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Nerdarchy > Dungeons & Dragons  > Out of the Box D&D Encounters  > “The Passenger” – Out of the Box #22 D&D Encounters

“The Passenger” – Out of the Box #22 D&D Encounters

"Counting Sheep"- Out of the Box D&D Encounters # 21
"Watchdog" - Out of The Box #23 D&D Encounters
Introduction:
There’s an old cliche that states “not everything is as it seems.” Of all the genres in gaming, books, or out of the box encounters intellect devourer  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 intellect devourer out of the box encountersdown 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 out of the box encounters intellect devourersadventure, 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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Mike Gould

I fell into gaming in the oddest of ways. Coming out of a bad divorce, my mom tried a lot of different things to keep my brother and I busy and out of trouble. It didn't always work. One thing that I didn't really want to do, but did because my mom asked, was enroll in Venturers. As an older Scout-type movement, I wasn't really really for the whole camping-out thing. Canoe trips and clean language were not my forte. Drag racing, BMX and foul language were. What surprised me though was one change of pace our Scout leader tried. He DMed a game of the original D&D that came out after Chainmail (and even preceedd the Red Box). All the weapons just did 1d6 damage, and the three main demi-humans (Elf, Dwarf and Halfling) were not only races, but classes. There were three alignments (Lawful, Neutral and Chaotic). It was very basic. I played all the way through high school and met a lot of new people through gaming. My expected awkwardness around the opposite sex disappeared when I had one game that was seven girls playing. They, too, never thought that they would do this, and it was a great experiement. But it got me hooked. I loved gaming, and my passion for it became infectious. Despite hanging with a very rough crowd who typically spent Fridays scoring drugs, getting into fights, and whatnot, I got them all equally hooked on my polyhedral addiction. I DMed guys around my table that had been involved in the fast-living/die young street culture of the 80s, yet they took to D&D like it was second nature. They still talk to me about those days, even when one wore a rival patch on his back to the one I was wearing. We just talked D&D. It was our language. Dungeons and Dragons opened up a whole new world too. I met lots off oddballs along with some great people. I played games like Star Frontiers, Gamma World, Car Wars, Battletech, lots of GURPS products, Cyberpunk, Shadowrun, Twilight 2000, Rolemaster, Champions, Marvel Superheroes, Earth Dawn...the list goes on. There was even a time while I was risiding with a patch on my back and I would show up for Mechwarrior (the clix kind) tournaments. I was the odd man out there. Gaming lead to me attending a D&D tournament at a local convention, which lead to being introduced to my paintball team, called Black Company (named after the book), which lead to meeting my wife. She was the sister of my 2iC (Second in Command), and I fell in love at first sight. Gaming lead to me meeting my best friend, who was my best man at my wedding and is the godfather of my youngest daughter. Life being what it is, there was some drama with my paintball team/D&D group, and we parted ways for a number of years. In that time I tried out two LARP systems, which taught me a lot about public speaking, improvisation, and confidence. There was a silver lining. I didn't play D&D again for a very long time, though. Then 5E came out. I discovered the Adventurer's League, and made a whole new group of friends. I discovered Acquisitions Incorporated, Dwarven Tavern, and Nerdarchy. I was hooked again. And now my daughter is playing. I introduced her to 5E and my style of DMing, and we talk in "gamer speak" a lot to each other (much to the shagrin of my wife/her mother...who still doesn't "get it"). It's my hope that one day she'll be behind the screen DMing her kids through an amazing adventure. Time will tell.

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