Remnants of Vecna (level 27, 27 & 28 elites)

Mesh Hong

First Post
After defeating the Spectral Surgeon my PCs (6x level 24) found the activation switch that operated the spiral stairway to the next floor of the tower, which ended in a trap door.

They burst through only to discover a room empty and featureless apart from a silver font in the rough shape of a 4ft high goblet that had a young teenager tethered to it by some sort of necrotic energy.

They cautiously questioned the upset teen who said that his name was victor and he had been kidnapped maybe 2 weeks ago and brought there by unknown evil. He also said that his father was a rich merchant and would no doubt pay handsomely for his safe return. The PCs were more than a little suspicious of this child but their investigations were cut short when a rasping voice (coming from victor) shouted “shut up, shut up, stop talking and kill them…..” with that three separate beings seeped out of victor as necrotic energy and coalesced. The battle was on…….

The three enemies were:

A knight dressed in heavy platemail made from bone, carrying a black bladed longsword and a heavy shield with the symbol of Vecna on it (this being looked unnervingly similar to the groups paladin who is an Angel of Death).

A skeletal creature with glowing red eyes, wearing long black robes and clutching an orb made from bone to its chest.

A hooded humanoid creature formed completely out of writhing black maggot like creatures, except for a bone ring in the shape of a skull on one finger.

The PCs quickly came to the opinion that these three creatures somehow represented Vecnas three domains of Undeath, Necromancy and Secrets. They knew that Vecna had been killed some weeks ago, could this be remnants or shadows of his personality somehow trying to live on or reform and if so what was there connection to this child?

They quickly pushed philosophical thought aside, they had come here to get a vial of water from that font, and nothing was going to stop them.


Remnant of Undeath Level 27 Elite Soldier
Medium Immortal Humanoid XP 22,000

Initiative +24 Senses Perception +25, darkvision, truesight 10, blindsight 5
HP 504; Bloodied 252
AC 43; Fortitude 41, Reflex 40, Will 38
Immune disease, poison;
Resist 30 necrotic; Vulnerable 5 radiant
Saving Throws +2, +5 vs. non ongoing damage effects
Speed 6, teleport 3
Action Points 1

:bmelee: Blackblade Strike (Standard; at-will)
Attack +34 vs. AC; 2d8+10 damage

:melee: Cage of Blows (Standard; at-will)
Remnant makes 2 Blackblade Strike attacks against the same target; if at
least 1 attack hits the target is immobilised until the start of Remnants
next turn

:melee: Draining Strike (Standard; recharge :5::6:) necrotic
Attack +34 vs. AC; 4d10+10 necrotic damage; on hit target is weakened
and takes a -2 penalty to attack rolls (save ends both)

:close: Dark Summons (Move; recharge :5::6:)
1 target inside burst 5; attack +32 vs. Will; on hit target is pulled 4
squares and slowed until the end of their next turn

:close: Sweeping Blade (Standard; at-will)
Burst 1; enemies only; attack +32 vs. AC; 3d8+10 damage; on hit target
is knocked prone

Dark Challenge (Minor; at-will) 1/round
Remnant challenges 1 target enemy that it can see and must either end
its turn adjacent to the target or attack it before the end of its turn; until
the start of the Remnants next turn the target is marked and takes 25
necrotic damage the first time it makes an attack that does not include
the Remnant

Fortified Plate (Free) subject to critical hit
When a critical hit is scored against Remnant it makes an unmodified
saving throw, if successful the critical hit is negated and the attack is
reduced to a standard hit

Combat Awareness
Enemies do not receive any bonus to attack roles from flanking the
Remnant

Alignment Evil Languages all languages
Skills Athletics +28, Endurance +27, Intimidate +18
Str 30 (+23) Dex 28 (+22) Wis 24 (+20)
Con 28 (+22) Int 20 (+18) Cha 10 (+13)
Equipment Fortified Plate, Heavy Shield, Blackblade longsword



Remnant of Necromancy Level 27 Elite Artillery
Medium Immortal Humanoid (undead) XP 22,000

Initiative +22 Senses Perception +26, darkvision
Feeding Evil (necrotic, healing, activates when first bloodied) aura 1;
Activates when first bloodied; any living creature entering or starting their
turn inside aura takes 30 necrotic damage and Remnant regains 15 HPs
HP 384; Bloodied 192; see Feeding Evil
Regeneration 20
AC 39; Fortitude 38, Reflex 42, Will 40
Immune disease, poison;
Resist 30 necrotic, 15 psychic; Vulnerable 5 radiant
Saving Throws +2
Speed 7, teleport 3
Action Points 1

:bmelee: Touch of Death (Standard; at-will) necrotic
Attack +32 vs. Reflex; 1d6+11 necrotic damage; on hit target loses a
healing surge, if target does not have any healing surges to lose they take
necrotic damage equal to their healing surge value

:ranged: Anti-life Bolts (Standard; at-will) necrotic, radiant
Range 10/20; 1, 2 or 3 targets; attack +32 vs. Fortitude; 3d8+11 necrotic
and radiant damage

:ranged: Anti-life Beam (Standard; at-will) necrotic, radiant
Range 10/20; attack +32 vs. Reflex; 4d6+11 necrotic and radiant damage;
on hit slide target 4 squares

:ranged: Soul Seeker Bolts (Standard; encounter) necrotic
Range 20; Remnant makes the following attack against all enemies in can
see within range; attack +32 vs. Fortitude; 4d6+11 necrotic damage; on
hit target takes a -2 penalty to all defences (save ends), aftereffect
target takes a -1 penalty to all defences (save ends)

:close: Shade Sight (Minor; at-will) charm, 1/round
1 target inside burst 3; attack +32 vs. Will; on hit target takes a -2
penalty to attack rolls (save ends)

:close: Summon Bones (Standard; recharge :5::6:) necrotic, summon, teleport
Burst 2; enemies only; attack +32 vs. Fortitude; 2d8+11 necrotic damage;
hit or miss Remnant summons 6 Skeleton Warriors who appear in any free
square within burst; and Remnant becomes invisible until the start of its
next turn and teleports 6 squares

Alignment Evil Languages all languages
Skills Arcana +29, History +29, Insight +26, Religion +29
Str 20 (+18) Dex 28 (+22) Wis 26 (+21)
Con 24 (+20) Int 32 (+24) Cha 28 (+22)
Equipment orb of bone,



Skeleton Warrior Level 25 Minion
Medium Natural Animate (undead) XP 1,750

Initiative +21 Senses Perception +20, darkvision
HP 1; a missed attack never damages a minion.
AC 39; Fortitude 37, Reflex 39, Will 37
Immune disease, poison;
Resist 20 necrotic; Vulnerable 5 radiant
Speed 7

:bmelee: Scimitar Slice (Standard; at-will)
Attack +30 vs. AC; 15 damage

Speed of the Dead
Skeleton gains a +6 bonus to attack rolls when making opportunity attacks

Fleet of Foot (Minor; at-will)
Skeleton may shift 1 square as a minor action

Alignment Unaligned
Str 25 (+19) Dex 28 (+21) Wis 26 (+20)
Con 20 (+17) Int 3 (+8) Cha 3 (+8)
Equipment scimitar, shield



Remnant of Secrets Level 28 Elite Controller
Medium Immortal Humanoid (hooded man) XP 26,000

Initiative +22 Senses Perception +28, darkvision, truesight 10
Maddening Whispers (psychic) aura 3; All enemies entering or starting
their turn inside the aura take 15 psychic damage and take a -2 penalty
to attack rolls, skill checks and saving throws
HP 516; Bloodied 258
AC 42; Fortitude 40, Reflex 40, Will 42
Resist 30 psychic, 15 radiant; Vulnerable 5 thunder
Saving Throws +2
Speed 6
Action Points 1

:bmelee: Psychic Slap (Standard; at-will) psychic
Attack +32 vs. Fortitude; 2d8+11 psychic damage; on hit slide target 1
square

:melee: Inhabit Flesh (Standard; recharge :5::6:) psychic, possession
Attack +32 vs. Will; 4d8+11 psychic damage; on hit remnant enters
targets body and controls target (save ends); see Possession; when
target makes its saving throw the Remnant leaves the targets body
appearing in any free adjacent square; this power cannot recharge while
Remnant is possessing a target

:ranged: Psychic Puppeteer (Standard; at-will) psychic
Range 10; attack +32 vs. Will; 3d8+11 psychic damage; on hit slide target
6 squares and target is knocked prone

:close: Shocking Revelations (Standard; encounter) psychic
Burst 8; enemies only; attack +32 vs. Will; 3d8+11 psychic damage; on hit
target is stunned until the end of Remnants next turn

:close: Relocation Situation (Standard; recharge 56) psychic, teleport
2 targets inside burst 5; attack +32 vs. Fortitude or Will (which ever
higher); 3d8+11 psychic damage; on hit target is immobilised (save ends);
if at least 1 target is hit then both targets switch places

:close: Power Word Heal (Move; encounter) healing
Burst 8; Remnant and all allies regain 150 HPs and gain a +2 bonus to all
defences until the end of Remnants next turn

Possession dominate
A Possessed target is considered dominated for abilities or powers that
use that keyword. On the possessed creatures turn the Remnant controls
the creature as if it were that creature, using its minor, move and
standard action. The Remnant has full access to the possessed creatures
remaining powers including encounter and daily powers but cannot spend
its action points or activate magical items. If the Remnant uses a
creatures encounter or daily power that power is expended like usual. The
only actions the possessed creature takes in its turn are saving throws.
While possessing a target the Remnant does not take damage and cannot
be attacked, the possessed creature takes all damage and effects
instead, but the Remnant no longer acts on its turn, instead acting as the
possessed target. When the possession ends the Remnant reverts to its
original initiative.

Alignment Evil Languages all languages
Skills Arcana +28, History +28, Insight +28, Intimidate +30, Religion +28
Str 24 (+21) Dex 26 (+22) Wis 28 (+23)
Con 26 (+22) Int 28 (+23) Cha 32 (+25)
Equipment ring of secrets

This encounter was not as dangerous as I had hoped for, the main reason for this I think is that the party had not expended many resources before reaching it. They had previously faced two encounters that could have been draining, but turned out not to be through good luck, good tactics and general Epic efficiency.

Not surprisingly once they discovered what the Remnant of Secrets could do they concentrated heavily on defeating it. It coped quite well for a while and managed to use all its powers (which is always good for DM morale), it even managed to possess the warlord and get him to Lead the Attack against the paladin which granted the Remnant of Undeath a +1 bonus to hit him for the rest of the encounter.

The Remnant of Undeath put in a solid performance as a defender, but its Dark Challenge wasn’t anywhere near as useful as I thought it might be. I was especially pleased to see its Fortified Plate ability useful on more than one occasion.

The Remnant of Necromancy somewhat under performed, while it was the last creature to be defeated in the entire combat it only managed to use Summon Bones once. Proving that recharge 5,6 can sometimes mean recharge never. I don’t think I would change that power but I might consider adding 1 summoned skeleton to its Anti-life Bolts and Anti-life Beam powers somehow.

A problem I have generally with using minions is that one of the PCs is a Life Stealer Infernal Warlock which means that every time a cursed creature dies he gets to give someone about 28 temporary HPs, the practical upshot of this is that every minion needs to hit twice just to break even (damage wise). I cleverly designed a previous encounter with minions to bypass that power (Exarch of Tiamat) but it would be completely unfair to do that regularly, or maybe even ever again.

The encounter was still exciting though, and a big factor in that was my players exuberance. When the Remnant of Secrets was defeated it’s essence was sucked into the font, and victor (tethered teenager) was knocked unconscious by necrotic energy. This prompted a desperate (and surprisingly clever) response from the paladin.

He used Divine Transposition to switch places with victor, freeing him but in the process binding him by the tether to the font. This solicited gasps of amazement from the other players and also myself (how was I supposed to predict that?). On his next turn the paladin attacked the tether, but the damage was conducted along the strand of energy into himself. Meanwhile the rest of the party were fighting the remaining remnants and the warlock realised that the font might react catastrophically when all three remnants had been forced into it. But they needed to do that to release the water into its bowl that they were there to collect.

The Remnant of Undeath was taken down, returning it to the font and the Remnant of Necromancy was on its last legs when the paladin revealed his ultimate plan. He raised his sword, spoke an oath of service and death to the Raven Queen and announced that he was going to kill himself to trigger his on death power. Again amazement all round.

- for an account of this situation and my reasoning my recent post in the 4e general discussion forum thread “Odd emergent quality in Epic Level 4E”.

The paladin did himself a great deal of damage with a coup de grace, but not enough to kill himself as Epic characters are hard to kill. His wishes were soon granted when the Remnants in the font attacked him through the tether. I was ruling that they had full access to their powers but could only affect their tethered target and I was doubling the number of dice in the attack. The paladin exploded (using the on death power he would return at the end of the encounter), the rest of the PCs were astounded but didn’t have time to think about their suicidal companion as the Remnant of Necromancy was dispatched and returned to the font which filled with murky water which then started to drain. The warlock sensed that their was a proportional increase in a massive build up of magical energy and he guessed that the water would drain in about 3 rounds and the whole area would detonate!

Keeping the action in combat initiative victor was gathered, vials were grabbed from backpacks and madly dumped into the draining font and the Recall ritual was activated with the group teleporting to safety just before the inevitable explosion in a highly cinematic and enjoyable little sequence……..

…….then the encounter was over and the paladin returned from the dead……

…….Standing in a twisted rock strewn blasted patch of badly damaged ground where Vecnas tower used to be, somewhere in pandemonium, with maddening winds howling through the debris and his mind. He already knew that rituals cannot be cast in the open so he couldn’t just plane shift out, his friends had just seen him explode and didn’t know where he would rematerialise. He was alone in the plane of madness and in serious trouble.
 

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Very nice, sounds like a fun game!

Those bad guys look like they'd be rough together, what with stacking auras of damage and such. Awesomely cool. I love your posts. :)
 


At first I came here expecting to see one monster who was missing an eye and a hand. I was going to suggest that he be missing a foot or a finger or something obvious, too, so the players would say "Hey! That means that there's an artifact called the 'Foot of Vecna' out there. We should totally go get it!"

But instead I find three very cool monsters. I am simultaneously disappointed and impressed... and confused. :erm:
 

The Foot of Vecna could be an amusing and entertaining idea.

Maybe a Deadly Trickster has laid an elaborate plan to teach other Epic adventurers a lesson. You could have an entire side quest devoted to the PCs finding references to a powerful artefact, then follow a trail that informs them that it is a previously unheard of Vecna appendage.

They could travel a couple of planes tracking down segments of an arcane key that will open the magical seals binding the item. Then travel to a deviously trapped and deadly foot themed dungeon ultimately to claim their prize of a twelve inch long ruler with the word Vecna written on it. :lol:
 



I'm glad I brought it to your attention. I found it about a decade or so ago, I think from an ENWorld link. I remember laughing with tears rolling down my cheeks.
 


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