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The document describes an encounter with a Mindflayer named Xerthul, who seeks redemption for its past actions and is found in an underground cavern. Players must decide whether to attack or communicate with Xerthul, who reveals its desire to help others and share ancient knowledge. This scenario presents a moral dilemma, challenging players to reconsider their instincts about redemption and trust.
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0% found this document useful (0 votes)
4 views

bruh

The document describes an encounter with a Mindflayer named Xerthul, who seeks redemption for its past actions and is found in an underground cavern. Players must decide whether to attack or communicate with Xerthul, who reveals its desire to help others and share ancient knowledge. This scenario presents a moral dilemma, challenging players to reconsider their instincts about redemption and trust.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Title: "The Good Mindflayer"

Introduction: In the depths of an ancient and eerie underground cavern, the


players' party stumbles upon a dimly lit chamber. The air is heavy with a sense
of foreboding, and the walls are adorned with strange, alien symbols. In the
center of the room stands a lone Mindflayer, its tentacles writhing menacingly
as it gazes upon the adventurers. Or so it seems.

The Setup: The Mindflayer, known as Xerthul, is not like others of its kind. It has
renounced the vile practices of its race and has sought redemption for its past
actions. Xerthul has come to this remote cavern to meditate and find a way to
repay the wrongs it has committed against other races. The players, however,
have no way of knowing this at first.

Encounter: As soon as the players enter the chamber, Xerthul raises its
tentacles defensively and hisses in its guttural language. It appears to be a
classic standoff. The players, trained to distrust Mindflayers, may feel
compelled to attack immediately. They have to make a Wisdom saving throw
to resist their initial impulse. If they fail, they attack Xerthul.

If the players succeed, they will notice that Xerthul is not attacking and is not
showing any aggression. It continues to hiss and babble in its strange
language, but it doesn't move to attack. The party now has a choice:

1. Continue to attack Xerthul: If the players continue to attack, Xerthul


defends itself but never attacks back aggressively. It will attempt to flee
if it's about to be killed.
2. Attempt to communicate: If the players attempt to communicate, Xerthul
will try to convey its intention to seek redemption and make amends for
its past actions. It will speak telepathically with the players and share its
story.

Xerthul's Story: Xerthul explains that it once served a malevolent Illithid elder,
but a traumatic event in its past led to a change of heart. It reveals that it has
been seeking ancient knowledge that could save countless lives, but it requires
assistance from those with a noble purpose.

The Twist: As the players listen to Xerthul's story, they start to sense that it
genuinely seeks redemption. They might also find clues in the chamber that
hint at Xerthul's true intentions, such as ancient texts and symbols of healing
and light.

Conclusion: The players have a choice to make: they can either continue to
attack Xerthul, or they can choose to help it on its path to redemption. If they
decide to assist Xerthul, it can become a valuable ally in their quest, providing
knowledge and assistance in their adventures. However, if they persist in
attacking, Xerthul will eventually flee, leaving them with the weight of their
decision.

This encounter challenges the players' assumptions and offers a moral


dilemma, encouraging them to think beyond their initial instincts and consider
the possibility of redemption even in the unlikeliest of creatures.

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