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Mheenah flitters back to her companion companions and becomes visible again.
"Nothin' there. Just bones and undead guys. And BOY HOWDY do they stink like poop! You gotta hand it to them really -- stinking that bad, they gotta work at it!"
"i'm not sure they're zombies neither. Zombies act all stupid and lost -- these guys seemed like they was a little more with it. And zombies just don't smell that nassssty."
"Bottom line, unless yer feelin' feisty, I say leave 'em there and let's blow this place."

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Just an FYI, the three undead were ghouls…
Led by Spirit, you leave the undead be and retrace your steps to the trap door and warily climb up…fortunately, you see no sign of the innkeeper nor his creepy friend. You put the trapdoor and rug back as they were, leave thru the door and close it…
Where to now?

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Before leaving the Cellar (Room 18), Mheenah takes one last look around to make sure she hasn't missed anything.
Perception: 1d20 + 7 ⇒ (12) + 7 = 19

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Mheenah finds a secret door on the southwestern wall of the room with the trap door…opening it and peeking, she finds the main cellar room…
A stairway leads up (to what Mheenah would guess to be the inn’s kitchen) 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 in the spaces between the rafters. Two wooden doors flank the stairway, and the walls have many torch sockets arranged along them at neat intervals.

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"Secret door! Secret door! Secret door!" yips the quasit happily.
As she moves into the basement and looks around, she seems disappointed that it appears so unused and normal. Nevertheless, she flies over to the doors beside the stairway and opens the one on the left first. on the west side of the stairs

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Opening the door west of the stairs, Mheenah sees a room with a dozen kegs and casks of various sizes. 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 different types of beer. Stairs lead up to an outside cellar door that is locked and barred from the inside. There is nothing else of interest here.

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Mheenah fights the very strong temptation to cause several leaks in the various barrels, but manages to control herself. She looks back out to see what the others are up to, then moves and opens the other door.

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Finding nothing of significance in the wet goods store room, Mheenah tries the door on the other side with Spirit in tow…
This room has a wooden floor, upon which are stacked a number of crates and boxes...
Upon further inspection, you find these contain the necessary implements for the running of the inn: extra platters, utensils, cases of flour, grain and dried beans. As in the other room, there is nothing further of interest in here…

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"I think we found all the interestin' stuff here. This lousy innkeeper and his pal Derek are worshipin' the Great Undead Snake Goddess and are responsible for kidnappin' our masters. We should try to find the elves! Clearly dealing with this cult is the whole reason our masters came here to meet 'em."
"Or we could try and capture one of those goombas and try an' torture 'em up good! But they might be kinda tough to capture and hold. And they might have weird SNAKE POWERS!"
Clearly Mheenah thinks this is both quite likely and quite enviable.

Spirit the Ferret |

"Yeah, we should go out and look around! It looks like they took stuff out of their secret tunnels so they must have taken it somewhere else! Maybe that's where they're hiding our friends!"

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Even after your excursion into the cellar, you still find the way clear up to the innkeeper’s quarters. After closing the trap door and placing the rug back over it, you make your way back out the door and find yourself outside the inn…and also find you still have questions unresolved. Why you’ve learned you are likely dealing with cultists, you wonder…where have they taken your masters? And where might you find the Elves that summoned them?

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"Sounds good to me! A druid might also be interested in learning about a weird Snake cult in town!" chirps Mheenah.

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Mr. Pitch leads you to the grove of elms he traveled to earlier…
Your path / current location is marked by the red arrows…
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 spaced, allowing much sunlight to pour between their ancient boughs.
The raven stops when you are in sight of the ramshackle cottage on the far side of this small grove…

Spirit the Ferret |

Spirit climbs up on Lorelei's back for the trip out to the druid's grove. The little ferret chatters about anything and everything during the trip, looking about at everything around the group as he rides.
He jumps to the ground as he sees the little cottage. "Ooo, a druid grove!" he exclaims, running up to the door. He pauses for a moment to look around for anything interesting.
Perception: 1d20 ⇒ 17

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Mheenah hangs back a little from the druid hut, acting unusually shy or hesitant. After considering the place for a little while, she morphs into a black wolf with yellowy eyes, then pads up to stand beside Lorelei.

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Mheenah transforms as Spirit peruses the area. The ferret sees nothing of interest nor anything dangerous in the area around the shack…

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After a ‘Spirit-ual’ knock on the door, you hear a cratchety old voice speak out, ”Well it sho’ took ye long nuff! Door be open, so don’t a be a makin’ an old man get up and a be answerin’ it…ye can come on in and be a tellin’ me what be so important…”

Spirit the Ferret |

Spirit happily throws the door open with his telekinetic 'hand' and runs into the cabin.
"Hi!" he proclaims as soon as he's through the door. "There's some cultists that kidnapped our friends and we don't know where to look for them! They were going to visit some elves but we don't know where to look for them either. So we came to see you!"

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Mheenah follows, trying to look stately and mysterious, like a wolf. But in the end she just ends up panting,

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Upon opening the door, you see an old hermit, sitting in a rocker with a weasel perched on his shoulder, eying you as you enter…
Upon hearing Spirit’s outburst, ”Aye, be a tellin’ me somethin’ Whiskers and Eh don’t be a knowin’…the cult has taken a hold here somethin’ fierce…Eh can’t stand the bastards…but what do ye know ‘bout ‘em? And why should Eh a be trustin’ ye?”

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"Woof Woof. We found their secret lair under the inn. With a big Snake Goddess idol and undead minions! And there were some empty chests that looked like they had been used for storing something or as a drop-off between one group and another.
"Woof Woof. We know the innkeeper is part of the cult, and a big dumb guy called Derek staying at the inn too. And we know they were responsible for kidnapping our masters. We heard them admitting it and talking about how they were trying to find the elves, who our masters came to meet. Woof Woof."

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Mheenah looks at Lorelei and favors her with a big wolfish grin, which must certainly be something that wolves do.

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The hermit narrows his eyes at Mheenah while Whiskers chitters. ”Hmmm…which innkeeper do ye be speakin’ of? Thar be two inns in Orlane…”

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"Why in four hells be ye a stayin' in that den of cultists?" the hermit exclaims. "Of course the innkeeper thar be a cultist...the whole damn place be! If ye truly be not cultists yourselves, he shouldn't be a stayin' that...the Inn of the Slumbering Serpent be a better place, at least for now that be..."
He ponders a moment. "Hmmm...if ye be a wantin' me help, ye must be a provin' yerselves...when ye be a findin' anythin' more on the cult, be a bringin' that information to me...
"Now what this ye be sayin' 'bout Elves?"

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"Why in four hells be ye a stayin' in that den of cultists?" the hermit exclaims.
"They had foul meat." says Mheenah defensively.

Spirit the Ferret |

"Our masters were going to meet some elves here! But they didn't tell us more about it, so I'm not sure what we could tell you," Spirit states. "But it seemed like the bad guys were really curious about them. So what do you mean about proving ourselves? Is it something fun to do?"

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The hermit nods. ”Ye seem to be OK…but ye and yer friends be a stayin’ with cultists…and Eh jest be a meetin’ ye…but ye seem sincere…”
The old man puts a hand to his chin and ponders a moment. ”Eh tell ye whut…the only Elves that be here live in a small cottage…east of the inn ye be a stayin’ and just off the southern edge of the pond…they be a bit mysterious…no one in town be a trustin’’em…tell me whut ye be a findin’ out from ‘em and come tell me…and then mebbe Whiskers and Eh can be a helpin’ ye…”

Lorelei_ |

that sounds like a plan... we have a direction now. Everyone lets go. Time to move out! Lorelei barks, turning on her heel ready to leave immediately

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"Yes, I'm going to go now because I'm a wolf and I always travel with my pack. Woof Woof."
Mheenah chuckles on her way out. "Master of disguise..." she gloats happily.

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The hermit nods, gives you a quick snack almost suitable to your tastes and sends you on your way…
You head south back towards the inn and then take the east road that leads to the lake/large pond. While you see three residences south of the water, only the first (#9) matches the description of a small cottage…
The red arrows again mark your route…
This small, square building has been freshly white- washed. Heavy curtains hang over the windows, and the door is shut.
By now, the sun is starting to set…

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Spirit finds nothing of significance as he runs around the cottage; the shut door and heavy curtains in the windows make it hard for him to tell if anyone is home…

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Still in her black wolf form, Mheenah goes up and scratches at the door. And whimpers performatively.

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Mheenah gets no answer from scratching and whimpering at the door…she gets the idea that, perhaps, no one is home…

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Mheenah finds the door locked; perturbed, she flicks her tail into the lock and…
Disable Device: 1d20 + 7 ⇒ (15) + 7 = 22
…while she finds it a tougher nut to crack than normal, she does pick it on the first try…
Opening the door reveals…
A front room with a table and a couple of bedrolls…an adjoining room to the north appears to be a kitchen of sorts…
The Elves are not present…

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"Looks like they ain't home. Funny them sleepin' on bedrolls here--like they was campin' out instead of livin' here." says Mheenah. "Maybe we could leave 'em a note? But I suppose they might not come back for a while. Hmm."
Mheenah hops off to the kitchen to see if it's been used recently.

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Mheenah finds the kitchen looks like it has been used recently…it’s kind of bare bones but there are a couple of mugs and bowls laid out along with some utensils on a small table. There’s an old iron cook stove and a large cupboard in here as well…

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"Maybe there's a trap door in here too! If they was fightin' the cult, they mighta been diggin' tunnels of their own or somethin'." says Mheenah as she begins a more thorough search of the small cottage.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16

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