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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:
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.