Introducing Psionics mid campaign?

Gwaihir

Explorer
I've come to the conclusion that my current campaign will conclude, some years into the future, by running the PCs through "Lich Queens Beloved" from Dungon Magazine. As stuff is developing, it seems that an encounter with mind flayers could fit as well. However, both the Githyanki from LQB and mind flayers are psionic, and there has been no hint of psionics thus far in the campaign. It doesn't seem quite fair to use these monsters without at least a hint of whats coming.

Thoughts on how I can introduce Psionics mid-campaign? Thanks
 

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I don't think it's a bad problem since mind flayers and especially githyanki play into the "exotic threat from BEYOND!" role well. However, for some foreshadowing, I'd suggest finding evidence of prior attacks - NPCs that are insane or mind blasted drooling vegetables, that sort of thing.

Also, finding a strange psionic item (plenty of weird crystal choices, or a good psychoactive skin should do the trick) either left behind at the scene of an attack or in the hands of some minor thug who found something a lot more powerful than himself can really pique PC interest. Some encouragement to investigate the item by playing up how strange it is can go a long way to introducing the hidden world of psionics without throwing githyanki at them yet.

Furthermore, you could ease them in with the loner method. A classic band of brigands that has a lone githyanki or mind flayer leader can play out like the traditional, simple encounter, but has much larger mystery to it. Or a lone gith or mind flayer exploring the same dungeon as the PCs but does an obviously psionic attack and then quickly teleports away.
 

It really depends on if you want it to become a big deal. I foreshadowed the coming of new powers and introduced some NPcs that did things strangely. I never used the word psionic and it took a few months for one of the players to make the connection. Then we introduced a new god to the setting who delat with psionics and Mind Flayers became a big threat and that's where the story took us.

Of course you can just have these creatures be there with wioerd powers and then never have the PCs run into anything like that again. It will make those encounters a bit more strange and mysterious and having it be unique to them could help it become a memorable adventrue.
 

Well, if you're usin 4e and it sounds like you are, the system and many monsters already take into account most if not all of the psionic rules. Psychic damage is a well-established part of the game since the 4e came out. Just treat the newcomer psionically-inclined as if they'd always been there and have the psionic effects foreshadowed with an NPC/monster that has a few powers that can bring on the dominate status.

C.I.D.
 

Depends on how you want the encounter to go.

For Mind Flayers, if you want to more put your players on edge, use some of the fluff from Lords of Madness - have the players find a village that's completely empty, with no signs of struggle, except (if the pass the skill check) some unseen and alien footprints and bits of robe stuck to a nail, that kinda thing. Nothing that would give away who did it, merely that something else was here. Continue the mystery in the next village - people are going missing, and nobody sees what's happening. Maybe catch an errant person right as they're being fed - they don't see the mindflayer doing it, they just heard a "sickening, squishy, organic sound" and turn the corner to find a dead body with no telltale signs of death. Or maybe the Mind Flayer thralls attack the village to collect slaves - you don't see the flayers, just the underdark creatures kidnapping villagers, but (and again apply a skill check) your players discover that there's something wrong about them. Maybe they never speak, only occasionally drool and walk in a zombie like state. Maybe one breaks free of the mental control long enough to write "HELP ME" in large letters on the side of a building. You get the idea. Follow the thrall caravan and find a map to their village, and there you go - the players are in a collision course ith mind flayers, but potentially don't know that they ARE mind flayers - just that they're something evil, something alien, and something that effects creatures' minds.
 

I'd go with the silver sword idea. The PC's find or come across a githyanki silver sword (perhaps in a Mind Flayer treasure trove). On it are inscriptions in a language the PC's have never seen before. After deciphering it they see mention of Vlaakith, Tu'narath and/or the Palace of Whispers.

Once they possess it (and before they figure out what it is or sell it to someone) they are attacked by a githyanki raiding party. One looking for the sword.

It's a bit forced and could easily be foreshadowed a bit more but it works.
 

You could also have a special quest where the PCs can't quite stop a bad guy from finishing his crazy magic machine which doesn't quite work as intended and instead of opening a permanent portal to hell, gives some people and creatures psionic powers.
 

So in a nutshell, I gather that its not unfair to "plop" psionics in mid-campaign, but that foreshadowing would be a nice touch. ?
 


Unless you actually bust out the XPH, "psionics" are just spell-like abilities for various mosnters, including mind flayers. Githyanki, as I recall, have explicit psi abilities. I'm not sure you need to offer a lot of forewarning, unless you plan on introducing them as a major campaign element. Still, how about a human psion, an escaped slave of the githyanki, with strange powers and some suspicion of the PCs?
 

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