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New Vecna Battle (Let's Get Ready to RUMBLE!!!) - CONCLUDED
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<blockquote data-quote="DND_Reborn" data-source="post: 8699122" data-attributes="member: 6987520"><p style="text-align: center"><span style="font-size: 18px"><strong>VENCA'S LAIR</strong></span></p><p></p><p>[ATTACH=full]254485[/ATTACH]</p><p></p><p>[spoiler="1. Sliding Wall"]</p><p>The sliding wall requires a DC 20 Intelligence (Investigation) check to notice the groove in the floor. A DC 20 Dexterity (Thieves' Tools) check is required to deactivate the trap. </p><p></p><p>Stepping in spaces 1a or 1b activates the trap. The pressure plates beneath the shattered doors can only be found if the remains of the doors are lifted, and then requires a DC 20 Intelligence (Investigation) to find them. Once active, a DC 15 Dexterity saving throw is required to act before the door closes. It closes 1 round after being activated.</p><p>[/spoiler]</p><p></p><p>[spoiler="2. Hopelessness symbol"]</p><p>This spell is activated as soon as a non-undead creature crosses into its area. It requires a DC 22 Charisma saving throw to avoid the affects.</p><p></p><p>Written on the altar in Infernal is "Bow before Vecna and know eternity." If the PCs bow or crawl when crossing the glyph, it will not activate.</p><p>[/spoiler]</p><p></p><p>[spoiler="3. Rug-Covered Pit"]</p><p>If a PC enters this space, they must make a DC 10 Dexterity save or fall 40 feet fall for 4d8 bludgeoning damage. Making the save allows the PC to continue moving to an adjacent space instead of falling.</p><p></p><p>Climbing out is difficult terrain due to loose, sharp rocks.</p><p></p><p>A DC 20 Wisdom (Perception) check will indicate the carpet in the center is slightly sagging, indicating the presence of the rug-cover pit.</p><p>[/spoiler]</p><p></p><p>[spoiler="4. glyph of warding - ACID"]</p><p>When the chest is touched or opened magically by a non-undead creature, a glyph of warding is activated, dealing 5d8 acid damage to all creatures within 10 feet. A DC 22 Dexterity save reduces damage by half.</p><p>[/spoiler]</p><p></p><p>[spoiler="5. Discord symbol"]</p><p>This spell is activated as soon as a non-undead creature crosses into its area. It requires a DC 22 Constitution saving throw to avoid the affects.</p><p>[/spoiler]</p><p></p><p>[spoiler="6. Stair Springboards"]</p><p>When a PC steps on the bottom 5-feet of the stairs at locations 6a or 6b, the steps will catapult the PC forward 30 ft. into the acid pool. A DC 15 Dexterity saving throw will allow the PC jump to the bottom of the steps without being thrown into the pool.</p><p>[/spoiler]</p><p></p><p>[spoiler="7. Caged Zombies"]</p><p>On the lower acid pool level in the four recesses are caged zombies. Hanging 60 feet above are another four cages, also containing zombies.</p><p></p><p>The cages are locked by <em>arcane lock</em>. A DC 20 Wisdom (Perception) check reveals levels at each location to lower the raised cages above. Vecna uses the zombies as healing batteries if the needs arise. He can also release a zombie by speaking a command word (no action required).</p><p>[/spoiler]</p><p></p><p>[spoiler="8. glyph of warding - COLD"]</p><p>The stone sarcophagus at this location has a cold glyph on it. Touching or opening the sarcophagus without the proper command activates the glyph. Creatures within 10 feet will take 5d8 cold damage, a DC 22 Dexterity save reduced damage by half.</p><p></p><p>This is the residence of the Vecna's Vampire Spawn servant. Vecna will not call on the servant unless he is losing a fight.</p><p>[/spoiler]</p><p></p><p>[spoiler="9. Death symbol"]</p><p>This spell is activated as soon as a non-undead creature crosses into its area. It requires a DC 22 Constitution saving throw to avoid the affects.</p><p>[/spoiler]</p><p></p><p>[spoiler="10. Pain symbol"]</p><p>This spell is activated as soon as a non-undead creature crosses into its area. It requires a DC 22 Constitution saving throw to avoid the affects.</p><p>[/spoiler]</p><p></p><p>[spoiler="11. Insanity symbol"]</p><p>This spell is activated as soon as a non-undead creature crosses into its area. It requires a DC 22 Intelligence saving throw to avoid the affects.</p><p>[/spoiler]</p><p></p><p>[spoiler="12. glyph of warding - LIGHTNING"]</p><p>The scrying font is protected by a glyph. Gazing into the water or touching it by a non-undead creature will activate it. Creatures within 10 feet will take 5d8 lightning damage, a DC 22 Dexterity save reduced damage by half.</p><p>[/spoiler]</p><p></p><p>[spoiler="13. Fear symbol"]</p><p>This spell is activated as soon as a non-undead creature crosses into its area. It requires a DC 22 Wisdom saving throw to avoid the affects.</p><p>[/spoiler]</p><p></p><p>[spoiler="14. Poisoned Mists"]</p><p>The entire lower pool level is full of <em>Malice</em>, an inhaled poison. A creature subjected to this poison must succeed on a DC 15 Constilulion saving throw or become poisoned for l hour. The poisoned creature is blinded.</p><p></p><p>A creature (while breathing) must repeat the saving throw at the end of each of its turns while it remains on this level.</p><p>[/spoiler]</p><p></p><p>[spoiler="15. Acid Pool"]</p><p>A creature in the pool or starting its turn there takes 2d8 acid damage. The creature can make a DC 20 Constitution save, for half damage. A submerged creature has disadvantage on the saving throw. The pool is 5 feet deep.</p><p></p><p>The pool extends under the eastern wall to the "Hidden Pits" (see below).</p><p>[/spoiler]</p><p></p><p>[spoiler="16. Dark Tower"]</p><p>This structure is 80 feet tall, reaching the ceiling. Inside are levels at 15, 30, 45, and 60 feet. In the center of each level is a small hole in the floor, allowing Venca line of sight to the lower and upper levels so he can teleport between the levels at need.</p><p></p><p>Around the levels are arrow-slits, allowing Vecna to observe intruders from a place of relative safety.</p><p></p><p>The tower, itself, is stone 2 feet thick and covered by a permanent magical darkness spell which prevents darkvision.</p><p>[/spoiler]</p><p></p><p>[spoiler="17. Repulsion Breath Trap"]</p><p>The Bronze Dragon head mounted to the wall will release a 30-foot cone of repulsion breath identical to a Bronze Dragon when a non-undead creature steps within 10 feet of the dragon head. Creatures must make a DC 15 Strength saving throw or be pushed back 40 feet into the "Hidden Pits" (see below).</p><p></p><p>The trap requires inspecting the dragon head from either side and a DC 15 Intelligence (Investigation) check to disable the trap.</p><p>[/spoiler]</p><p></p><p>[spoiler="18. Hidden Pits"]</p><p>The six spaces before the stairs to the throne platform are hidden pit traps. The pits are very well concealed and require a DC 25 Wisdom (Perception) check to notice. Any small or larger creature walking on these spaces will trigger the pits. </p><p></p><p>When triggered, the creature can make a DC 15 Dexterity saving throw to jump clear into an adjacent space. If the pits are triggered by a creature affected by the repulsion breath, they make their Dexterity saving throw to jump clear with disadvantage.</p><p></p><p>Failure indicates the creature falls through the pit, landing in a rocky section of the acid pool below, taking 1d6 piercing damage from the rocks. The pit closes at the same initiative that it opened on the next round. The creature must then contend with the acid pool (see above) and submerge to swim beneath the wall and emerge back in the lower level.</p><p>[/spoiler]</p><p></p><p>[spoiler="19. Stunning symbol"]</p><p>This spell is activated as soon as a non-undead creature crosses into its area. It requires a DC 22 Wisdom saving throw to avoid the affects.</p><p>[/spoiler]</p><p></p><p>[spoiler="20. glyph of warding - FIRE"]</p><p>The book (a replica of the Book of Vile Darkness) on the desk is protected by a glyph. Touching the book or trying to read its contents will activate the glyph. Creatures within 10 feet will take 5d8 fire damage, a DC 22 Dexterity save reduced damage by half.</p><p>[/spoiler]</p><p></p><p>[spoiler="21. glyph of warding - THUNDER"]</p><p>The throne atop the platform is protected by a glyph. Touching the throne or approaching within 5 feet of it will activate the glyph. Creatures within 10 feet will take 5d8 thunder damage, a DC 22 Dexterity save reduced damage by half.</p><p>[/spoiler]</p><p></p><p>[spoiler="22. Private Refuge"]</p><p>Beneath the throne platform is a private chamber used by Vecna to hold the Book of Vile Darkness. It can be accessed from either opening in the north or south walls, but the openings are hidden in darkness and require a DC 15 Wisdom (Perception) check to notice.</p><p>[/spoiler]</p><p></p><p>[spoiler="23. Broken Catwalk"]</p><p>60 feet above the entrance is an old wooden catwalk, supported by the pillars around the lair. A section of it is broken and remnants can be see on the floor below near the southern stairs to the eastern level.</p><p></p><p>Walking along the catwalk can be tricky and requires a DC 10 Dexterity (Acrobatics) check. Failure indicates a creature's speed is 0 (it cannot move along the catwalk anyway). A DC 10 Dexterity saving throw is required if the creature attempts to move again on its next turn. Failure indicates it falls to the levels below.</p><p>[/spoiler]</p><p></p><p>[spoiler="24. Balcony"]</p><p>Areas 24a and 24b are balconies a full 30 feet above the eastern level (40 feet above the pool level). Vecna likes to hide in these areas and observe intruders. It is also a prime location from which to cast <em>maddening darkness</em> as (if centered within the tower, which Vecna can see) the back reaches of the balconies are out of the area effected by the spell (as are the hanging cages).</p><p>[/spoiler]</p><p></p><p>I think that's it. If anyone has any questions, please let me know.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8699122, member: 6987520"] [CENTER][SIZE=5][B]VENCA'S LAIR[/B][/SIZE][/CENTER] [ATTACH type="full" width="1000px"]254485[/ATTACH] [spoiler="1. Sliding Wall"] The sliding wall requires a DC 20 Intelligence (Investigation) check to notice the groove in the floor. A DC 20 Dexterity (Thieves' Tools) check is required to deactivate the trap. Stepping in spaces 1a or 1b activates the trap. The pressure plates beneath the shattered doors can only be found if the remains of the doors are lifted, and then requires a DC 20 Intelligence (Investigation) to find them. Once active, a DC 15 Dexterity saving throw is required to act before the door closes. It closes 1 round after being activated. [/spoiler] [spoiler="2. Hopelessness symbol"] This spell is activated as soon as a non-undead creature crosses into its area. It requires a DC 22 Charisma saving throw to avoid the affects. Written on the altar in Infernal is "Bow before Vecna and know eternity." If the PCs bow or crawl when crossing the glyph, it will not activate. [/spoiler] [spoiler="3. Rug-Covered Pit"] If a PC enters this space, they must make a DC 10 Dexterity save or fall 40 feet fall for 4d8 bludgeoning damage. Making the save allows the PC to continue moving to an adjacent space instead of falling. Climbing out is difficult terrain due to loose, sharp rocks. A DC 20 Wisdom (Perception) check will indicate the carpet in the center is slightly sagging, indicating the presence of the rug-cover pit. [/spoiler] [spoiler="4. glyph of warding - ACID"] When the chest is touched or opened magically by a non-undead creature, a glyph of warding is activated, dealing 5d8 acid damage to all creatures within 10 feet. A DC 22 Dexterity save reduces damage by half. [/spoiler] [spoiler="5. Discord symbol"] This spell is activated as soon as a non-undead creature crosses into its area. It requires a DC 22 Constitution saving throw to avoid the affects. [/spoiler] [spoiler="6. Stair Springboards"] When a PC steps on the bottom 5-feet of the stairs at locations 6a or 6b, the steps will catapult the PC forward 30 ft. into the acid pool. A DC 15 Dexterity saving throw will allow the PC jump to the bottom of the steps without being thrown into the pool. [/spoiler] [spoiler="7. Caged Zombies"] On the lower acid pool level in the four recesses are caged zombies. Hanging 60 feet above are another four cages, also containing zombies. The cages are locked by [I]arcane lock[/I]. A DC 20 Wisdom (Perception) check reveals levels at each location to lower the raised cages above. Vecna uses the zombies as healing batteries if the needs arise. He can also release a zombie by speaking a command word (no action required). [/spoiler] [spoiler="8. glyph of warding - COLD"] The stone sarcophagus at this location has a cold glyph on it. Touching or opening the sarcophagus without the proper command activates the glyph. Creatures within 10 feet will take 5d8 cold damage, a DC 22 Dexterity save reduced damage by half. This is the residence of the Vecna's Vampire Spawn servant. Vecna will not call on the servant unless he is losing a fight. [/spoiler] [spoiler="9. Death symbol"] This spell is activated as soon as a non-undead creature crosses into its area. It requires a DC 22 Constitution saving throw to avoid the affects. [/spoiler] [spoiler="10. Pain symbol"] This spell is activated as soon as a non-undead creature crosses into its area. It requires a DC 22 Constitution saving throw to avoid the affects. [/spoiler] [spoiler="11. Insanity symbol"] This spell is activated as soon as a non-undead creature crosses into its area. It requires a DC 22 Intelligence saving throw to avoid the affects. [/spoiler] [spoiler="12. glyph of warding - LIGHTNING"] The scrying font is protected by a glyph. Gazing into the water or touching it by a non-undead creature will activate it. Creatures within 10 feet will take 5d8 lightning damage, a DC 22 Dexterity save reduced damage by half. [/spoiler] [spoiler="13. Fear symbol"] This spell is activated as soon as a non-undead creature crosses into its area. It requires a DC 22 Wisdom saving throw to avoid the affects. [/spoiler] [spoiler="14. Poisoned Mists"] The entire lower pool level is full of [I]Malice[/I], an inhaled poison. A creature subjected to this poison must succeed on a DC 15 Constilulion saving throw or become poisoned for l hour. The poisoned creature is blinded. A creature (while breathing) must repeat the saving throw at the end of each of its turns while it remains on this level. [/spoiler] [spoiler="15. Acid Pool"] A creature in the pool or starting its turn there takes 2d8 acid damage. The creature can make a DC 20 Constitution save, for half damage. A submerged creature has disadvantage on the saving throw. The pool is 5 feet deep. The pool extends under the eastern wall to the "Hidden Pits" (see below). [/spoiler] [spoiler="16. Dark Tower"] This structure is 80 feet tall, reaching the ceiling. Inside are levels at 15, 30, 45, and 60 feet. In the center of each level is a small hole in the floor, allowing Venca line of sight to the lower and upper levels so he can teleport between the levels at need. Around the levels are arrow-slits, allowing Vecna to observe intruders from a place of relative safety. The tower, itself, is stone 2 feet thick and covered by a permanent magical darkness spell which prevents darkvision. [/spoiler] [spoiler="17. Repulsion Breath Trap"] The Bronze Dragon head mounted to the wall will release a 30-foot cone of repulsion breath identical to a Bronze Dragon when a non-undead creature steps within 10 feet of the dragon head. Creatures must make a DC 15 Strength saving throw or be pushed back 40 feet into the "Hidden Pits" (see below). The trap requires inspecting the dragon head from either side and a DC 15 Intelligence (Investigation) check to disable the trap. [/spoiler] [spoiler="18. Hidden Pits"] The six spaces before the stairs to the throne platform are hidden pit traps. The pits are very well concealed and require a DC 25 Wisdom (Perception) check to notice. Any small or larger creature walking on these spaces will trigger the pits. When triggered, the creature can make a DC 15 Dexterity saving throw to jump clear into an adjacent space. If the pits are triggered by a creature affected by the repulsion breath, they make their Dexterity saving throw to jump clear with disadvantage. Failure indicates the creature falls through the pit, landing in a rocky section of the acid pool below, taking 1d6 piercing damage from the rocks. The pit closes at the same initiative that it opened on the next round. The creature must then contend with the acid pool (see above) and submerge to swim beneath the wall and emerge back in the lower level. [/spoiler] [spoiler="19. Stunning symbol"] This spell is activated as soon as a non-undead creature crosses into its area. It requires a DC 22 Wisdom saving throw to avoid the affects. [/spoiler] [spoiler="20. glyph of warding - FIRE"] The book (a replica of the Book of Vile Darkness) on the desk is protected by a glyph. Touching the book or trying to read its contents will activate the glyph. Creatures within 10 feet will take 5d8 fire damage, a DC 22 Dexterity save reduced damage by half. [/spoiler] [spoiler="21. glyph of warding - THUNDER"] The throne atop the platform is protected by a glyph. Touching the throne or approaching within 5 feet of it will activate the glyph. Creatures within 10 feet will take 5d8 thunder damage, a DC 22 Dexterity save reduced damage by half. [/spoiler] [spoiler="22. Private Refuge"] Beneath the throne platform is a private chamber used by Vecna to hold the Book of Vile Darkness. It can be accessed from either opening in the north or south walls, but the openings are hidden in darkness and require a DC 15 Wisdom (Perception) check to notice. [/spoiler] [spoiler="23. Broken Catwalk"] 60 feet above the entrance is an old wooden catwalk, supported by the pillars around the lair. A section of it is broken and remnants can be see on the floor below near the southern stairs to the eastern level. Walking along the catwalk can be tricky and requires a DC 10 Dexterity (Acrobatics) check. Failure indicates a creature's speed is 0 (it cannot move along the catwalk anyway). A DC 10 Dexterity saving throw is required if the creature attempts to move again on its next turn. Failure indicates it falls to the levels below. [/spoiler] [spoiler="24. Balcony"] Areas 24a and 24b are balconies a full 30 feet above the eastern level (40 feet above the pool level). Vecna likes to hide in these areas and observe intruders. It is also a prime location from which to cast [I]maddening darkness[/I] as (if centered within the tower, which Vecna can see) the back reaches of the balconies are out of the area effected by the spell (as are the hanging cages). [/spoiler] I think that's it. If anyone has any questions, please let me know. [/QUOTE]
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