Extra One
This exploration challenge is particularly appropriate for use with the Corrupted Region template, first introduced in Gate Pass Gazette Issue # 32.
The party does a head count to make sure everyone is still there. Once the adventurers, their followers, and their animals are all accounted for, there seems to be one more person than there should be. But nobody can figure out who it is, exactly.
Note: The Narrator will need to determine the interloper’s creature type and alignment (if any). Fey, fiends, or ghosts with either the Chaotic and/or Evil alignments are some of the most likely suspects. Given the nature of this challenge, more mortal creatures, such as doppelgangers or disguise artists, are not recommended.
The Extra One: Special NotesThis challenge relies on producing feelings of paranoia and vulnerability and even actively gaslighting the PCs, and it may bleed out to the players. Even though this is a simple challenge to beat and has minor consequences, the Narrator may wish to be cautious about including it. Consult Safety Tools in Chapter 1: Troubleshooting in Trials & Treasures for advice on this front. |
Magically Warded. The creature is warded against casual inspection; a passive ability that detects the presences of supernatural entities or aligned creatures doesn’t detect the Extra One. Actively using a spell such as detect evil and good or a feature such as Divine Sense will require a spellcasting ability check against the encounter’s DC. However, successfully discovering the Extra One’s creature type or alignment triggers an automatic success for that adventurer.
Mischief Afoot. The Extra One travels with the adventurers for 6 (2d6) days. On each of those days, it uses 1 Supply. Characters will also find that things have been moved or that belongings are missing, or that some objects have been duplicated so perfectly it’s impossible to find out which was the original. Only mundane objects will be affected, not magical ones.
Suspicious. An adventurer whose passive Insight exceeds the challenge’s DC will realize that something is wrong, granting them an automatic success on checks to identify the Extra One. Additionally, a successful Arcana, Nature, or Religion check (depending on the nature of the creature) reveals information about similar encounters, granting each adventurer who is aware of this knowledge an expertise die in checks to overcome this challenge.
Unmoved. If a adventurer has an expertise die or advantage on saving throws to avoid being charmed , they gain an expertise die on checks to overcome this challenge. If they are immune, this die increases to 1d6.
The solution to this challenge is twofold: before the party can address the Extra One, they need to figure out which member of their group does not belong. Once each day, allow each adventurer to make a Deception (to trick the Extra One into revealing itself), Insight (to deduce the Extra One), or Persuasion (to convince it that the joke is amusing, but over) as part of a group check. On a success, they realize one of the party’s members isn’t supposed to be there. On a critical success, they realize who it is by noticing something unusual or outright supernatural about them. On a critical failure, their suspicion falls on someone else.
Once they have discovered the Extra One, the party can confront it with another group check. Any attempt at violence or banishing it triggers a critical failure and Intimidation checks are made at disadvantage. Adventurers can use Deception or Persuasion to flatter it on its game or make an offering of a common or rarer magic item to mollify its annoyance at being found out.
Critical Failure. The Extra One is angered by the adventurers’ actions and vanishes in puff of smoke as strange, conflicting memories flood into everyone’s minds. Each adventurer suffers one level of strife and is rattled until they complete a long rest. Additionally, several non-magical belongings and 4 (2d4) Supply are destroyed or damaged.
Failure. The Extra One is discovered and vanishes, leaving a deep feeling of unease. Each adventurer is rattled until they complete a short rest. The creature also takes 2 (1d4) Supply with it when it goes.
Success. Once discovered, the Extra One grins widely and vanishes without further ado.
Critical Success. The Extra One, impressed by the adventurers, reveals, (in part) its true nature (although not its true form or true name), thanks the adventurers for an “interesting time” and “useful information,” promises to be in touch, and vanishes. In its place is a gift; roll on the Boons and Discoveries table.
Leave it Be
The adventurers can simply opt to endure the Extra One’s presence as it continues to consume Supply and steal small items as detailed in Mischief Afoot. At the end of its time with them, the Extra One vanishes, leaving a random common magic item in one of the adventurer’s packs.