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 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.
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.
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.
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.
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.
| Player | Character | Race | Class | Role |
|---|---|---|---|---|
| Jackson | Vaelis Duskbane | Drow | Paladin | Tank / Nova Damage |
| Rachel | Vex Ashford | Human | Fighter | DPR / Frontline |
| Lexy | Lexy | Human | Damage / Off-Tank | |
| Brandon | Bart Jingleworth | Human | Support / Face | |
| Matt | Matthas | Human | Druid | Control / Heal |
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.
| Mechanic | How It Works |
|---|---|
| Attack Roll | Roll d20 + modifier vs target's AC. Meet or beat = hit. |
| Saving Throw | Roll d20 + modifier vs DC. Meet or beat = success. |
| Advantage | Roll 2d20, take the higher. |
| Disadvantage | Roll 2d20, take the lower. |
| Critical Hit | Natural 20. Double ALL damage dice (not modifiers). |
| Critical Miss | Natural 1. Auto-miss regardless of bonuses. |
| Initiative | d20 + DEX mod. Highest goes first. |
| Death Saves | At 0 HP: d20 each turn. 10+ = success, 9− = fail. 3 successes = stable. 3 fails = dead. Nat 20 = up with 1 HP. |
| Concentration | One concentration spell active at a time. When hit: CON save (DC 10 or half damage, whichever is higher). Fail = spell ends. |
Each turn you get one of each. Movement can be split before and after actions.
| Type | What You Can Do |
|---|---|
| Movement | Move up to your speed (30–40 ft). Can split before/after action. |
| Action | Attack (2 swings with Extra Attack), Cast a spell, Dash, Dodge, Help, Hide, Disengage |
| Bonus Action | Only if you have one: Rage, Bardic Inspiration, Healing Word, Misty Step, Second Wind, etc. |
| Reaction | 1/round: Opportunity Attack, Riposte, Cutting Words, etc. |
| Free Action | Draw/stow a weapon, open a door, drop an item, speak briefly |
| Class | Resource | Uses | Notes |
|---|---|---|---|
| Paladin | Spell Slots | 3 first + 2 second | Fuel smites or cast spells |
| Channel Divinity | 1 | Vow of Enmity or Abjure Enemy | |
| Lay on Hands | 25 HP pool | Touch heal, split however you want | |
| Faerie Fire | 1 (innate) | Drow magic, no slot cost | |
| Fighter | Action Surge | 1 | Full extra action (2 more attacks) |
| Second Wind | 1 | Bonus action, heal 1d10+5 | |
| Superiority Dice | 5d8 | Precision, Trip, Riposte | |
| Rage | 1 | Includes Frenzy (bonus attack/turn) | |
| Reckless Attack | Unlimited | Advantage to you, advantage to enemies | |
| Bardic Inspiration | 4 | d8 to ally's roll, shared with Cutting Words | |
| Lucky | 3 | Reroll any d20 | |
| Spell Slots | 4/3/2 | 1st/2nd/3rd level | |
| Druid | Wild Shape | 1 | Dire Wolf, Brown Bear, or Giant Spider |
| Spirit Totem | 1 | Bear, Hawk, or Unicorn aura | |
| Spell Slots | 4/3/2 | 1st/2nd/3rd level |
JACKSON · DROW · PALADIN 5 · OATH OF VENGEANCE
| Weapon | To Hit | Damage | Notes |
|---|---|---|---|
| Longsword | +5 | 1d8+2 slashing | Versatile (1d10 two-handed) |
| Javelin | +5 | 1d6+2 piercing | Thrown 30/120 |
Extra Attack: 2 attacks per Attack action.
| Slot Level | Bonus Damage | vs 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.
2d8 (1st) or 3d8 (2nd), +1d8 vs undead/fiend.Spell Save DC: 13 · Spell Attack: +5
| Spell | Lvl | Action | Effect |
|---|---|---|---|
| Bane | 1st | Action | 3 creatures, WIS save or −1d4 from attacks/saves. Conc. |
| Hunter's Mark | 1st | Bonus | +1d6 damage per hit vs target. Conc. |
| Hold Person | 2nd | Action | Humanoid paralyzed. Melee hits within 5 ft auto-crit. Conc. |
| Misty Step | 2nd | Bonus | Teleport 30 ft. |
| Spell | Lvl | Action | Effect |
|---|---|---|---|
| Thunderous Smite | 1st | Bonus | Next hit: +2d6 thunder, STR save or push 10 ft + prone. Conc. |
| Shield of Faith | 1st | Bonus | +2 AC to one creature. Conc. |
| Command | 1st | Action | WIS save or obey one word: Flee, Grovel, Halt, Drop. |
| Aid | 2nd | Action | 3 allies gain +5 max HP. No concentration. |
1d8+2 each)3d8 radiant each)Average damage: ~44 in one round.
Average damage: ~74 in one round. Boss-killer.
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."
RACHEL · HUMAN · FIGHTER 5 · BATTLE MASTER
| Weapon | To Hit | Damage | Notes |
|---|---|---|---|
| Greatsword | +6 | 2d6+3 slashing | Heavy, two-handed. Reroll 1s/2s on damage. |
| Greatsword (GWM) | +1 | 2d6+13 slashing | −5 to hit, +10 damage |
| Handaxe (×2) | +6 | 1d6+3 slashing | Thrown 20/60 ft. |
Extra Attack: 2 attacks per Attack action.
1d10+5 HPManeuver Save DC: 14
| Maneuver | Trigger | Effect |
|---|---|---|
| Precision Attack | Make an attack roll | Add 1d8 to the attack roll. Saves GWM misses. |
| Trip Attack | Hit with weapon | +1d8 damage. STR save DC 14 or prone. |
| Riposte | Enemy misses you in melee | Reaction: melee attack + 1d8 damage. |
1d20+1, 2d6+13 each)1d8)4 attacks × (2d6+13) = potential ~85 damage in one turn. Realistic avg: 40–55.
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.
LEXY · HUMAN · BARBARIAN 5 · PATH OF THE BERSERKER
| Mode | To Hit | Damage | Notes |
|---|---|---|---|
| Greataxe | +6 | 1d12+6 | STR +3, Rage +3 |
| Reckless | +6 (adv) | 1d12+6 | Roll 2d20 take higher |
| Power Attack | +1 | 1d12+16 | −5/+10 from GWM |
| Reckless + Power | +1 (adv) | 1d12+16 | The full send. Avg 67.5/turn (×3) |
3 attacks per turn: 2 from Extra Attack + 1 Frenzy bonus action.
Bonus Action: RAGE (activates Frenzy)
Action: Attack ×2 with Reckless (2d20 take higher → 1d12+6 each)
2 attacks this turn (Frenzy starts next turn)
Bonus: Frenzy attack — 2d20kh+6 → 1d12+6
Action: Attack ×2 (Reckless) — same dice
Total: 3 attacks, all with advantage. Avg 37.5 (normal) or 67.5 (Power Attack)
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.
BRANDON · HUMAN · BARD 5 · COLLEGE OF LORE
| Action | Dice | Effect |
|---|---|---|
| Rapier (melee) | 1d20+5 → 1d8+2 | Fallback melee |
| Vicious Mockery | WIS DC 15 → 2d4 | Psychic + disadvantage on next attack |
| Dissonant Whispers | WIS DC 15 → 3d6 | Psychic + target flees (reaction) |
| Thunderwave | CON DC 15 → 2d8 | Thunder + push 10 ft |
d8 for attack, save, or check. 4/combat.1d8 from enemy attack, check, or damage roll within 60 ft.d20 on your roll, or when attacked choose their die or yours.Spell Save DC: 15 · Spell Attack: +7
| Spell | Effect |
|---|---|
| Vicious Mockery | 2d4 psychic + disadvantage. Your bread and butter. |
| Minor Illusion | 5-ft cube sound/image. Utility and distraction. |
| Prestidigitation | Flavor and RP utility. |
| Spell | Lvl | Effect |
|---|---|---|
| Healing Word | 1st | Bonus action, 1d4+4 HP. Clutch revive. |
| Dissonant Whispers | 1st | 3d6 psychic, forces movement. |
| Faerie Fire | 1st | DEX DC 15. Advantage for whole party. |
| Tasha's Hideous Laughter | 1st | Incapacitate one target. |
| Thunderwave | 1st | 2d8 thunder + push. Emergency escape. |
| Heroism | 1st | 4 temp HP/turn. Concentration buff. |
| Hold Person | 2nd | Paralyze humanoid. Melee auto-crits. |
| Hypnotic Pattern | 3rd | WIS DC 15. 30-ft cube. Mass incapacitate. |
Bonus Action: Bardic Inspiration to ally, or Healing Word if someone drops.
Action Priority:
Reaction: Cutting Words to reduce enemy attacks/damage.
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.
MATT · HUMAN · DRUID 5 · CIRCLE OF THE SHEPHERD
2d20 keep highest).| Totem | Effect | Best When |
|---|---|---|
| Bear | 10 temp HP to chosen allies | Party taking heavy damage |
| Hawk | Reaction grants advantage on 1 ally's attack | Boosting a striker's big hit |
| Unicorn | +1d6 healing in aura | Sustain with Healing Word |
| Form | HP | AC | Speed | Attack | Special |
|---|---|---|---|---|---|
| Dire Wolf | 37 | 14 | 50 ft | +5, 2d6+3 | Prone on hit (DC 13 STR), Pack Tactics |
| Brown Bear | 34 | 11 | 40 ft | Bite +5 1d8+4, Claws +5 2d6+4 | Multiattack (bite + claws) |
| Giant Spider | 26 | 14 | 30 ft, climb | Bite +5 1d8+3 + 2d8 poison | Web restrains (DC 12 STR) |
Spell Save DC: 14 · Spell Attack: +6
| Spell | Effect |
|---|---|
| Produce Flame | Ranged attack 1d20+6 → 2d8 fire, 30 ft. |
| Shillelagh | Bonus action. Staff becomes 1d20+6 → 1d8+3. |
| Guidance | +1d4 to ability check. Concentration. |
| Spell | Lvl | Effect |
|---|---|---|
| Healing Word | 1st | Bonus action, 1d4+3 HP. Ranged revive. |
| Entangle | 1st | STR DC 14 or restrained. |
| Faerie Fire | 1st | DEX DC 14. Advantage on affected targets. |
| Thunderwave | 1st | CON DC 14 → 2d8. Emergency knockback. |
| Goodberry | 1st | 10 berries × 1 HP. Between-fight recovery. |
| Moonbeam | 2nd | CON DC 14 → 2d10 radiant. Move 60 ft/turn. |
| Conjure Animals | 3rd | Summon pack. Best damage spike tool. |
| Call Lightning | 3rd | DEX DC 14 → 3d10 lightning. Repeat each turn. |
Turn 1: Entangle/Faerie Fire (action) + Spirit Totem (bonus)
Turn 2+: Maintain concentration, Healing Word as needed
Turn 1: Spirit Totem (bonus) + Wild Shape (action)
Turn 2+: Dire Wolf/Bear attacks until form drops
Turn 1: Moonbeam (action) + Spirit Totem (bonus)
Turn 2+: Move Moonbeam (action) + Healing Word (bonus)
2d20 keep highestMatthas 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.
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.
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.
Choose one power when consuming a pod. Once chosen, the power is permanent.
| Power | Uses | Effect | Dice |
|---|---|---|---|
| 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 |
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.
| Condition | Effect |
|---|---|
| Prone | Melee attacks have advantage vs you. Ranged have disadvantage. Half movement to stand. |
| Restrained | Speed 0. Attacks vs you have advantage. Your attacks/DEX saves have disadvantage. |
| Frightened | Disadvantage on attacks/checks while source in sight. Can't move closer. |
| Paralyzed | Incapacitated. Auto-fail STR/DEX saves. Attacks have advantage. Hits within 5 ft are auto-crits. |
| Incapacitated | Can't take actions or reactions. |
| Charmed | Can't attack charmer. Charmer has advantage on social checks. |
| Blinded | Auto-fail sight checks. Your attacks have disadvantage. Attacks vs you have advantage. |
| Stunned | Incapacitated, can't move. Auto-fail STR/DEX saves. Attacks vs you have advantage. |
d20: 10+ = success, 9− = failure.| Player | Dice Needed | Primary Use |
|---|---|---|
| Jackson | 2d20, 4d8, 2d6, 1d4 | Smites (d8), Thunderous Smite (d6) |
| Rachel | 2d20, 2d6, 1d8, 1d10 | Greatsword (2d6), Superiority (d8) |
| 2d20, 1d12, 1d6 | Greataxe (d12), Handaxe (d6) | |
| 2d20, 2d8, 3d6, 1d4 | Inspiration (d8), Whispers (3d6) | |
| Matt | 2d20, 3d10, 3d8, 2d6, 2d4 | Call Lightning (3d10), Wild Shape |
DESCENT INTO DARKNESS · PLAYER'S HANDBOOK