Basically i had this idea of a tall old man with graying hair and a long beard that covers the entirety of his mouth lives in a house deep within a swamp near a vast deep lake. He is suppose to be known for being good with arcane but not often visited because of his secluded place and not accepting many visitors, unless they have killed some of the lizardfolk living within the swamp as well. The plot twist here is that the Old man is actually a mindflayer in disguise. The mindflayer has no colony and within the lake is living a long side him is an ancient aboleth that lurks around the waters who's somewhat friendly to the mindflayer.
My questions are:
1- what sort quests would the mindflayer have for a group of adventurers in exchange for his services?
2- What sort of services can a mindflayer provide to the party?
3- If for whatever reasons the party discovers that the old man is in fact a mindflayer, what sort of reason should they be given to NOT kill the mindflayer or the Aboleth living within the lake?
4- Finally, what end goal would these two Aberrations have?
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
4. Just thinking out loud. I've read somewhere that aboleths and mindflayers had some kind of natural enmity. So perhaps the fact that these two are friendly is part of their endgame. Maybe they are both weirdos that don't fit in with their own kind and just want to be left alone with their bromance. Or perhaps they are conspiracy theorists and believe the mindflayer/aboleth feud is the machination of some even greater evil and they are the only two who can stop this ancient terror...
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PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
4 - Aberrations don't think like normal humans, so something that appears to be completely random - let the party work out their own "logic" for what the 2 NPCs might have as their end game ;-)
1. To contact other aberrations, to keep tabs on world events, to eliminate any people who come close to learning their true identity 2. Psionic powers (using charms or blessings on page 227 of the DMG), magic items that only work for humanoids, gold piece, stolen memories (see below) 3. They are too weak to defeat the aberrations, the aberrations are protecting against a greater evil, the aberrations secretly control a powerful organization, the aberrations have the party's memories (see below) 4. To summon an aberration from the Far Realm, to conquer the world, to destroy the world, to protect against a greater evil
One idea that crossed my mind is that the aberrations could steal the player's memories. This would make no mechanical difference, simply make them forget about certain events, preferably not ones that are extremely important to the plot, but make sure that they are important enough for the player to want them back. For each task the party completed, the aberrations would give each player a single memory back. Only do this if your party likes roleplaying and this would be a fun scenario for them.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
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Basically i had this idea of a tall old man with graying hair and a long beard that covers the entirety of his mouth lives in a house deep within a swamp near a vast deep lake. He is suppose to be known for being good with arcane but not often visited because of his secluded place and not accepting many visitors, unless they have killed some of the lizardfolk living within the swamp as well. The plot twist here is that the Old man is actually a mindflayer in disguise. The mindflayer has no colony and within the lake is living a long side him is an ancient aboleth that lurks around the waters who's somewhat friendly to the mindflayer.
My questions are:
1- what sort quests would the mindflayer have for a group of adventurers in exchange for his services?
2- What sort of services can a mindflayer provide to the party?
3- If for whatever reasons the party discovers that the old man is in fact a mindflayer, what sort of reason should they be given to NOT kill the mindflayer or the Aboleth living within the lake?
4- Finally, what end goal would these two Aberrations have?
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
1. Revenge
2. MAgic items and gold
3. IT IS A FRICKING MINDFLAYER AND ABOLETH! Quite a threat
4. Unsure
Enjoy my magic items, spells, monsters, my race, and a few feats. And GIVE ME FEEDBACK... or else.
Like what I say?
⬐ Just press this little guy right here.
4. Just thinking out loud. I've read somewhere that aboleths and mindflayers had some kind of natural enmity. So perhaps the fact that these two are friendly is part of their endgame. Maybe they are both weirdos that don't fit in with their own kind and just want to be left alone with their bromance. Or perhaps they are conspiracy theorists and believe the mindflayer/aboleth feud is the machination of some even greater evil and they are the only two who can stop this ancient terror...
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
4 - Aberrations don't think like normal humans, so something that appears to be completely random - let the party work out their own "logic" for what the 2 NPCs might have as their end game ;-)
1. To contact other aberrations, to keep tabs on world events, to eliminate any people who come close to learning their true identity
2. Psionic powers (using charms or blessings on page 227 of the DMG), magic items that only work for humanoids, gold piece, stolen memories (see below)
3. They are too weak to defeat the aberrations, the aberrations are protecting against a greater evil, the aberrations secretly control a powerful organization, the aberrations have the party's memories (see below)
4. To summon an aberration from the Far Realm, to conquer the world, to destroy the world, to protect against a greater evil
One idea that crossed my mind is that the aberrations could steal the player's memories. This would make no mechanical difference, simply make them forget about certain events, preferably not ones that are extremely important to the plot, but make sure that they are important enough for the player to want them back. For each task the party completed, the aberrations would give each player a single memory back. Only do this if your party likes roleplaying and this would be a fun scenario for them.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.