The Parasite Within- Complete Adventure

A 5-Room Dungeon Adventure for the World of Iix


Adventure Overview

Adventure Name: The Rescue
Central Conflict/Theme: Learn more about the Parasites. Pete to help them gather intelligence; political manipulation by Lord Lehion; transformation from soldiers to specialists

Connection to Campaign: Shifts party from conventional soldiers to spec ops investigators; reveals scope of UBL corruption and sets up larger ley line demon summoning plot


Room 1: Entrance/Guardian – The Commander’s Briefing

Purpose

Establish prophecy obsession, present choice between paths, introduce Lord Lehion subtly

The Setup: Return from Victory

The characters return from their triumph at the hilltop siege. They’re summoned to report to their commander for debriefing.

Lt. Xaobi’s Moment

As the characters wait outside the commander’s tent, Lt. Xaobi pushes through the tent flap, his face a mask of anger and humiliation. He’s just been dressed down by the Captain for:

  • Getting his unit trapped and requiring rescue
  • Failing to discover crucial intelligence the characters found
  • While the characters are being promoted for their success

The Encounter: Xaobi storms directly into the waiting characters – the very people who “stole his glory” and are now being promoted while he remains a Sub-Lieutenant. His scowl deepens as he looks down at them, resentment flashing in his eyes.

But then his military training kicks in. Despite his personal feelings, he recognizes they outrank him now and deserve proper respect. He straightens up and begins to salute his new superiors, only to realize with growing shame that his severed arm – the very sacrifice that should have earned him recognition – prevents him from giving them the honor they’re due.

The moment becomes painfully awkward as he switches to his other arm for an incomplete salute, his professional duty warring with his personal bitterness. He gives them a look that’s equal parts respect for their achievements and sadness at his own diminished state before walking away toward the medical tent.

The Commander’s Obsession

The Summoning: The characters are called into the tent.

He examines their prophecy fragment with confusion, muttering to himself. He pulls out a locked box and removes a scroll. Three pieces of paper flutter to the tabletop.

The Commander’s Prophecy (Captian’s version):

Fragment 1:

Fragment 2:

Fragment 3:

The Commander’s Confusion: He’s deeply upset by the discrepancies between “his” prophecy (singular hero) and theirs (plural heroes). The prophecy has corrupted itself to stroke his ego.

Character Opportunity: If characters share their additional fragments, this further confounds and upsets the captain.

The Promotion

The New Mission

The Assignment:

Lord Lehion’s Entrance

“Thank you Jorey. Please send him in.”

Lord Lehion’s Introduction:

  • Rusty: Great Maul that shimmers (+1 magic maul, glows dimly 10 feet)
  • Frezuli: Small pearl (pearl of power)
  • Akuma: Staff carved with constricting snake (Staff of the Python)
  • Simon: Pair of fine gloves (gloves of missile snaring)
  • Xenti: Armor made from bone plates sewn with sinews (Armor of the fallen)
  • Group: Two jars of Restorative Ointment

Dramatic Question

Will the characters recognize the commander’s obsession with prophecy fragments and notice the manipulation taking place?

Key to Advancement

Sets up inevitable infection while establishing political conspiracy


Room 2: Puzzle/Roleplaying Challenge – Pete’s Guided Journey

Purpose

Deep investigation requiring creativity through war-torn city to catacomb ritual

The Meeting with Pete

approaches the characters, having received new orders through his communication box. He explains he knows of a location where he’s supposed to deliver orders and gather a report from the group there.

Pete’s Demeanor: Nervous but determined, believing this might finally lead to his sister’s rescue.

The Journey Through Devastation

Pete leads them through eight distinct areas, each showing the war’s progressive impact:

Stage 1: Pete’s Ramshackle Home & Military District

Stage 2: The Merchant Quarter

Stage 3: The Rebuilding Districts

Stage 4: The Defeated Zones

Stage 5: The Orphan Wastelands

Stage 6: The Bandit Shadows

[Potential bandit encounter location]

Stage 7: The Dark Worshippers

Stage 8: The Sewer Entrance

Dramatic Question

Can the party successfully navigate the journey and reach the ritual site before the parasite implantation ritual?

Alternative Solutions

  • Stealth through dangerous areas vs. direct confrontation
  • Different routes through the city
  • Social interaction with various groups encountered

Room 3: Red Herring/Setback – The Underground Descent & Trap

Purpose

Epic battle that PCs cannot win; witness horror of infection process; discover ley line connection

The Underground Descent

The Storm Drain Tunnel

The Breach

The Descending Corridor

The Spiral Descent

The Checkpoint

Beyond the sleeping guard, you can make out movement in the lit chamber—several figures hunched over something on the floor, the sound of bone dice clicking against stone walls mixing with low, muttered curses and laughter.

Pete’s Disappearance

The Final Approach

The Ritual Chamber

Heads turn in unison. The seated cultists rise from the gallery like a wave of black-robed zealotry. One by one, they begin to scream, chant, or charge—scrambling up the stairs or vaulting over the ledges to intercept you.

The Portcullis Trap: The characters hear the grinding sound of stone against stone as a heavy block of black basalt slams down behind you, cutting off your retreat.

The Epic Battle

  • Characters have tactical advantage from the ledge
  • Bottleneck allows them to fight effectively
  • Let them feel powerful killing cultists from their position
  • Use gas/acid area effect spells to force them from protected position
  • Nothing deadly enough to kill outright, but forces movement
  • Once in main chamber, they lose limited advantage
  • Start isolating characters and picking them off
  • Barbarian squires fall first (player controlled)
  • More cultists charge if needed
  • Introduce cult leaders if characters are too successful
  • Goal: Characters fight valiantly but are overwhelmed

Resolution: Characters fall unconscious, captured for ritual

Dramatic Question

Can the PCs survive the infection process and maintain their identity while learning the true scope of the threat?

But Reversal Moment

Setup: Rescue mission to save Pete’s sister
Reversal: “But Pete has led them into an elaborate trap, and his sister is already being sacrificed”


Room 4: Climax/Boss – The Parasite Implantation & Xaobi’s Rescue

Purpose

Body horror of implantation; Lt. Xaobi’s character transformation through shared trauma

The Dream Sequences

Take each player aside individually and deliver their personal nightmare:

Standard Dream (For Characters with Hearts)

Rusty’s Dream (Parasite Resistance)

The Escape Sequence – Complete Reference

Initial Awakening – Individual Cells

Cell Setup

  • Characters wake in individual cells, side by side
  • Can communicate through cell walls if they speak normally
  • Guard Response: If they talk too loudly, guard enters commanding silence
  • Whispering: Guard cannot hear whispered conversations
  • Cells are dark, damp stone chambers

Character Conditions

Escape Methods (Each Character’s Solution)

  • Simon: Rabbit form can wiggle out of ankle chains
  • Rusty: Pure strength breaks his restraining manacles
  • Akuma: Shapeshifting fools the magical chains
  • Frezuli: Shapeshifting fools the magical chains
  • Xenti: Notices piece of metal that works as crude lockpick

Let players roleplay their escape attempts – give them agency back after taking it away


The Guard Encounter

Guard Details

  • Player State: Naked, no weapons, weakened from ordeal
  • Tactics: Let players figure out how to handle this creatively

Guard’s Equipment (Loot)

  • Heavy club (oversized)
  • Whip made for huge hands
  • Dagger (normal sized)
  • Keys (multiple cell keys)
  • Small purse with coins
  • 1 healing potion

The Zombie Discovery

The Horrific Revelation

Trina

Crixtopher

Grix

Norbu

Puallo

This should be played as a gut-punch realization moment – these were their loyal companions


Fighting Through the Complex

Background Sounds

  • Distant fighting: sword clashing, screams
  • Explosive sounds of destructive magical spells
  • These sounds grow louder as they move toward them

Equipment Choices – The Moral Dilemma

Cultist Robes Available:

  • Benefit: Provide some protection/disguise
  • Cost: Emit foul smell, disadvantage on ALL actions (Losk’s corruption weakens them)
  • Let players decide if protection is worth the corruption

The Antechamber Battle

Tactical Setup

Enemy Position:

Ready Defenders:

Initiative Conditions

  • If No Loud Spells Used: Characters get surprise round
  • If Loud Spells Were Cast: Straight initiative roll (some cultists are alert)

Alternative Engagement

  • If Door Unopened: Guards fire shortbows through steel bars
  • During Battle: Cultists holding the door will lose their battle

The Breakthrough


Lt. Xaobi’s Entrance & The Ritual Chamber

The Dramatic Arrival

The Ritual Chamber Revealed

Pete’s Sister:

Coalition Forces:

Securing the Area:

Xaobi’s Character Moment

Initial Response:

He points to an open chest containing their equipment (including sending stone)



The Parasite Revelation

The Jar Discovery

Chest Contents:

2 Jars with Living Parasites: Still wriggling inside

5 Empty Jars

All Jars Labeled in Abyssal

The Empty Jar’s label’s read: “Druid,” “Druid,” “Priest,” “Sorcerer,” “Bait”

The jars still containing the parasites read: “Courier,” “Verone Unit”

Xaobi’s Reaction

Initial Response: “Odomox’s fist!” (shocked exclamation) Exposition:

  • Everyone knows about these parasites
  • No one has ever captured living specimens before
  • They either die with the host or flee into ground when host dies

The Standoff

Realization Dawns

  • Xaobi’s men slowly piece together the implications
  • Growing tension as they stare at the characters
  • Finger pointing begins

The Accusation

  • Creates immediate standoff between characters and soldiers
  • Weapons drawn, extreme tension

Xaobi’s Intervention

Resolution Method

Xaobi’s Men: Reluctant to accept this

Outcome: Xaobi convinced, his men mollified (for now)



The Final Heartbreak

Soldier’s Report

The Horrible Truth

  • The “pack of jerky” = their zombified Bloodsworn Wrathborn companions
  • Casual military humor about burning their loyal friends
  • Characters realize their brave squires were reanimated and then destroyed
  • Even in rescue, there is loss and trauma

Site Looting

Available Treasure

  • 290 gold pieces in various coins
  • Silver surgical implements (total value: 500 gold)
  • Iron chest spreaders (multiple sets)
  • Basic weaponry and armor from cultists
  • Multiple robes (regular clothing)
  • Cursed robes (Losk worship regalia – dangerous to non-worshippers)
  • Daggers and basic weapons
  • A broken wand of stinking cloud

Military Slang Reference

UBL Force Terminology

  • “Collared”: UBL forces as a whole (mocking their “bound” status)
  • “Greybacks”: Obwez forces specifically
  • “Jerky”: Individual undead husks (dried, not rotting)
  • “Pack of jerky”: Multiple undead husks
  • “Rack of jerky”: Large group of undead forces

Usage Examples

  • “Jerky incoming!” (undead charging)
  • “Whole rack of jerky coming over the hill!” (large undead force)
  • “Pack of jerky in the cells” (multiple zombies found)

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