Descent
into Darkness

Player's Handbook

A 2-Session Campaign set in the world of Baldur's Gate 3.
You wake on a crashing Nautiloid with a tadpole behind your eye.
What you do next defines everything.

5 Players · Levels 3–5 · 2 Sessions

The World

"The sky splits open. A living ship screams across the heavens, tentacles trailing fire. Inside, you are strapped to a table. Something wet presses against your eye. Then darkness. Then worse."

The city of Baldur's Gate sits on the edge of catastrophe. A Mind Flayer invasion ship — a Nautiloid — has torn through the skies above the Sword Coast, and you were aboard it. Each of you was taken. Each of you was infected. An illithid tadpole now burrows behind your eye, feeding on your thoughts and whispering promises of power.

Your adventure begins as the Nautiloid crashes. You are strangers bound by a shared infection and a desperate need to remove the parasite before it consumes you entirely — transforming you into Mind Flayers yourselves.

Session 1: The Crash

You escape the burning wreckage of the Nautiloid onto a ravaged beach. The wilderness is hostile, full of creatures displaced by the crash. You'll discover the Emerald Grove — a druid enclave sheltering tiefling refugees — and learn that the answer to your tadpole problem may lie in the goblin camp to the west, where three cult leaders serve a mysterious entity called the Absolute.

Key Locations — Session 1

  • The Nautiloid — A living Mind Flayer ship. Tutorial combat here.
  • Ravaged Beach — Crash site. First NPC encounters.
  • Emerald Grove — Druid enclave. Safe haven and quest hub.
  • Goblin Camp — Enemy stronghold. Three boss fights possible.

Session 2: The Shadow

With the goblin threat resolved, the trail leads south into the Shadow-Cursed Lands — a region swallowed by magical darkness where nothing living survives without protection. At the center stands Moonrise Towers, fortress of Ketheric Thorm, an immortal general who commands the Absolute's undead army. Somewhere in his dungeon lies the truth about your tadpoles.

Key Locations — Session 2

  • Shadow-Cursed Lands — Magical darkness. Light sources vital.
  • Last Light Inn — Final safe haven. Protected by Isobel's barrier.
  • Gauntlet of Shar — Ancient dungeon. Trials and secrets within.
  • Moonrise Towers — Enemy fortress. Final boss: Ketheric Thorm.

The Tadpole

Each of you carries an illithid tadpole — a Mind Flayer parasite implanted in your brain. Under normal circumstances, ceremorphosis would transform you into a Mind Flayer within days. But your tadpoles are different. Modified. They grow slowly, and they offer gifts.

Throughout the campaign, you'll discover Illithid Pods — biological power nodes that can enhance your tadpole's abilities. Consuming a pod grants you psionic powers (see the Illithid Powers chapter). Using these powers is always your choice — but the tadpole approves every time you do.

The Question

How much of the tadpole's power will you use? Every gift comes from something that wants to consume you. The power is real. The danger is real. The choice is yours.


Your Party

PlayerCharacterRaceClassRole
JacksonVaelis DuskbaneDrowPaladinTank / Nova Damage
RachelVex AshfordHumanFighterDPR / Frontline
LexyLexyHumanBarbarianDamage / Off-Tank
BrandonBart JingleworthHumanBardSupport / Face
MattMatthasHumanDruidControl / Heal

How This Campaign Works

The One Rule

Everything resets between combats. Use it or lose it.

No long rests, no short rests, no resource tracking between fights. Every combat starts fresh. Blow everything every fight.

Core Mechanics

MechanicHow It Works
Attack RollRoll d20 + modifier vs target's AC. Meet or beat = hit.
Saving ThrowRoll d20 + modifier vs DC. Meet or beat = success.
AdvantageRoll 2d20, take the higher.
DisadvantageRoll 2d20, take the lower.
Critical HitNatural 20. Double ALL damage dice (not modifiers).
Critical MissNatural 1. Auto-miss regardless of bonuses.
Initiatived20 + DEX mod. Highest goes first.
Death SavesAt 0 HP: d20 each turn. 10+ = success, 9− = fail. 3 successes = stable. 3 fails = dead. Nat 20 = up with 1 HP.
ConcentrationOne concentration spell active at a time. When hit: CON save (DC 10 or half damage, whichever is higher). Fail = spell ends.

Action Economy

Each turn you get one of each. Movement can be split before and after actions.

TypeWhat You Can Do
MovementMove up to your speed (30–40 ft). Can split before/after action.
ActionAttack (2 swings with Extra Attack), Cast a spell, Dash, Dodge, Help, Hide, Disengage
Bonus ActionOnly if you have one: Rage, Bardic Inspiration, Healing Word, Misty Step, Second Wind, etc.
Reaction1/round: Opportunity Attack, Riposte, Cutting Words, etc.
Free ActionDraw/stow a weapon, open a door, drop an item, speak briefly

Per-Combat Resources by Class

ClassResourceUsesNotes
PaladinSpell Slots3 first + 2 secondFuel smites or cast spells
Channel Divinity1Vow of Enmity or Abjure Enemy
Lay on Hands25 HP poolTouch heal, split however you want
Faerie Fire1 (innate)Drow magic, no slot cost
FighterAction Surge1Full extra action (2 more attacks)
Second Wind1Bonus action, heal 1d10+5
Superiority Dice5d8Precision, Trip, Riposte
BarbarianRage1Includes Frenzy (bonus attack/turn)
Reckless AttackUnlimitedAdvantage to you, advantage to enemies
BardBardic Inspiration4d8 to ally's roll, shared with Cutting Words
Lucky3Reroll any d20
Spell Slots4/3/21st/2nd/3rd level
DruidWild Shape1Dire Wolf, Brown Bear, or Giant Spider
Spirit Totem1Bear, Hawk, or Unicorn aura
Spell Slots4/3/21st/2nd/3rd level

Level 5 Baseline

Proficiency +3
Martials 2 attacks/action
Casters 3rd level spells

Vaelis Duskbane

JACKSON · DROW · PALADIN 5 · OATH OF VENGEANCE

"I've walked that road. It only goes down."
Vaelis Duskbane
Medium humanoid (drow), lawful neutral

Armor Class 19 (chain mail + shield + Defense style)
Hit Points 42 (5d10 + 5)
Speed 30 ft.

STR15(+2)
DEX14(+2)
CON13(+1)
INT8(−1)
WIS10(+0)
CHA15(+2)

Saving Throws WIS +3, CHA +5
Skills Athletics +5, Insight +3, Intimidation +5, Religion +2
Senses Superior Darkvision 120 ft., Passive Perception 10
Languages Common, Elvish, Undercommon, Infernal, Abyssal
Proficiency Bonus +3

Attacks

WeaponTo HitDamageNotes
Longsword+51d8+2 slashingVersatile (1d10 two-handed)
Javelin+51d6+2 piercingThrown 30/120

Extra Attack: 2 attacks per Attack action.

Divine Smite (Add on Hit, Costs Spell Slot)

Slot LevelBonus Damagevs Undead/Fiend
1st-level+2d8 radiant+3d8 total
2nd-level+3d8 radiant+4d8 total

Decide AFTER you know you hit. On a crit, double ALL smite dice.

Per-Combat Resources

1st-Level Slots3
2nd-Level Slots2
Channel Divinity1
Lay on Hands25HP pool
Faerie Fire1innate, no slot
Hit Dice5d10

Class Features

Channel Divinity (1/combat, pick one)

Racial Features — Drow

Spells

Spell Save DC: 13 · Spell Attack: +5

Oath Spells (always prepared)

SpellLvlActionEffect
Bane1stAction3 creatures, WIS save or −1d4 from attacks/saves. Conc.
Hunter's Mark1stBonus+1d6 damage per hit vs target. Conc.
Hold Person2ndActionHumanoid paralyzed. Melee hits within 5 ft auto-crit. Conc.
Misty Step2ndBonusTeleport 30 ft.

Prepared Spells

SpellLvlActionEffect
Thunderous Smite1stBonusNext hit: +2d6 thunder, STR save or push 10 ft + prone. Conc.
Shield of Faith1stBonus+2 AC to one creature. Conc.
Command1stActionWIS save or obey one word: Flee, Grovel, Halt, Drop.
Aid2ndAction3 allies gain +5 max HP. No concentration.

Combat Quick Reference

Round 1 — The Nova

  1. Bonus Action: Vow of Enmity on biggest threat (advantage on all attacks)
  2. Action: Attack ×2 with longsword (+5 to hit, 1d8+2 each)
  3. On each hit: Divine Smite with 2nd-level slot (+3d8 radiant each)

Average damage: ~44 in one round.

The Dream Combo — Hold Person + Crit Smites

  1. Round 1: Hold Person on humanoid (WIS DC 13)
  2. Round 2: Walk up, Attack ×2 (auto-crit within 5 ft of paralyzed)
  3. Smite both crits: double ALL weapon and smite dice

Average damage: ~74 in one round. Boss-killer.

Decision Checklist

  1. Ally at 0 HP? → Lay on Hands (just 1 HP to get them up)
  2. One big enemy? → Vow of Enmity + Smite
  3. Lots of enemies? → Bane or Faerie Fire
  4. Humanoid boss? → Hold Person → crit Smite combo
  5. None of the above? → Hunter's Mark + swing away

Backstory

Vaelis was a temple guard in Menzoberranzan who witnessed one betrayal too many — a ritual sacrifice of children to feed Lolth's hunger. He shattered his oath to the Spider Queen and fled to the surface, hunted by his own house. Years as a wandering blade, dispensing justice to the wicked, until something plucked him from a roadside camp and drove a tadpole into his skull.

Bond: "The weak suffer because the strong are cruel. I will be the blade that answers."

RP Notes

Vex Ashford

RACHEL · HUMAN · FIGHTER 5 · BATTLE MASTER

"I've had worse."
Vex Ashford
Medium humanoid (human), chaotic good

Armor Class 16 (chain mail, greatsword — no shield)
Hit Points 49 (5d10 + 15)
Speed 30 ft.

STR16(+3)
DEX13(+1)
CON16(+3)
INT10(+0)
WIS12(+1)
CHA8(−1)

Saving Throws STR +6, CON +6
Skills Athletics +6, Intimidation +2, Perception +4
Languages Common, Elvish
Proficiency Bonus +3

Attacks

WeaponTo HitDamageNotes
Greatsword+62d6+3 slashingHeavy, two-handed. Reroll 1s/2s on damage.
Greatsword (GWM)+12d6+13 slashing−5 to hit, +10 damage
Handaxe (×2)+61d6+3 slashingThrown 20/60 ft.

Extra Attack: 2 attacks per Attack action.

Per-Combat Resources

Action Surge1extra full action
Second Wind11d10+5 HP
Superiority Dice5d8

Feat: Great Weapon Master

Battle Master Maneuvers

Maneuver Save DC: 14

ManeuverTriggerEffect
Precision AttackMake an attack rollAdd 1d8 to the attack roll. Saves GWM misses.
Trip AttackHit with weapon+1d8 damage. STR save DC 14 or prone.
RiposteEnemy misses you in meleeReaction: melee attack + 1d8 damage.

Combat Quick Reference

Nova Round — Go All Out

  1. Attack Action: 2 attacks with GWM (1d20+1, 2d6+13 each)
  2. Action Surge: 2 more attacks with GWM
  3. Precision Attack any close misses (+1d8)

4 attacks × (2d6+13) = potential ~85 damage in one turn. Realistic avg: 40–55.

When to GWM?

  • Use: Target AC ≤ 15, you have advantage, or Precision Attack ready
  • Skip: High-AC target, no advantage, no superiority dice left

Backstory

Vex Ashford spent a decade as a sellsword out of Baldur's Gate — running caravan security and doing dirty jobs nobody else would touch. Three days into a coastal escort contract, the sky split open, a Nautiloid crashed, and she woke up on that ship with a parasite behind her eye.

RP Notes

Lexy

LEXY · HUMAN · BARBARIAN 5 · PATH OF THE BERSERKER

"Come on then. I'll make it fun for both of us."
Lexy
Medium humanoid (human), chaotic neutral

Armor Class 14 (Unarmored Defense: 10 + DEX 2 + CON 2)
Hit Points 46 (effectively 92 vs physical while raging)
Speed 40 ft. (Fast Movement)

STR16(+3)
DEX14(+2)
CON14(+2)
INT8(−1)
WIS12(+1)
CHA10(+0)

Saving Throws STR +6, CON +5
Skills Athletics +6, Intimidation +3, Perception +4, Survival +4
Languages Common + one other
Proficiency Bonus +3

Attacks (While Raging)

ModeTo HitDamageNotes
Greataxe+61d12+6STR +3, Rage +3
Reckless+6 (adv)1d12+6Roll 2d20 take higher
Power Attack+11d12+16−5/+10 from GWM
Reckless + Power+1 (adv)1d12+16The full send. Avg 67.5/turn (×3)

3 attacks per turn: 2 from Extra Attack + 1 Frenzy bonus action.

Per-Combat Resources

Rage1+3 dmg, resistance, Frenzy
Reckless Attackadvantage both ways
Hit Dice5d12

Class Features

Combat Quick Reference

Turn 1

Bonus Action: RAGE (activates Frenzy)
Action: Attack ×2 with Reckless (2d20 take higher → 1d12+6 each)
2 attacks this turn (Frenzy starts next turn)

Every Other Turn (3 Attacks)

Bonus: Frenzy attack — 2d20kh+61d12+6
Action: Attack ×2 (Reckless) — same dice
Total: 3 attacks, all with advantage. Avg 37.5 (normal) or 67.5 (Power Attack)

Backstory

Lexy grew up among the warrior clans of the northern wilds, where strength was beauty and scars were jewelry. Drawn south by rumors of a great war, she was ambushed during a Mind Flayer raid and woke with a tadpole burrowing behind her eye. Now she's awake, she's furious, and she's going to make every last one of them regret it.

RP Notes

Bart Jingleworth

BRANDON · HUMAN · BARD 5 · COLLEGE OF LORE

"Ladies and gentlemen — and whatever you are — the show must go on."
Bart Jingleworth
Medium humanoid (human), chaotic good

Armor Class 13 (leather armor)
Hit Points 38 (5d8 + 10)
Speed 30 ft.

STR8(−1)
DEX14(+2)
CON14(+2)
INT10(+0)
WIS12(+1)
CHA18(+4)

Saving Throws DEX +5, CHA +7
Skills Deception +7, Insight +4, Intimidation +7, Investigation +3, Perception +4, Performance +10, Persuasion +10
Languages Common, Elvish
Proficiency Bonus +3

Attacks & Core Actions

ActionDiceEffect
Rapier (melee)1d20+51d8+2Fallback melee
Vicious MockeryWIS DC 15 → 2d4Psychic + disadvantage on next attack
Dissonant WhispersWIS DC 15 → 3d6Psychic + target flees (reaction)
ThunderwaveCON DC 15 → 2d8Thunder + push 10 ft

Per-Combat Resources

Bardic Inspiration4d8 dice
Lucky3extra d20
Spell Slots4/3/21st/2nd/3rd

Class Features

Spells

Spell Save DC: 15 · Spell Attack: +7

Cantrips

SpellEffect
Vicious Mockery2d4 psychic + disadvantage. Your bread and butter.
Minor Illusion5-ft cube sound/image. Utility and distraction.
PrestidigitationFlavor and RP utility.

Leveled Spells

SpellLvlEffect
Healing Word1stBonus action, 1d4+4 HP. Clutch revive.
Dissonant Whispers1st3d6 psychic, forces movement.
Faerie Fire1stDEX DC 15. Advantage for whole party.
Tasha's Hideous Laughter1stIncapacitate one target.
Thunderwave1st2d8 thunder + push. Emergency escape.
Heroism1st4 temp HP/turn. Concentration buff.
Hold Person2ndParalyze humanoid. Melee auto-crits.
Hypnotic Pattern3rdWIS DC 15. 30-ft cube. Mass incapacitate.

Combat Quick Reference

Priority System

Bonus Action: Bardic Inspiration to ally, or Healing Word if someone drops.
Action Priority:

  1. 3+ enemies clumped? Hypnotic Pattern
  2. Big humanoid threat? Hold Person
  3. Need team accuracy? Faerie Fire
  4. Default: Vicious Mockery (damage + disadvantage)

Reaction: Cutting Words to reduce enemy attacks/damage.

Backstory

Bart Jingleworth was a tavern-circuit comic whose routine was equal parts music, bad impressions, and weaponized confidence. During a packed set in Baldur's Gate, a Mind Flayer raid turned his act into a nightmare. He woke up on a Nautiloid with a tadpole in his skull and a survival instinct he absolutely did not know he had.

RP Notes

Matthas

MATT · HUMAN · DRUID 5 · CIRCLE OF THE SHEPHERD

"The natural order has been violated. I intend to set it right."
Matthas
Medium humanoid (human), neutral good

Armor Class 14 (leather + wooden shield)
Hit Points 36 (5d8 + 10) + Wild Shape HP buffer
Speed 30 ft.

STR8(−1)
DEX12(+1)
CON15(+2)
INT10(+0)
WIS16(+3)
CHA13(+1)

Saving Throws INT +3, WIS +6
Skills Animal Handling +6, Insight +6, Nature +3, Perception +6, Survival +6
Languages Common, Druidic, Sylvan, Elvish
Proficiency Bonus +3

Per-Combat Resources

Spell Slots4/3/21st/2nd/3rd
Wild Shape1CR 1 forms
Spirit Totem1Bear/Hawk/Unicorn

Feat: War Caster

Spirit Totem (Circle of the Shepherd)

TotemEffectBest When
Bear10 temp HP to chosen alliesParty taking heavy damage
HawkReaction grants advantage on 1 ally's attackBoosting a striker's big hit
Unicorn+1d6 healing in auraSustain with Healing Word

Wild Shape Forms

FormHPACSpeedAttackSpecial
Dire Wolf371450 ft+5, 2d6+3Prone on hit (DC 13 STR), Pack Tactics
Brown Bear341140 ftBite +5 1d8+4, Claws +5 2d6+4Multiattack (bite + claws)
Giant Spider261430 ft, climbBite +5 1d8+3 + 2d8 poisonWeb restrains (DC 12 STR)

Spells

Spell Save DC: 14 · Spell Attack: +6

Cantrips

SpellEffect
Produce FlameRanged attack 1d20+62d8 fire, 30 ft.
ShillelaghBonus action. Staff becomes 1d20+61d8+3.
Guidance+1d4 to ability check. Concentration.

Leveled Spells

SpellLvlEffect
Healing Word1stBonus action, 1d4+3 HP. Ranged revive.
Entangle1stSTR DC 14 or restrained.
Faerie Fire1stDEX DC 14. Advantage on affected targets.
Thunderwave1stCON DC 14 → 2d8. Emergency knockback.
Goodberry1st10 berries × 1 HP. Between-fight recovery.
Moonbeam2ndCON DC 14 → 2d10 radiant. Move 60 ft/turn.
Conjure Animals3rdSummon pack. Best damage spike tool.
Call Lightning3rdDEX DC 14 → 3d10 lightning. Repeat each turn.

Combat Quick Reference

Option A: Controller

Turn 1: Entangle/Faerie Fire (action) + Spirit Totem (bonus)
Turn 2+: Maintain concentration, Healing Word as needed

Option B: Shapeshifter

Turn 1: Spirit Totem (bonus) + Wild Shape (action)
Turn 2+: Dire Wolf/Bear attacks until form drops

Option C: Moonbeam Engine

Turn 1: Moonbeam (action) + Spirit Totem (bonus)
Turn 2+: Move Moonbeam (action) + Healing Word (bonus)

Remember

  • War Caster: concentration checks roll 2d20 keep highest
  • Wild Shape keeps concentration active
  • Goodberry is for between-fight recovery

Backstory

Matthas kept watch over a remote Emerald Enclave grove where the spirit world pressed close to the living forest. During a deep communion, a Nautiloid tore across the sky and the psychic rupture echoed through the spirit realm like a scream. He followed that scream and woke with a tadpole behind his eye, his spirit companion flickering at the edge of sight.

RP Notes

Illithid Powers

"The tadpole pulses warmly behind your eye. It wants to help. It always wants to help."

Throughout the campaign, you'll find Illithid Pods — biological power nodes left behind by Mind Flayer activity. Any player can consume a pod to permanently gain one psionic power from the menu below. Each player may consume one pod per session.

Important

Consuming a pod does not increase corruption. The tadpole grows stronger but does not gain more control over you. These powers are yours to use freely.

Pod Locations

Session 1 (3 pods available)

Session 2 (3 pods available)

Power Menu

Choose one power when consuming a pod. Once chosen, the power is permanent.

PowerUsesEffectDice
Psionic Overload 1/combat 15 ft cone. INT save DC 13 or take psychic damage. 3d8
Illithid Charm 1/scene Charm one humanoid for 1 minute. WIS save DC 14. None (save)
Transfuse Health 1/combat Touch. Steal HP from a creature and add to yours. 2d8
Force Tunnel 1/combat 30 ft line. STR save DC 13 or take force damage + pushed 10 ft. 2d6
Psionic Dominance 1/scene Advantage on all CHA checks for 1 minute. None
Mind Spike 1/combat 60 ft ranged attack +5. Psychic damage + know target's location for 1 min. 3d6

Using Your Powers

When you use an illithid power, the DM will describe a brief physical effect — your eyes flash purple, a vein of darkness pulses across your temple, or nearby NPCs flinch. These are flavor, not mechanical penalties. The tadpole approves when you use its gifts. Whether that makes you comfortable is up to you.

Narrative Effects of Pod Consumption

  • After your first pod: You can feel the tadpole more clearly. It pulses with satisfaction.
  • After your second pod: Brief flashes of alien memory. You taste copper for a moment.
  • Other infected creatures instinctively defer to you slightly.

Quick Reference

Conditions

ConditionEffect
ProneMelee attacks have advantage vs you. Ranged have disadvantage. Half movement to stand.
RestrainedSpeed 0. Attacks vs you have advantage. Your attacks/DEX saves have disadvantage.
FrightenedDisadvantage on attacks/checks while source in sight. Can't move closer.
ParalyzedIncapacitated. Auto-fail STR/DEX saves. Attacks have advantage. Hits within 5 ft are auto-crits.
IncapacitatedCan't take actions or reactions.
CharmedCan't attack charmer. Charmer has advantage on social checks.
BlindedAuto-fail sight checks. Your attacks have disadvantage. Attacks vs you have advantage.
StunnedIncapacitated, can't move. Auto-fail STR/DEX saves. Attacks vs you have advantage.

Death Saves

When You Drop to 0 HP

  • You fall unconscious and start making death saves on your turn.
  • Roll d20: 10+ = success, 9− = failure.
  • 3 successes = stabilize (unconscious but not dying).
  • 3 failures = death.
  • Natural 20 = regain 1 HP and wake up.
  • Natural 1 = counts as 2 failures.
  • Any damage while at 0 HP = 1 death save failure. A crit = 2 failures.
  • Any healing brings you back with that many HP.

Dice Reference

PlayerDice NeededPrimary Use
Jackson2d20, 4d8, 2d6, 1d4Smites (d8), Thunderous Smite (d6)
Rachel2d20, 2d6, 1d8, 1d10Greatsword (2d6), Superiority (d8)
Lexy2d20, 1d12, 1d6Greataxe (d12), Handaxe (d6)
Brandon2d20, 2d8, 3d6, 1d4Inspiration (d8), Whispers (3d6)
Matt2d20, 3d10, 3d8, 2d6, 2d4Call Lightning (3d10), Wild Shape

Party Roles

Who Does What

  • Tank: Jackson (AC 19, Lay on Hands) and Lexy (Rage resistance, 92 effective HP)
  • Nova Damage: Jackson (Smite combos), Rachel (GWM + Action Surge)
  • Sustained DPR: Lexy (3 attacks/turn), Rachel (2 attacks + Riposte)
  • Healing: Brandon (Healing Word), Matt (Healing Word + Unicorn Totem), Jackson (Lay on Hands)
  • Crowd Control: Matt (Entangle, Moonbeam), Brandon (Hypnotic Pattern, Hold Person)
  • Face/Social: Brandon (+10 Persuasion, +10 Performance)
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DESCENT INTO DARKNESS · PLAYER'S HANDBOOK