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The Hungering Inn

Content Warning
This module contains the following disturbing content:
Cannibalism
Blood and Gore
Something living inside your body
Body Horror

Legal:

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the
dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such
material is used with permission under the Community Content Agreement for Dungeon Masters
Guild.

All other original material in this work is copyright 2021 Maddison Nichol and published under the
Community Content Agreement for Dungeon Masters Guild.
Somewhere along the road, on a winding Starting the Encounter
path leading nowhere, sits an inn. Lonely To begin the encounter, read or
and desolate, the inn rarely saw travelers paraphrase the following:
unless on a stormy night when the
prospect of a warm bed and food proved Storm clouds gather overhead, black
too much. Across the threshold was a and merciless. A low rumble echoes
welcoming and inviting place with good through the land as rain begins to pour
food and drink for all who came. down on you. Even through your
But in truth, the inn is a sinister being cloaks, the water seeps down to your
with an insatiable hunger. It devours all bones, chilling you to your core.
those who set foot inside, lulling them
into a false sense of safety with warm As your spirits begin to sink and the
food and drink served by mindless drones prospect of a dry sleep dwindle, you
of slime and illusion magic. Behind every catch a glimmer of light in the distance.
wall and underneath every floorboard is a There, just off the road, is an ancient
writhing best of flesh and blood waiting looking inn. It’s crooked chimney puffs
for unsuspecting travelers to set foot out grey smoke and light cascades
inside. across a well-manicured garden.
For all those who enter, none leave
wholly intact. Those lucky enough to As you approach the sign swinging in
escape with their lives feel as if something the howling wind reads “Twisted Hearts
is missing or, worse, gained. Its as if Inn and Tavern”. The paint is faded but
something they once had within them is the sound of live music draws you
gone, or something has taken its place. closer to the closed oaken door.
And for those unlucky enough to meet
their end within those grisly walls, they The tavern is full of Oozeminds (See
become a part of the inn, cursed to serve below) who are using the bodies of long
the next unlucky patron, or be consumed dead patrons to disguise themselves as
by the walls. patrons and staff. Three of them are even
masquerading as a group of bards with
The Encounter instruments made from charnel remains.
The Hungering Inn is a body horror mini For the first few moments, the inn
adventure fit for any campaign world in appears as a normal place with lively
any genre. It is not a one-shot adventure patrons and good food.
designed to fill up three to four hours of The tavern only has ale or wine (each
play time. This short module is designed 2sp) and blames the weather for their lack
to last thirty minutes to one hour and of supplies. For food they are serving a
create a frightening experience for your warm and hearty meat stew that sits in a
characters that can continue to affect huge black cauldron over the fireplace.
them over many sessions. For these Characters who wish to partake must buy
reasons, The Hungering Inn is best suited a bowl for 1sp. Bread costs another silver.
for an ongoing campaign. It isn’t until the characters sit down
with food and drink that things get weird.
A character who finishes the bowl of soup
discovers a human eye at the very bottom
of their bowl that blinks at them on their
spoon. Within a piece of bread, one of the
characters feels a crunch and discover a Oozemind
skeletal finger lodged in their bread Medium ooze
attempting to crawl out of their mouth. Armour Class 8
Transition. Once the characters begin Hit Points 45 (6d10+12)
Speed 20 ft.
to panic, the music stops and they
STR DEX CON INT WIS CHA
suddenly hear a deep pounding throb 14 11 16 7 7 7
resounding throughout the inn, as if some (+2) (+1) (+3) (-2) (-2) (-2)
colossal heart is beating above them. The Damage Immunities poison
oozeminds flow out of their hosts bodies Condition Immunities charmed, exhaustion,
through the eyes and mouths to take their frightened, paralyzed, petrified, poisoned
Senses blindvision 60 ft., passive Perception 7
true form. The body they inhabited drops
Languages Common
to the floor like a blanket, limp and Challenge 2
boneless. Amorphous. The oozemind can move through a
space as narrow as one inch wide without
Content Note squeezing.
If your players aren’t comfortable with Spider Climb. The oozemind can climb difficult
surfaces, including upside down on ceilings,
their characters accidentally consuming without needing to make an ability check.
the remains of humanoid people, they Actions
can realize what the food is before Pseudopod. Melee Weapon Attack: +4 to hit,
taking a bite. In this way they still grasp reach 5 ft., one creature. Hit: 10 (3d6) acid
the horror of the situation without damage.
making your players uncomfortable. Engulf. The oozemind moves up to its speed.
While doing so, it can enter Large or smaller
The transition still occurs normally if
creature’s spas. Whenever the oozemind enters
you decide to take this approach. a creature’s space, they must make a DC 12
Dexterity saving throw.
On a successful save, the creature can choose to
be pushed 5 feet back or to the side of the
Tavern Battle oozemind. A creature the refuses or cannot
There is one oozemind per player move suffers the consequences of a failed save.
character in the tavern who each attempt On a failed save, the oozemind moves into the
to surround the players and engulf them. creature’s space. The creature takes 10 (3d6)
For a Deadly encounter, there can be two acid damage and is engulfed. The engulfed
creature is restrained, cannot breathe, and
oozeminds per player. takes 21 (6d6) acid damage at the start f each of
Should the characters attempt to flee the oozemind’s turns. When the oozemind
through the front door, they stick to the moves, the creature moves with it.
door like glue and are grappled (escape An engulfed creature can escape by making a
DC 12). successful DC 12 Strength saving throw. On a
success, the creature escapes and enters a
space of its choice within 5 feet of the
oozemind.
Inhabit (Recharge 5-6). If a creature restrained
by the oozemind drops to zero hit points, the
oozemind can inhabit the body. The engulfed
creature must make a DC 12 Constitution saving
throw. On a failed save, the oozemind kills them
immediately and turning them into an
oozemind 1d4 rounds later.
Something Given, Something Taken Something Taken
Once the characters have defeated the d6 Effect
oozeminds, the Inn speaks. Read or 1 One of the characters is
paraphrase the following: harboring an oozemind within
them. It occasionally moves
A deep, throaty voice fills the room, and whispers to them. It
shaking the chairs and knocking you off might one day break free.
your feet. 2 The character’s arm feel
“Something Given, Something Taken, rubbery and when poked they
None who leave remain unshaken.” leave an indent that lasts for
From under the floorboards comes the hours.
sound of rushing water. A thick, viscous 3 Whenever the character
fluid begins to seep through the gaps takes a long rest, they
and begins rising over the tips of your awaken to ooze having
boots. dripped from their eyes in the
“Make you choice before you drown.” night.
4 Over the course of several
The characters must then choose to give years, the character begins to
something to the inn, or to take turn into a gibbering
something from it. For each character, roll mouther.
on either the Something Given or 5 The character occasionally
Something Taken table, or allow the coughs up ooze.
characters to offer something suitable 6 When the character dreams
instead. they open a set of eyes inside
their own body and dream
Something Given what the eyes are seeing.
d6 Effect
1 The character offers their
sense of taste.
2 The character offers one of
their eyes.
3 The character offers a pleasant
memory.
4 The character offers one of
their bones.
5 The character offers a patch of
flesh.
6 The character offers their
sense of smell.

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