While developing some suggested random encounters scenarios, this came back to the forefront of my mind. It has been something that I've been thinking since the second or third playthrough.

The temptations to use the tadpole are, in general, VERY weak. What I mean is that I don't find myself very tempted to use them. That said, a few have pushed me a bit, but most do not. I'm like, "Any use of the tadpole has GOT to be bad. Avoid at all costs."

The only reason I have used the powers at all was because I wanted to see what happens.

So, I think the temptations should be MUCH more challenging. Sure. Maybe to begin with, it's minor stuff, like what is in game currently up through the grove. But we need more temptations after the grove.

Things to tempt better:

1. Encounters that tempt you to use illithid tadpole to avoid bad results. Ie. Someone tries to cast a spell on you, and you can only resist by using the tadpole. Which poison you gonna take? Tadpole or the effects of that person's spell. In other words, make the scenario so the player thinks, "Dang! If I don't use the tadpole, that's a pretty nasty condition I'll have.". Something of that nature that really makes you maybe consider the tadpole. Don't give the players an easy out. Make it a tough choice,. Be charmed or use the tadpole. Be cursed for a day or use the tadpole. Something not so severe that the player is frustrated, but something that at least makes the player really want to go with the tadpole.

2. Encounters that tempt you in order to gain an item, powerful spell, or other reward. In other words, you can't get that chest open to see what's inside unless you use the tadpole. You can't unlock that door without using it. You can't use that cool weapon without it.

So, instead of weapon that are like, "You gain this benefit if you have the Absolute's Mark," it would be something more like, "You are required to call upon the tadpole in order to use this item's powers.". So, item grants you a +1 to hit and damage with 1d6 extra whatever damage, or something similar, but only if you accept the tadpole's power. Once per day but affect lasts until long rest or weapon unequipped.

Again, the point is, don't give an easy out. If I can lockpick and get the item or through the door, and the tadpole isn't NECESSARY, I'll just pick the lock instead. But, if I think a door might lead to a cool item, but I absolutely cannot get the door open without the tadpole, I might use the tadpole.

3. More tadpole powers immediately. Those powers you get after the first dream? Those are tempting to use. If I had those powers immediately, I might have been tempted to use them more and thus trigger the dream lover. Especially during hard combat situations where it looks like I'm losing, yeah, if those powers are available, I might have and use them to win the fight and live.

There main issue I see with the current temptations is they're too nice. The penalties for not using them are weak. Don't pray into Wyll's mind? So what? He tells you plenty without the prying. Same with Shadowheart. You don't really gain much from prying, and they tell you plenty.

Commanding a goblin so you don't have to fight is kinda weak. Some may not like fighting and might use it, but I would think few would be tempted. However, if you were surrounded by 2 dozen goblins all ready to kill you, and if you don't use the tadpole you're pretty much dead - THAT'S as serious temptation.