Friday, December 1, 2023

Friday Encounter: Peryton Party

Fewer limbs on this one
than I prefer, but you get
the idea.
This is partially an installment of my Friday Encounter column, but also partially a follow-up to my previous post on perytons. Since I first published it, it garnered some discussion on perytons and how to effectively use them in various places in the TRPG community, and that line of discussion brought up a lot of very interesting points.

One topic that was brought to my attention was that I forgot a couple of things about perytons as established by The Book of Imaginary Beings. First of all, in that book, perytons cannot be harmed by weapons. I can only imagine this is why they get damage resistance, and the fact that there's literary precedent for this makes me a little more willing to forgive that. What I feel would be interesting, though, would be to lean into the weapons part of that rule. Perhaps perytons take half damage from attacks with non-magical weapons, but not from unarmed attacks (a la Grendel) or environmental hazards? This could change up players' strategies and create some interesting tactical dilemmas when it comes to how they approach encounters. Of course, it's probably unwise to get close enough to a peryton in order to punch it in the face, but at least it would hurt it.

The other detail, and the one I think completely flips the script on how perytons can be used, is that a peryton can only ever kill one person during their lifetime. For starters, this has some interesting lore implications. Considering that perytons kill by tearing out hearts, and the offering of human (or humanoid) hearts is a part of their mating ritual, it would imply that each individual male peryton will only mate once. This is a good reason why perytons would be rare and legendary creatures, since it limits their numbers. If we go with perytons being intelligent, it could also suggest that the hunt of a heart is some sort of rite of passage for them - that they cannot earn the right to mate until they've proven themselves by committing murder, like avio-cervine Spartans. This honestly only helps support my notion of perytons as descendants of the god of war. Furthermore, the fact that perytons only kill once, and cast a humanoid shadow until they do so, has some intriguing implications that a DM could play with. Perhaps the shadow is that of the person that peryton is fated to kill?

It also raises the question of what female perytons are like, which is worthy food for thought in and of itself!

However, the limit on how many people a peryton can kill also puts their tactics in an entirely different light. If a peryton can only kill one person, it isn't going to bother taking on an entire party. Their quarry's companions are just going to get in the way. Perytons should want to separate the PCs from one another, making sure they're isolated and vulnerable, before they strike!

A wily party could even exploit this limitation, getting a peryton off their trail by somehow convincing it to kill someone else (perhaps by putting their scent on them, or making sure they're in their path, or using magical means). Of course, that presents its own ethical dilemma, since the party will have blood on their hands in doing so. On the flip side, if a peryton has already killed, the party would have no reason to fear it, and it could be used as a companion or even a mount - so long as they're prepared for it not to aid them against humanoid foes!

I understand that this encounter might seem a little bit simple in comparison to others I've written for this column. But consider how the lore of perytons unlocks worlds of potential in how they could be used and how to interact with them, and it could prove just as memorable at the table. Without further ado, I will present this encounter as my thesis on how to make perytons the nightmarish creatures they always should have been.

Peryton Party

This encounter can happen while on a road or in the wilderness, and it could probably fit a dungeon environment as well. It should ideally begin with the PCs picking up some clue of recent peryton activity - after all, perytons are most effective if played for horror, and a big part of horror is the buildup of the monster before it makes its entrance. Plus, introducing the mechanics of how perytons work will help get the PCs thinking of how to prepare for - or exploit - them.

The PCs come across what appear to be deer tracks (for extra fun, run this encounter while they're hunting game), but mixed in with the tracks of what seem to be a large bird. Brightly-colored feathers are scattered nearby, and some nearby trees show spots where the bark has been rubbed off, as though by a stag rubbing its antlers. A DC 10 Survival or Nature check will determine that these signs must have come from a peryton.

To determine how much a PC knows about perytons, they can make a DC 12 Nature or Religion check, which will reveal the following information. Clerics or paladins of Kerne or characters with the Acolyte background who belonged to a Kernate order will know all this information automatically. Feel free, of course, to adjust the details as necessary to fit your setting.

  • 12+: Perytons are the children of Kerne, god of war and the hunt. They are fierce hunters. Male perytons hunt humans for their hearts, using their fangs to tear them from their chests in order to present them to mates.
  • 15+: A peryton can only kill a humanoid once in its lifetime. Until that happens, it casts a humanoid shadow.
  • 20+: The hide of a peryton is hardened against weapons, but vulnerable to magic.
Alternatively, if you want the PCs to learn this information, you can have them encounter a Kernate hermit who can inform them of these facts, or a book with information on perytons. What's important is you plant the knowledge before the creatures show themselves.

The clues on the trail did, in fact, come from a peryton - and that peryton wasn't alone. A hunting party of perytons is stalking the region in search of victims, and the party looks like the perfect target!

The number of perytons is equal to the number of PCs in the party. Rather than attacking as a group, the perytons prefer to exploit the environment and lure their targets away from support. They will hide over the covers of trees, in the bushes, or around corners, making odd sounds and rustling leaves to try and catch the attentions of individual PCs. Their goal is to lure them away from the rest of the group; if a peryton can lead its target out of line of sight from any of their companions, it will strike.

The perytons will prefer to fight one on one, but if the party decides to group up, they'll try to regroup in order to even the numbers on both sides of the conflict. If a peryton is unable to regroup with its companions, it will try to make use of the environment to gain an edge on its targets (see here for ideas). If outnumbered, vulnerable, and below half HP, the perytons will consider fleeing, but they are fierce fighters and will make use of every advantage they can get.

Of course, even if the PCs do overcome the perytons, there's always the question of how their ancestor will react. Will Kerne smile upon their deeds of valor, or will he seek vengeance for the slaughter of his children?

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