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Orlane

Welcome to Orlane: The village of Orlane is a decent sized town in the southeast corner of the Barony of Kaan. It is in relative close proximity to the border between both of the other baronies. It has been a thriving farm community for generations, but the prosperity is rumored to be waning.   Early in the afternoon, a cluster of buildings and trees becomes visible ahead, with stone walls of a temple beyond. At the outskirts of Orlane, a large grove of elms is visible to the left, while several wooden building border the road to the right.  

Key to the Village

  1. Pleasant Farmhouse and Barn: This wooden house is surrounded by attractive flower gardens, with a small barn beyond. A teenage girl is churning butter on the porch, but she sees your group and runs into the house. A farmer, Hewitt Twaine, and his two grown sons will watch strangers suspiciously through the windows, while the wife and daughter hide in the kitchen. If anyone stops, Hewitt will do all the talking. He is polite, but will not let anyone inside. He understands that his town has changed recently, but does not know why.   2. Reeve's Quarters: The nondescript square wooden building has heavy shutters closed over the windows. The door looks stout, but stands open. No people are visible. Behind this building is another long, low structure. Inside is Reeve Grover Ruskadal. He has been a cult member for eight months. With him there are two other men who have recently arrived. They are also cult members; Donavan Allard & Hulbar Onfre. If hailed, Grover will do most of the talking. He will try to find out what the party is doing in town, how long they plan to stay, etc. He will try to disarm their suspicions and warn them to stat out of trouble. Later, if these three become aware of the party asking too many questions, they will attempt to intimidate the party into leaving town.   3. Empty Barracks: The building behind the Reeve's Quarters is a barracks that used to be occupied y guards for the caravans traveling in the area. The barracks is empty.   4. Dairy Farm: This house and barn are clean, whitewashed wooden buildings. Several cows chew their cud just outside the barn. Three little girls playing in the yard stop to gawk at your group. The girls are not old enough to be afraid. Their father is dairyman, Nowell Graven. He lives here with his wife(Nev, Bren's sister), mother-in-law, and five daughters. He is a kindly man, and he may invite travelers in for tea and cheese. He is concerned about matters in Orlance, but can offer no explanations.   5. Weaver's Shop and House: A sign with a spinning wheel and loom hangs outside this newer building. Several bales of wool are stacked on the wide porch. No people are visible. The shop is in the front where Galen Weaver works loom. Many piles of wool, yarns, and cloth lie about in a state of confusion. He is a young man, newly married and moved to Orlane, trying to make a go at his first business. His wife is attractive and they are both friendly. If questioned, they will respond that "people are strange hereabouts", but they know of no reason for their neighbor's aloofness. They welcome the chance to talk with outsiders. They will warn that the Golden Grain Inn is to be avoided.   6. Golden Grain Inn: This is a large wooden inn. It is decorated with carvings of sheaves of wheat along the eaves of the roof. The inn was whitewashed at one time, but much of the paint had peeled. A sign picturing a cluster of wheat and a pitcher of ale hangs over the door. A corral and stable, apparently empty, are off to the side. Go to 'Golden Grain Inn' article   7. Jeweler and Moneychanger: A gem-encrusted ring is pictured on a sign outside of this establishment. The doors and windows are open. The building is small, but looks extremely sturdy; the shutters and doors are heavy wood, reinforced with iron bars. Haskali Ull, the moneychanger, tried to make a living from the travelers passing through Orlane. His business has fallen off considerably in the last year. After dark, his doors and shutters will be locked. Haskali and his overbearing wife live here with two guards; Erroll Rocktyn & Wylle Dunn(Cultist). Haskali is skilled at working with stones and soft metals and will negotiate a reasonable fee for work. He also exchanges currency for 5% fee. He will buy jewels and finery for 90% value and sell for 105%.   8. Livery Stable: This is an exceedingly run-down structure of wood. Faint traces of a former paint job cling to small parts of the walls, but in some places the bare wood has started to rot. A fenced walkway leads from the road to the back of the house, and horse manure is scatter liberally about. A little boy, his face covered with dirt, is player o the front porch. As you approach, he toddles out to the road, smiles and says 'hi!'. This is the village stable, as the smell already tells you. Much of the ground has been trampled with mud. The front of the dilapidated house is sheltered by a wide porch. All appearances aside, the liveryman is quite well-to-do. He is simply not concerned with presenting a front of wealth and polish. Liveryman, Kilian Gade, his wife, and their three small children live here. The wife is timid, but there is an 80% chance she will see her son talking to strangers. If so, she will rush out to collect him, staring at the party with fearful eyes as she snatches him up. If you make a friendly comment, she will look embarrassed and mutter about 'mealtime' and scamper into the house. Kilian is as work on the stables and his wife will call for him. He apologizes for his wife when he comes around. "These are strange times" He is suspicious of two strangers (Elves) across the street(9) that recently came to Orlane, "They don't seem to be interested in mixing with anybody." "Don't trust that Golden Grain Inn, recommend the Slumbering Serpent." About the family that runs the general store, "They up and disappeared a couple months ago, gone for nearly a fortnight, then the whole family came back. Didn't even leave one of the boys to mind the store!"   9. Small Cottage: This small, square building has been freshly whitewashed. Heavy curtains hang over the windows, and the door is shut. This cottage is the home of two elves, Dorian and Llywillan. The townfolk are suspicious of the pair. Only the mayor knows they are here, since he has asked them to investigate the strange occurrences in Orlane. When the two are convinced that the party are allies, they will share their information. Any elves in the party will help them feel at ease. No matter what, the party will need to capture or slay at least one cult member to gain this trust. They will not join the group for exploring either town or dungeon, as they prefer to work alone. The elves have learned that an evil cult is somehow controlling the minds of certain citizens, including the two clerics of the temple, the innkeeper of the Golden Grain Inn, the Reeve, Blacksmith, and a few others. The elves stay in their house during the day and have 80% chance to be out at night. They observe the Golden Grain Inn and Temple when out. Note from Mayor: Dorian and Llywillan, Much has happened in my life since we fought side by side in the darkling war. I hope, sometime, to have a chance to talk with you about many pleasant things. My purpose now, sadly, is to ask - nay, beg - my courageous comrades to aid my people in a time of dire need. I cannot even describe to you the danger that threatens Orlane, for I know not its true nature. I do know that, unless it can somehow be stopped, this evil will consume my little village and its families, we will vanish with a trace into the dust of history. A sinister force is at work here, and it is made all the more frightening by the fact that its true nature is concealed in a web of fear and suspicion. I plead with you to come to Orlane, lend your skills to reveal this menace, that it may be destroyed. Your Comrade, Zakaria Ormond Mayor of Orlane.   10. Mayor's Residence: This house is set well back from the road, and is partially screened by a pair of medium-sized elms. This is by far the most imposing house in the village. The walls have been regularly whitewashed and the rood gleams with new wooden shingles. A wide porch crosses the entire front of the house and columns of wood support the overhanging roof. The columns have been carved into leafy patterns by a skilled craftsman. This is the home of the village mayor and his family. The mayor is Zakarias Ormond, a retired but still capable fighter. He keeps his armor and weapons in a bedroom closet. He has a cheerful wife, two daughters, and two sons. There is a personal bodyguard hidden in the house. Zakarias is polite and curious with strangers, and is willing to spend hours conversing. Always, however, he is discreet, seeking information more readily than giving it away. He is an astute leader and has recognized that something is warping the people of his village. He has associated the changes with recent midnight disappearances, noticing that the folks who return are in an altered state. He is convinced that the smith, carpenter, and clerics are in a secret order. He believes, falsely, that the old hermit in the grove west of town is behind the whole thing. Lack of proof has kept him from acting on this. In the house is the bodyguard, Traver Stoutheart. Traver will stay concealed in an alcove until needed. He is a gruff and stoic old soldier, who will spring from his hiding place at the first sign of overt action against the mayor.   11. Tailor Shop: A sign crudely depicting a needle piercing the seat of a pair of pants hangs before this establishment, a small, ramshackle building in need of considerable repair. A shutter hangs loosely, shingles are missing from the roof, and the walls show sign of rot in several places. This is the shop and home of the village tailor, a meek, elderly bachelorette, Myra Tweed. She is terrified of strangers and will answer no questions. If asked to do some tailoring, she will allow only one person at a time into his shop, and will be nervous and fretting about the whole business.   12. Village Store: This is a fairly well-kept establishment with an assortment of farm implements and cooking utensils on the wide porch. The door stands open, and a well-painted sign depicting a pot, a plow, a sack, and a lantern hangs over all. Cult members! This family was converted about three months ago. The husband, wife, and three grown sons will all fight, if necessary, using shortswords. The husband and wife will greet customers to the store. The sons will remain screen behind curtains in the back, light crossbows aimed at any strangers. Too curious visitors will cause the sons to come out, insisting they leave. Violence and they will short first. The storekeeper and his wife put on a friendly front with customers. They only have mundane items for sale, with a very small chance for armor and weapons. They sell at 150% value, but at 50% value. Pleasant customers will be invited to sit and have a glass of wine. 80% chance that party members will believe it to be the best wine they have ever had. The storekeeper will sing the praises of the win selection at the Golden Grain Inn.   13. Rundown Farmhouse: This house is in desperate need of repair. The front door, porch steps, and visible roof support are missing. The barn is in even worse condition, but the many chickens in the yard suggest that the place is indeed inhabited. Cult Members! A farmer and his adult son live here. The wife became a victim of Defilus six months ago, when she was not charmed. The two men are rude and untalkative, and will claim to be busy with work around the farm. In fact, only small crops of corn and oats are in the fields. Donated all they have to the cult.   14. Carpenter's Shop: A wooded board in the shape of a saw hangs before this well-constructed building. The front part of the structure is unwalled, and inside of this breezy area the carpenter is at work. Many tools are scattered about, and some boards are mounted on sawhorses. Cult members! The carpenter and his husband are very recent cult initiates; in fact, their teenage son and daughter may still be alive in the snakepits of Defilus. The carpenter serves as a furniture maker as well as a builder, and numerous examples of his handiwork are placed around his shop. Tables, chairs, and desks - all of exquisite craftsmanship - may be seen in a casual inspection. The table that is presently under construction, however, is much more shoddily put together, as are the pair of chairs he has just completed. The latter await a coat of stain, whereas all the other furniture is finished. The husband will spy upon strangers through a small hole in the door of the house. He carries a longsword that is smeared with poison and will attack hysterically if his husband appears in danger.   15. Blacksmith's Shop: This is obvioulys a smithy, though no sign hangs here. The shop part of the building is unwalled, and two brawny lads operate a bellows while a giant of a man hammers thunderously upon a piece of metal that will soon become the blade of a shovel. Soot and smoke abound. Cult Members! The smith, his wife, their two sons and daughter have been members for nearly a year. The man still does his work with the mechanical precision that has allowed him to maintain the quality that he was always known for. Formerly a short-tempered and irrirable man, the charm of Defilus has unbalanced his mind slightly. There is a 25% chance that the approach of strangers will cause him to fly into a violent rage, threatening them with the wrath of the gods if they do not flee. His sons will attempt to restrain him, but if an indivisual or group continues to approach, the smith will break free and attack. Even if he does not fly into a rage, the smith is unpleasant and rude in conversation. Any slightly aggressive or faintly insulting comment will probably (66%) cause him to become enraged. If combat begins the sons will support their father. Smith - AC 15 HP 10 AT +4 2d6+2 Sons - AC 15 HP 8 AT +3 1d8+1   16. Battered and Weather-beaten Structure: The doors and windows of this large building are boarded up. A sign lies face-down in the weeds before the porch, which may be reach by climbing three broken steps. The roof has several gaping holes, and the general appearance of the place suggests that is has been long abandoned. The sign in the weeds, if looked at, read in faded paint: FOAMING MUG INN. This estabishment has been adandoned for nearly a year, following an attempt by the cult to kidnap the proprietor and his family. The attempt was foiled by the courage of several citizens, and a fierce fight followed, during which all of the citizens at the inn, as well as several cult members, were killed. The battle remains a myster to the rest of the village, and has been dismissed as just another aspect of the mysterious provblem besetting Orlane. The Foaming Mug is not really abandoned, however. If the party should break in, or discover the secret door in the rear wall, they will find the ground floor in a state of total disarray, left as it was following the fight. A cellar door is visible, hanging on one hinge, and a creaky staircase leads into darkness. The cellar is a gloomy place and smells musty and rotten. Characters may notice (DC 12) a foul, swampy stench in the air down here. Most of the cellar is one large room, containing several crates of spoiled foodstores and three kegs of wine (still good). Two doors lead to smaller storage rooms, a fruit cellar and a toolroom. In the toolroom awaits the source of the odor, 3 troglodyte cultists. The troglodytes will have heard the party descend the stairs, and will be hiding to avoid detection (stealth). If the door to the toolroom is opened, the will attack. They have some treasure: 7pp, 380gp, 1250sp, and 15x 100gp rubies in a crate.

Troglodyte Cultist

Medium humanoid, chaotic evil
Armor Class 13 (Natural Armor)
Hit Points 15 3d8+1
Speed 30ft

STR
14 +2
DEX
10 0
CON
14 +2
INT
8 -1
WIS
10 0
CHA
6 -2

Skills Stealth +3
Senses Darkvision 60ft Passive Perception 10
Languages Troglodyte
Challenge 1/2 (100xp)


Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide.   Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.   Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Actions

Multiattack. The troglodyte makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 1d4+2 piercing damage.   Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 1d4+2 slashing damage.


 

Troglodytes were cave-dwelling reptilian humanoids, with a barbaric culture centered around food and scent. The stench of an angry or frightened troglodyte was so foul that it sickened all living creatures nearby, even after the troglodyte had died.   Troglodytes were shorter than humans on average, standing 5–6 feet (1.5–1.82 meters) tall with spindly but muscular arms, squat legs and long, slender tails. Their bodies were coated with rough leathery scales, and normally possessed a grayish-brown skin tone, although they also had the chameleon-like ability to change their coloration. They had lizard-like heads, which on males were crowned with frills that extended from their foreheads to their necks. Their black beady eyes struggled to see in the light, and their claws and fangs were obvious to those who saw them.

Underdark

  17. Decrepit Farmhouse and Collapsed Barn: Doors and shutters swing freely here. The whole appearance is one of the abandoned desolation. Weeds choke the yard before the house. Inside the house, searchers will find articles of clothing, cooking utensils, and moldy scraps of food in closed cupbaords. It is obvious that the residents left suddenly. The family was taken by the cult. Beneath the rear porch steps are several leather sacks that contain 20gp, 530p, and a jade statue worth 1200gp.   18. Farmhouse and barn: This farm looks moderately prosperous. The house and barn are in good repair, although several flower gardens that used to bloom in the yard have become chokes with weeds. A strapping youth is plitting wood in the yard besides the house. Cult Members! This is the home of a woman and her three grown sons. Her husband dies many years ago, but the four of them have managed the farm quite well. They have been cult members for nearly a year, and the men are active in recruiting new members. They have become very good at this. If the mother is suspicious of the grou she will have her sons spy on them and report activities. She, in turn, will inform the clerics.   19. Farmhouse and small outbuildings: The smell of this area identifies it as a hog farm. In addition to swine, many chickens scratch about the yard, while a rooster and several turkeys strut regally. A teenage boy watches from the porch. If anyone approaches the house, the lad will run inside, returning shortly with his father. The proud father has been disturbed by changes in the community, and will send visitors on their way quickly. He will answer no questions, and will brandish a crossbow if visitors persist.   20. Small, Nealy Kept Cottage: Brilliant flower gardens surround this quaint little home. Clean shutters flank several large windows, and fancy curtains are visible inside. The building is sheltered by several large elms. The is the home of Vilma Merridie, an elderly widow. She is physically weak and unable to walk more than a few feet between rests. She is an astute obverver in Orlane. She and her husband moved to Orlane over 50yrs ago, occupying farm 24 together until his death. For the last eight years, she has lived in this cottage, doin small mending and tending chores for her neightbors to ear a few coppers. Mostly, she lives off the couple's large savings. She wears several nice rings. Vilma will welcome visitors and invite them in for tea or wine. She is willing to talk and has much information to share. Without direct questions she will ramble about 'the old days' and tends to lead questions back there as well. She strongly suspects the carpenter, smith, farmers (18,19,22), the clerics and temple servant, the strange woman, and the two elves. Admitting that she has no factual basis for her suspicions, she will state that the family across the road from her (19) "used to be real nice, but now are suspicious of everyone, even me!" She has never liked the family at 18, and will report seeing the lads going out at all hours. The smith, she says, has always been an ill-tempered lout, but lately "there is just no talking to the man!" She has a very high opinion of the mayor and hopes the two elves don't bring him to any harm. She lost track of the strange woman with dark skin, but light hair. If asked where to stay she will recommend The Slumbering Serpent Inn. She will readily admit that she doesn't know much of the occurrences west of town, "I don't get out much, you know." She has seen scaly humanoids with fin-like crests on their heads crossing north of her cottage and climbing the walls of the temple. She will boldly state that she no longer allows the clerics to visit her, saying that they changed after going away suddenly for a week, about a year ago.   21. Temple of St. Merikka: This is the only stone structure in Orlane. A wall of granite blocks surrounds the temple, and sturdy wooden gates give access to a courtyard. The temple is on the highest piece of land in Orlane- 20ft above the stream and pond. Cult members! The gates to the courtyard will be standing opend during the daylight hours, but will be shut and barred with the setting sun. Vigorous pounding after dark will usually bring a servant to open them. If the characters enter, go to the Temple of St. Merikka article.   22. Shabby Farmhouse and Barn: This residence gives the impression that is has seen much use that its owners have little time to correct. A small infant is playing next to the house, and several chickens and a huge rooster poke about the yard. Cult Members! This family has recently been converted. The group consists of a husband, his wife, their adult daughter and her wife, their son, and the daughter's young child. The farm is well run, though battered (looked like this before conversion). Large stores of barely, wheat, and corn are in the barn. A small vineyard west of the house is lush with ripe grapes. All persons here will seem distant and removed if talked to. They are neither friendly or hostile and will need questions asked several times. Because of their confused state, shrew questions may reveal some kind of answer. They do have short attentions though.   23. Prosperous Farmhouse and barn: Two small children play in the yard, but at the sight of the party they immediately run for the house. This building looks solidly constructed and has been recently whitewashed. The barn is a clean structure, though not painted, and several goats wander in a small corral. A pen housing an immense pig is visible just south of the barn. This farmer is actually a ranger, Alan Clayborn. He has retired from adventuring with this wife, Merieke(Fighter). They have three small children. The couple has been very successful as farmers, and the barn is well stocked with corn, oats, and beans. Besides their five goats and pig, they are proud owners of two mules. Although retired from actively seeking adventure, the couple is proud and resolute in their determination to succeed, and are determined to defend their homestead by any means. To this end, there is a secret closer in the house that contains Chain Mail, Shield, Longsword +1, Longbow, 40 arrows, female Plate Mail, shield, longsword, and spear. Also in the closet is a locked strongbox with their treasure, what's left after buying the farm; 50pp, 430gp, x2 1000gp Emeralds, 800gp Onyx, and 600gp diamond. Alan will be polite but firm in dissuading any questioners. He has noticed too many odd thing occurring around Orlane to take chances by inviting strangers in. However, he will give a secret sign that any ranger in the party has a chance of noticing (DC12). If the ranger identifies himself Alan will take the group into his confidence. As a relative newcomer to the community, however, his knowledge of the cult is minimal. He will be aware that his neighbors to the east (22) mysteriously left their home one night and were gone for 10 days. Since he did not know the family very well before, he has not noticed any significant change in their behaviour. Alan, if asked for further information, will mention the strange, bedraggled figure, apparently an old man, who seems to live in the grove of trees to the west. He will describe him as a hermit. He also notices the recent arrival of a strange woman. He spoke with her about similar information as he felt a kinship with her owl.   24. Abandoned Farm: This is a fairly well-built house that has had all of its windows and doors boarded over securely. The barn doors swing freely in any passing breeze. This residence shows signs of occupancy as recently as several months ago. When they left, whoever lived here took all of their possessions with them. The floorboards in the corner of the room are torn up. The barn is likewise empty. The widow, Merridie, now living at 20, used to live here.   25. Inn of the Slumbering Serpent: A large, colorful sign pictures a red dragon with its head resting contentedly on its paws. A plume of smoke rises from the serpent's nose and its eyes are closed. This inn is smaller and older then the Golden Grain. Several beds of flowers brighten the front, however, and the large middle-aged woman sweeping the porch looks cheerful. She greets you with a friendly wave. The woman is Belba Cralloon. She and her husband Ollwin run this inn. They possess the knock of making a weary traveler feel at home. At any pause on the part of the group, she will bustle down and porch steps and invite them inside. If the party enters, go to Slumbering Serpent article.   26. Millhouse, waterwheel & pond: Around this large mill is scatter much in the way of children's toys, tools, and farm implements. The most imposing part of the structure is the tall millhouse, but it is obvious that a family live in another wing of the building. Two children play in the yard, but stop and stare at the sight of your group. If the group approached, the youngest will run for the house. The other, a lad of ten, will squint at the party as it advances, mimicking the stance of a belligerent adult. This is the home of the village miller and his family (wife and nine children). Shortly after the child enters the house, Kenton Miller and his four adult sons will emerge. The man will call his younger son back to him and await the party on the porch. The miller is a friendly man by nature, but recent events have made his suspicious of even his neighbors. he will feel fairly safe with his sons backing him up, and will spend a little time in conversation. he will only discuss mundane things like weather. He has no specific knowledge of a cult or its doings, although he is aware of some odd doings at the Golden Grain Inn.. late night activity and strangers abound.   27. Grove of Stately Elms: The narrow trail winds among majestic elms, at times disappearing into thick shrubbery. The bushes between the trees are dense, rising to a height of eight or ten feet. The elms themselves average 75' tall, and they are the only trees here. They are widely spaces, allowing much sunlight to pour between their ancient boughs. Go to Rowan in Orlane article.    

Return to Orlane:

  Sparhawk: Sparkhawk's Torm Dream   Hope: A small bird approaches and and floats down gently. It seems friendly and tame. It lands on Hope's shoulder and hops lightly. It chirps a few times and then it's beak opens wide. From out of the beak comes the voice of Jaroo the Ashstaff. "Hope, Return to my grove as soon as you can." The beak closes and the bird flies off into the sky.   Rowan: Rowan has decided to stay in Orlane to help them recover from the cult of defilus. She will stay at Ramne's cabin and do everything she can to make a difference. Once Orlane has recovered she will resume her quest for the Sun Spear. She will keep in touch with the mayor of Orlane once she leaves so the group can find out where she is if ever needed.   Ezra: He will mention he should continue his quest to find Necmare, his wizard master. He will accept an invitation to accompany the group and be excited at the prospect of delving into a new library or knowledge.   Golden Grain: The Golden Grain Inn has been severely burnt. It is near a total loss. The owner, Bertram Beswill, took off once the charm had been lifted from the town. Derek Desleigh, who is not from Orlane, but had been staying at the Inn for an extended amount of time, can be found picking through the wreckage. He tried to feign like he is just out of the charm, but seems to remember everything already. Rowan is very suspicious of him. His chest can be found in the rubble and contains; 1 diamond (250gp), 2 rubies (100gp), 1 Onyx (300gp), 1 sapphire (50gp), 100pp, 2450sp, 2 potions of healing & Synaptic Boomerang.

Derek Desleigh

Medium Human Assassin , Lawful Evil

Armor Class 15 (studded leather armor)
Hit Points 60
Speed 40ft

STR
11 0
DEX
16 +3
CON
14 +2
INT
13 +1
WIS
11 0
CHA
10 0

Saving Throws DEX +5, INT +4
Skills Acrobatics +5, Deception +2, Perception +2, Stealth +7
Damage Resistances Psychic
Senses PP 13
Languages Common, Thieves' Cant
Challenge 6 (2300xp)


Description

A long scar runs down the right side of his face, making his appearance bizarre and frightening. Derek is certainly the meanest person in Orlane. He considers a murder rushed if less than three hours elapse between first wound and coup de grace. He uses a slim dagger for his work, carrying the blade in a sheath at the nape of his neck. He 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.



Assassinate: During his first turn, Derek has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised character is a critical hit.     Evasion: If Derek is subjected to an effect that allows it to make a DEX saving throw to take only have damage, Derek instead takes no damage if he succeeds on the save, and only half damage if it fails.     Sneak Attack (1/Turn): Derek deals an extra 2d6 daamge when he hits a target with a finesse or ranged weapon attack and has advantage on the attack roll, or when the target is within 5ft of any ally of Derek's that isn't incapacitated and Derek doesn't have disadvantage on the attack roll.


Actions

Multiattack: Derek makes two weapon attacks, one with his shortsword and one with his boomerang.   Shortsword: Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 1d6+3 piercing damage.     Synaptic Boomerang: Melee/Ranged Weapon Attack: +6 to hit, reach 5ft, range (30/90) one target. Hit: Melee 1d4+3 slashing damage / Ranged 1d4+3 slashing damage, plus target makes a DC 14 INT saving throw. On a fail, the target takes 1d6 psychic damage and has disadvantage on their next attack.


 

Giant Constrictor Snake

Huge beast, unaligned
Armor Class 12
Hit Points 60 8d12+8
Speed 30ft Swim: 30ft

STR
19 +4
DEX
14 +2
CON
12 +1
INT
1 -5
WIS
10 0
CHA
3 -4

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Challenge 2 (450 XP)


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.


 

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