“The Passenger” – Out of the Box #22 D&D Encounters
September 30, 2016
Introduction:
There’s an old cliche that states “not everything is as it seems.” Of all the genres in gaming, books, or movies, Horror follows this the most. Good horror has a bait and switch, or a surprise hook, that takes the viewer by surprise. There are many foes within the Monster Manual capable of this with the right delivery. What should follow is the generation of tension, and perhaps a little player paranoia, to add depth to the next few encounters. The right moment or delivery of this “bait and switch” can set the tone and give your players pause.
The following encounter, “The Passenger”, is but one example. The foe that is presented here can not only be utilized with every single NPC and beast in the back of the Monster Manual, but with almost every living monster in the Monster Manual – so long as it has a brain.
In fact , the methodology for this foe has been seen in horror many times, from the Alien franchise, Invasion of the Body Snatchers, The Thing, the Half-Life computer game, and basically every possession movie.
It can be anywhere. It can be anyone. It could be the person standing right next to you…or the duke’s loyal hunting dog at his feet. Anyone.
Environment: Anywhere….
Suggested level: 2+ (see below)
Continuing their journey towards perhaps their next community, the adventurers come upon a very odd sight. They will find the remains of an adult male human laying face down on the ground. He wears simple peasant garb, and carries very few belongings. He holds a simple shepherd’s crook in his hands. There are, wandering about the local area, perhaps three stray sheep grazing upon local grass and weeds. A large stone lay upon his back. The stone is out of place with the local natural stone, as it looks handled by large muddy hands.
A quick investigation (rather obvious to any whom take a moment or two to look at the body) will show that the victim’s skull has been broken open. A successful Medicine (DC : 12) check will reveal that the brain is missing. Further, if that same roll breaks a 15, allow the examiner to know that the skull was broken from within, and does not relate to the chest wound. A successful Survival (DC: 10) will show that more sheep were in the area, but are now missing. They will be revealed to have been moved further down the road in the direction that the characters are traveling. That same roll, should it break a DC: 12, will also reveal one set of medium-sized humanoid foot prints. A successful Investigation (DC: 12) of the site will also show another shepherd’s crook in the tall grass beside the road. Nothing more should be found, regardless of how much the players look. A very hard (DC: 17) Nature or even Survival check will allow the players realize that there are no predators or scavengers watching or prowling the area, despite the carnage and easy meals. Should the players realize this, it is important for them to get a sense of how unusual this might be.
Allow the players to perhaps get two hours further down the road before entering the second phase of this encounter.
They will come upon a roadside campsite. Facing away from the party will be a human peasant, seated away from the party toward a campfire. Sheep graze nearby, seemingly unattended.
If the party approaches or attempt to communicate with the peasant, they will receive no response. Should the party approach the sheep, they will see (Perception, DC: 13) blood stains on the wool of three of the sheep. The sheep will otherwise act very placid and will not panic unless attacked. In fact, should the players approach the sheep in an inoffensive manner, the three sheep who are stained will slowly walk toward the approaching player(s).
Should the players look at the face of the seated peasant, they will see that the face is missing, as if (Medicine, Perception, Wisdom…whatever you choose) has blown open. vacating the skull. Blood stains the front of the peasant’s garb. His body sits with his elbows upon his knees, propping him up artificially.
Here’s the “bait and switch” moment.
Inside at least one of the sheep is an Intellect Devourer. How many you want to use is up to you. If you want to keep this encounter rather low level, use only one. However, multiple sheep as imposters for these “passengers” will create massive horror and shock. Keep in mind the CR calculations, and how loose they are. One Intellect Devourer is a CR 2. According to the DMG, two would be CR 3, and three would be CR 4. You may only want to use one.
The Intellect Devourers will erupt from the sheep in an action. Unless the characters are immune to Surprise, or implicitly state that they are watching the sheep in some suspicious manner, allow the monsters to do so as only 5’ of movement. This will allow the aberrations to assault the party in their quest to both escape into the countryside and to acquire a better host to do so. The Intellect Devourer(s) will leap at the party like face-huggers in an attempt to spread their horror, and will start with their “Devour Intellect” ability.
Monsters: Intellect Devourer (1-3), p. 191, Monster Manual
Treasure: none.
Complications:
The singular most obvious complication is “what if one or more Intellect Devourers win a new host?” This can be potentially a very character-deadly encounter, with all the repercussions of character loss one might expect. That established, it is also an encounter that could easily set the tone for an entire adventure, and opens up a plot hook of “how many have been Devoured?” You might wish to have any party NPCs be attacked first, and then have them escape into the woods. This one Intellect Devourer might then become a reoccurring villain. This could lead to a whole Mindflayer conspiracy, as the Devourer conveys what it knows to it’s master.
The urgency that such an encounter, should the party triumph with no hands (or brains) lost, could potentially offer a journey into horror that many campaigns overlook – even for the time being.
It should also be noted that this encounter could be tied to “Out of The Box # 21 – Counting Sheep” either before or after it occurs. That’s up to the DM and how you wish for this to play out.
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