It's Got Me! (Aboard the Mining Vessel 2)
Overview:
The description of the environment in this depends on which room your heading out of. Room 5 leads to 6a, 2 leads to room 4. This room is the first one in which an attack happens. The PCs will see corpses lying in the room. If they choose to ignore the corpses they will attempt to sneak behind the PCs as the enter the next room. Otherwise they lie motionless, (DC20 medicine check to notice they are infected), waiting for living thing to get close so they can grapple it and start eating it. The creatures can inhabit any part of a humanoid body, from an entire corpse to a single appendage. They then reactivate the remaining muscles in the appendage to make it move anyway they want, and use their 8 long spider like legs to move and capture things and assist in any necessary movement.
Enemies:
Infected Corpses - These are corpses of humanoids working on the mining vessel that have been infected by the parasitic creature found in the asteroid. There are puncture wounds along the back of the corpse (holes for the green spider like appendages of the parasite that come out to grapple their prey).
HP 22 AC 14 MOV 30ft
STR+3 DEX+1 CON+3 INT-3 WIS-3 CHA-3
Living Sense - The creature knows of any living creature within 40ft of it.
Linked Sense - Once one part of the parasitic hive knows where a living creature is all parts know.
Attacks:
Spider Hug - Its 8 arms reach out to grab a PC in range. They must make a DC 15 Dex save or be grappled, taking 2d6 bludgeoning damage in the process. It must have a creatures grappled to take a bite.
Swing - (+ 4 to hit, 1d6) It makes a melee attack against a nearby target.
Bite (+4 to hit) 2d10 piercing damage, restoring 1d4 hit points to themselves. The target must be grappled in order for it to be able to use the bite attack.
Objectives:
Main:
Keep Going - Get to the next room.
Side Objectives:
Figure Out What it Is - Figure out what is happened on the vessel.
Map:
Key:
Purple Lines - Doors
Red Lines - Debris used to create barriers
Light Blue - The current section of the ship
Special Mechanics:
Dark - All general sight based perception checks are at a -4 and specific sight based are at a -2. Those numbers are double with a flashlight.
It knows we are here! - After their first encounter with a body inhabited by one of the creatures, the big creature awakens and starts trying to get to the PCs. In the central hallway (areas 6a, 6b, 12, 17a, 17b, and 23) a d4 timer dice starts. (Roll a d4. Each round of turns counts the timer down. When the timer hits 0 the following effect happens, then re-roll the timer). At the end of the timer thick tentacles burst through the grate on the ceiling striking at the players. Each player needs to make a DC 12 Reflex Save. On a fail they take 2d6 damage and are prone. On a success nothing happens.
Rising Tension - Once it’s been established that there is something crawling around the ship, make sure to ask them how they open each door. Who is standing where, what is the marching order. This will keep your players from feeling like they can relax. While this is sort of a meta-way to keep the tension high, it works well enough and isn’t too invasive
Extras:
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