Orlane
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
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
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
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
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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