All Hail the Mind Flayer!

Sir Robilar

First Post
I dedicate this thread to the eeriest of creatures, the ghastly MIND FLAYER. It has given the creeps to generations of unsuspecting players and won´t stop terrorizing our minds or munching through our brains in the future to come.

You may come here to bathe yourself in the beauty of the Flayers and share stories about the wicked evils they have spread in your campaign worlds.


That is all.
 

log in or register to remove this ad




One of my most successful campaigns featured mind flayers heavily.

Due to one player leaving the game to deal with real-life, I had mind flayers kidnap his character while the party was split up dealing with various errands. This, of course, made the party very very angry, and they spent several months worth of sessions hunting down clues as to the whereabouts of these mindflayers and their kidnapped companion.

Eventually, the player dealt with his real-life issues and came back to the campaign. At that point, the party managed to catch a break, find the mind flayers' base of operations, and enact a rescue (of course, they had all gained several levels by that point, and were more than a match for the mind flayers. So, they had a really excellent time trouncing the crap out of an enemy that had wronged them previously.
 

I did a little Spelljammer interlude for a couple of adventures in one 3.5 campaign I'm running. After leaving a tattoo parlor where one PC had just gotten a magical tattoo on his chest (long story), the PCs were "beamed up" by a neogi spelljamming vessel, the first of its kind with such a "transporter" device. The PCs had "agony gems" embedded in their foreheads to prevent their escape, and they were basically forced to be slave-pirates for the neogi. They eventually found a way to escape the ship and have their agony gems removed, but discovered in the meantime that their pixie companion had snuck on board in search of them, and they had inadvertently left her behind.

So, after resting up for a day, they teleported back on board a captured tradesman vessel being towed behind the neogi vessel (which itself was otherwise shielded from teleport spells and the like, except for those stemming from its transporter equipment), thinking to fight their way through the neogi and their umber hulk slaves to rescue their pixie friend (and the dowhar and rastipede slave-pirates that had served with them). They found out that in the meantime, a mind flayer spelljamming vessel had tracked the neogi ship down and was in the midst of trying to take it themselves, to get to the prototype transporter device. So, it ended up being the PCs (and their giff cohort, a Space Marine on shore leave who had likewise been abducted from right outside the tattoo parlor) vs. a neogi vessel - and they relished cutting through the ranks of their erstwhile abductors - only to then have to fight their way through the mind flayer vessel, since the illithids had already consumed the brain of the neogi inventor of the transporter device, and thus would have been able to eventually duplicate it in their own spelljamming vessels. They took on many mind flayers, a pair of urophions (mind flayer ropers), a Large half-illithid dire shark (which swam through the phlogiston guarding the mind flayers' nautiloid vessel), quaggoth slaves, and a ulitherid (a Large mind flayer, the Captain of the vessel), plus the Captain's pet carrion crawler.

Eventually, having cleaned both ships out, they flew the neogi spelljammer straight into a sun before teleporting out at the last moment, to ensure the transporter device never got into the wrong hands. Good times were had by all (although my oldest son absolutely chafed having his PC forced into temporary slave-pirate servitude).

My original plan was to include an adventure between those two, in which the neogi send their slave-pirates into the asteroid where they gain their umber hulk slaves, to discover what's been killing them off. (It would have been an ulgurstaasta.) I had planned a way for them to shake off the agony gems while unsupervised deep inside the asteroid, but my players found a way to do so ahead of time, so there was no need for that whole adventure.

Other than that, though, I don't think I've ever used mind flayers with any regularity. I purposely put them into the plot when I decided to do a couple Spelljammer adventures, though, wishing to correct that imbalance in my monster repertoire.

Johnathan
 
Last edited:



I wrote an adventure for the Shield Lands during the Living Greyhawk years that involved the PCs breaking into the dungeon where the soul of the Shield Lands leader was kept in a gem. Breaking in to the dungeon involved the use of an astral projection (by NPC's scroll but the casting was disguised by excessive ritual).

However, the Astral Projection spell involved traveling to the Astral Plane before next planehopping deep into the dungeon. The hop on to the Astral found the PCs in the middle of the wreckage of a Githyanki vessel that just lost a battle against mind flayers. The PCs were surrounded by the remaining mind flayers, appropriate in number for their average party level. It was very fun to watch the expression of the high level tables when they counted eight mind flayers surrounding them on all sides. Multiple Will saves all around!

The Astral Spell worked out for the PCs in the end, because the way it worked out, PCs were told that they would find the exit back when they destroyed the gem holding the soul. The exit was a combat against a Balor and his entire troupe. Death.

But death under astral projection just means you wake up where you were before the spell was cast fine as can be. :devil: There were many displeased players for the few moments until it was told to those who didn't make the Spellcraft check during the initial Astral Spell ritual that they were astral projections that whole time.
 


Remove ads

Top