he was foolish enough to take a room at the Golden Grain Inn, from which we was abducted and charmed. A ransom demand was sent to Gravesford, claiming Iggy was in the hands of forest bandits. The money was long since paid and went to the cult. The merchant will be returned to Gravesford as soon as enough cult members are available to give Iggy a save escort back to Gravesford. Once home, the merchant will begin to pave the way for a cult chapter in that fair city. All of his belongings were confiscated for the cult. He only has the robes he wears. If discovered by a party, he will claim to be a prisoner, although his door is unlocked. As soon as possible, he will betray or escape this "rescuers". 14. Dorm Room: A larger room with eight simple beds. A large ten person table sits in the middle of the room with ten matching chairs. There is a lot of dust in the air and a thick layer on the table and beds. This was a popular and inexpensive room before Bertram's conversion, though not it is rarely used. Since guests are usually assigned to the ambush rooms across the hall, the only people who use this room are the cult members staying in the village for some reason. It is currently empty. 15. Main Cellar Room: The stairway from the kitchen ends in this dark and musty room with no windows. Many tables and chairs, some broken, are stacked against the south wall. Cobwebs cover much of the ceiling, filling the spaces between the rafters. Two unlocked wooded doors flank the stairway, and the walls have many torch sockets arranged along them at neat intervals. Touching of of the last 3 sockets will emit a tone. Each one emits a slightly different tone. Touching them in rapid order 3, 2, 1 will open the secret door to room 18. 16. Wetgoods Storage: A dozen kegs and casks of various sizes are kept here. The room has a dirt floor and the air here is damp and chilled. Two small casks contain red and white wine, while the rest contain ale. The outside cellar door is locked and barred from the inside. There is nothing else of interest here. 17. Drygoods Storeage: This room has a wooden floor, upon which are stacked a number of crates and boxes. These contain the necessary implements for the running of the inn; extra platters, utensils, cases of flour, grain and dried beans. There is nothing further of interest here. 18. Secret Meeting Room: This room contains a table, several benches, and a ladder rising to a trapdoor in the ceiling (to room 5). In the southeast corner is a stout wooden door with a bar across this side, holding it firmly shut. This room is otherwise empty. 19. Underground Passages: The corridor beyond the barred door has been hastily excavated from the dirt, and is shored in 5ft intervals with heavy timbers on the walls and ceiling. The ceiling is only 6ft high. The floor is smooth dirt, and there is an odor of must and decay here. The air is unusually cold. Many rats scurry for cover as the door is opened. The rats are harmless and will not attack. 20. Central Chamber: The corridor gradually descends away from the inn. At first, there is only 6ft of headroom, but in this room the ceiling is 10ft off the floor. Coiled around a rotting rafter is a Giant Constrictor Snake. The snake will drop onto a character passing beneath it, possibly surprising the party, DC18 to see unless specifically looking up. There is an odd stone wall off the chamber, a DC13 investigation will reveal it is actual canvas over a wooden frame, painted to look like stone.Giant Constrictor Snake
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 2d6+4 piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 2d8+4 bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Giant Poisonous Snake
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 1d4+4 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 3d6 poison damage on a failed save, or half as much damage on a successful one.
Ghoul
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 2d6+2 piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 2d4+2 slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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