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Published by razielous, 2023-01-02 10:38:01

TSR 11662 - Die Vecna Die

Die Vecna Die

known as the Sword of Kus. It is widely believed that what distorted reference to the events in Chapter 11of

Vecna came to regret this, though followers of Vecna say the classicAD&Dadventure Vecna Lives! (TSR #9309).

that the Whispered One knew full well that Kas would A follower of Vecna explains, with complete convic-

eventuallybetray him, and that Vecna himself gave Kas tion, that Vecna attempted to make his vast store of

the tool needed to do SO.) secrets available to all the people of Oerth, and that his

Scene Three:The armored warrior from the previous faithful followerswould be elevated to positions of

scene slashesthrough the skeletal form from the previ- ultimate power. The other gods of Oerth, in cowardly

ous scene with the very sword he was given. The skele- fashion, manipulated mortals into thwarting the Lord

tal figureseems to explodewith magical energy, and of Secrets’ goals, with only Iuz-”demonic bastard

only his left eye and left hand untouched by the surging though he is“-having the courage to face him per-

power. The armored warrior is not faring much better, sonally. The follower thinks it is tragic that Vecna was

as his armor seems to be melting under the onslaught as not able to gift all of Oerth with his wisdom and

he is hurled back into what looks like a black hole or guidance.)

gate in the air. The Spider Throne shatters in the back- Scene Six: This image echoes that in Scene One.

ground. (This scene portrays Kas’s attempt to over- Vecna stands upon a cliff, with Citadel Cavitiusin the

throw Vecna, the venture that resulted in the end of distance.From the outside, Citadel Cavitiuslooks

their existences on the world of Oerth, though they vaguely like a giant skull from which the crown has

would both be back, eventually.Kas was hurled into been removed to allow buildings, towers, and spires to

Citadel Cavitius, Vecna’s prison colony on the quasi-ele- rise toward the sky. Vecna appears to be raging toward

mental plane of Ash, which later was converted into the heavy clouds in the sky, seemingly oblivious to the fact

city of Cavitius, here on the Demiplane of Dread.) that the immense ghostly Serpent is still wrapped

Scene Four: The skeletal figure stands on a pedestal, around him, still whispering in his ear. (Followingthe

holding out his left arm, which ends in a burned stump. defeat of his plans for domination of Oerth in Vecna

Within his skull burns his right eye while the left socket Lives!, Vecna was drawn into the Demiplane of Dread

is a gaping hole. He wears the elaboraterobes of an and trapped there in physical form. All his most loyal

archmage. (Thisis a representationof Vecna after he followers and supporters were deposited here as well.

ascended to godhood, which is obvious to any hero Any follower of Vecna who is with the heroes says that

from the GREYHAWcaKmpaignwith the Religion profi- the gods of Oerth prostrated themselves to a cabal of

ciency.) otherworldlypowers to accomplishthis, but that Vecna

Worshipers kneel at Vecna’s feet, one of whom raises had foreseen these events long ago. He hopes to escape

his left arm; his hand is blackened and clawlike.A mas- his confinement and finish what he started.He has

sive ghostly Serpentrises behind and wraps around already laid the groundwork for that escape, the follow-

Vecna’s form, the same Serpent that whispered in the er claims, but now his efforts are in danger because of

ear of the ancient wizard in the first relief. (Thisscene Iuz’s interference.If the DM wishes, he can have the fol-

portrays Vecna founding his church upon ascendingto lower relate the events of Vecna Reborn, unless the

the status of demigod of secrets and hidden things. The heroes partaking in this quest are the same ones who

Serpent’said was instrumental in his rise, but any fol- took part in that previous one.)

lower of Vecna also claims that his desire to be free of This panel is also the location of a secret door. It leads

manipulating, lying gods and self-aggrandizingmortal to area 52.

lords also fueled his rise to godhood. If a hero gets into Scene Seven:As the heroes watch, this image is in

a debate with a follower of Vecna about how people in the process of being created by invisible artisans. The

Citadel Cavitiusare mistreated, the follower says that emerging (and highly disturbing)scene appears to

everyone here can rise as high as his or her abilities show a grinning I w stabbing Vecna with the serrated

allow, and everyone knows who holds power and how blade, in a battle reminiscent of the one in Scene Three.

it might be obtained.) Here, Vecna seems to be disintegrating,his bones falling

Scene Five: In the background are gigantic stone apart and fading away.

monuments, huge primitive archways resting on Any worshiper of Vecna with the party becomes visi-

curving paths of stone. Light and darkness, fire and bly distressed at this scene. The panel was blank the last

lightning, and energies untold seethe from the arches time that person visited the temple. The worshiper

and dance in the sky. Two immense images do magical believes that if the scene is allowed to come to pass, all

battle in the foreground: Vecna and a huge, red, bat- of Cavitiuswill be absorbed into Iuz’sbeing. A follower

winged humanoid with clawed fingers. The ghostly, of Iuz, if present, is elated, as this image seems to por-

massive Serpentwraps around the combatants, both in tray the certain victory of the Old One. The appearance

the heavens and on the ground, while boiling storm of this scene causes a fight to break out between wor-

clouds contain concealed images of many of the good shipers of Vecna and Iuz, if both are present.

and neutral gods of Oerth. (This image is a some-

100

Any follower of Vecna who is present urges the with a hellish red light, reminding all present that Vecna
heroes to rush to Vecna’s side, offering to escort them if can perceive all they do and think. All clerics wear their
need be. (”YOUmay hate my lord, but if Iuz triumphs, full ceremonial garb, which consists of red and black
we will all be destroyed!”)The follower also sees to it robes and white skull masks. These extra robes and
that the heroes first enter Vecna’s fabled personal masks are stored here in compartmentsunder the pews.
library, where they might find the “Sword of the Betray-
er” before Iuz gains possession of it. The follower As mentioned above, the Inner Sanctum appears to
explains that the Sword of the Betrayer is the weapon be empty most of the time. In fact, the movement of the
portrayed in Scenes Three and Seven. banners is actuallycaused by fifteen shadows, ten slow
shadows, and a shadow fiend (named Krandala,
The last two panels are blank. trapped and enslavedby Vecna)moving along the walls
in the dark. If anyone who is not a worshiper of Vecna
52. Inner Sanctum steps onto the circular platform containing the altar, 2d6
This holiest of temples in Vecna’s palace can be accessed shadows and 2d4 slow shadowsattack at once. For the
via secret staircases from areas 49 or 51, or by teleport- purposes of this encounter, two slow shadowscan
ing here from area 50. The evil energies concentrated in attach themselves to a hero at any given time. The
this place are so strong that each paladin and cleric of remaining creaturesattack anyone who comes to the
good alignment must make a successfulsaving throw defense of the victim, joining the fray 3 rounds later.
vs. paralyzation or suffer -2 penalties on attack rolls (The shadow fiend uses its ranged attacks, including its
and saving throws for ld6 hours after leaving the magic jar ability, to turn one of the heroes against the
temple, because of nausea and headaches. The penalties rest before it engages in melee itself.)
apply while the hero is in the temple, regardless of
whether the save is successful. The creaturesalso attack if any form of vandalism or
attempt to desecrate the Inner Sanctum is undertaken.
The chamber is decorated entirely in red-veined They do not interferewith heroes who climb the stairs,
black marble, and black pews stand in neat rows. The however.
room is even more dimly lit that the rest of the palace,
and it takes one minute for a human character’s eyes Shadows (15):AC 7; M v 12; hp 27 each; THACO 17;
to adjust and distinguish shapes from shadows. Red #AT 1;Dmg ld4 and special.
and black banners bearing the eye-and-hand symbol
stir gently against the wall, moved as if by an imper- Slow shadows (10):AC 8; MV 12;hp 32 each;
ceptiblebreeze, filling the room with whispering THACO 17;#AT 1;Dmg ld4.
sounds. Unlike the outer shrines, there is a clearly
defined altar at the front of the room. It is a circular Shadow fiend: AC 9 (bright light),5 (dim light or
platform 20 feet across with a large reddish block of light spell), or 1(darkness);M v 12;HD 7+3;hp 48;
stone at its center. THACO 13;#AT 3 (claw/claw/bite); Dmg ld6/ld6/
ld8; SA spells, if it gains surprise it leaps up to 30 feet
A circular staircase rises directly through what would and makes 4 claw attacks (nobite);SD cannot be mind-
be the pupil of a massive representationof the Eye of read on this demiplane,90%undetectablein shadows,
Vecna painted on the ceiling. It is the only access to the immune to fire, cold, electricity,and telepathic psionics;
next level from this chamber, and it leads to area 55, the SW avoids bright light, light spell does ld6 points of
chamber that grants access to the Black Tower.Any damage, can be turned as ”Special”;SZ M (6’tall);
person not of evil alignmentwho climbs it must make a
saving throw vs. spell while passing through the eye. ML fearless (20);Int very (12);AL CE; XP 2,000.
Anyone failing the saving throw is affected by the 4th-
level wizard spell enervation at the 12thlevel of effect Notes: In bright light, a shadow fiend suffers double
and must make a second saving throw, this one vs. damage from all attacks. In darkness, it suffers only half
death magic. If the second save fails, the victim falls damage from all attacks. It gains +1bonus to all of its
under a hold person spell (12th-leveleffect).The victim attack rolls in dim light and a +2bonus in darkness.
must make a saving throw vs. spell each round or suffer Once per day, a shadow fiend may cast darkness 15’
another temporary level drain from the heightened ener- radius or generate a 30‘-radiusfear spell. Once per week,
vation effect. A successfuldispel magic frees the victim the creature (with a proper receptacle)can cast magic jar
from the hold person effect, but lost levels return only at a singlevictim; if the victim saves, the shadow fiend
after ld4+12hours. is stunned for ld3 rounds.

There is an 80% chance that the party chooses to
enter the Inner Sanctum when the chamber is empty.
The Heart and Voice of Vecna conductjoint daily servic-
es here, leading clerics of all three sects in prayers.
During the service, the eye painted on the ceiling glows

Fifth Floor: ‘Tower Access golem in their mist forms, or turn into bats and fly off
the balcony in area 59a.)

This is a simple level, constructedprimarily for defen- Development: The bone golem’s first action is to

sive purposes. Hallways lead to the bases of the four throw back its head and issue an explosiveburst of

minor towers that rise above the palace. A warded stair- chilling laughter that seems to reverberatethrough the

case leads to the private residence of Vecna himself. very bones of the heroes. It then shuffles toward them,

This level bears clear evidence of Iuz and his forces its bones clicking as its odd body sways back and forth

having penetrated it. All guard posts between minor on its misshapen legs. (Seethe monster’s descriptionfor

tower 53c and the access to the Black Tower have been the results of the golem’s magical laughter.)

neutralized. Even if the heroes do not stumble upon this The golem’s laughter alerts nearby guards, and

cleared access way, they find resistance fairly light. 2d6+2zombies and ld6 wights arrive within ld4

Vecna has diverted his most skilled guards elsewhere in rounds. All attack the heroes, except one wight who

the city, leavingjust enough resistance to avoid making immediatelymoves to the doorway and starts closing a

Iuz or the heroes suspicious. heavy black door. The wight intends to block access to

the rest of the tower, and the door closes easily. The

53a. Minor Tower Access wooden bar needed to secure it hangs in brackets just

The unadorned stone floor and walls of this room are inside. If a hero beats the wight’s initiativeby 2 or more,

splattered with dried gore. A large sculpturemade out the hero can attack the wight and prevent it from clos-

of bones from a great number of creatures-cow ing the door.

hooves, horse legs, a hill giant’s hips and rib cage, six

arms from various apes, and the skull of a small Zombies (2d6+2):AC 8; MV 6; hp 16each;

dragon-stands at its center.A doorway leads to stairs THACO 19;#AT 1;Dmg ld8.

going up.

The sculpture is actuallya bone golem, a particularly Wight (ld6):AC 5; MV 12;hp 32 each; THACO 15;

hideous creation placed here by the lich who lives at the #AT 1;D m g ld4.

top of the tower, to insure his privacy. If any corporeal

being enters this chamber without showing a holy Bone golem:AC 0; MV 12; HD 14; hp 70; THACO 7;

symbol of Vecna, the golem animates and attacks. (The #AT 1;Dmg 3d8; SA laugh (repeat every three rounds)

vampires who share the tower with the lich pass the causes automaticfear and horror checks in all listeners,

102

such that failing one causes paralysis for 2d6 rounds but wooden bar needed to secure the door hangs on brack-

failingboth causes instant death; SD +2 or better ets just inside.

weapon to hit, half damage from piercing or edged

weapons, immune to charm, sleep, hold,fear, cold, poison, Skeleton warriors (5):AC 2; M V 12;hp 72 each;

paralysis, death magic, and telepathic psionics; SW if THACO 8; #AT 1;Dmg ld10.

shatter is cast upon the golem and it fails a saving throw

vs. spell then all weapons capable of harming it cause 54. Watch Rooms

double damage, dispel magic of 18thlevel causes the These chambers serve as duty stations for the living and

creature to collapse for a number of turns equal to the undead soldiers charged with preventing intruders

caster’s level, dispel magic of 19thlevel or above from entering any of the towers. They are simply fur-

destroys golem; SZ M (6’tall);ML fearless (20); nished, containingfour wooden chairs and a table. The

Int non- (0);AL N; XP 18,000. guards challenge persons they notice passing their post,

Notes: If fear and horror checks are not used (asper with the exception of those dressed as Vecna’s clerics or

Domains of Dread, Chapter Six),have each listener in the company of a resident of the towers. The guards

within 120’make two saving throws vs. spell (Wisdom have not been informed that Vecna wishes the party to

bonuses applicable),with one failure producing paraly- reach his inner sanctum, and they attack the heroes in

sis and failure in both producing immediate death from an attempt to kill them if the heroes do not surrender

terror. after being challenged.

Development:There are ld4+1palace guards and

53b. Minor Tower Access their commander, who is either a palace guard officer

Access to the rest of the tower can be blocked with a (roll ld6: 1-5) or a wight (6),in the room. If the com-

heavy door. Its hinges are well oiled, and the wooden mander is a wight, four elite skeletons stand at attention

bar needed to secure the door hangs in brackets just against the room’s far wall, ready to obey the wight’s

inside. every command.

Each watch room containsa horn. If combat erupts

53c. Minor Tower Access between the guards and the party, one guard attempts

This is a plain, unadorned chamber. Shattered bones to reach the horn and sound the alarm. If help is sum-

litter one side of the room. A count of split skulls or dis- moned, 2d6+2zombies and ld6 wights arrive in ld4

carded swords indicatesthese are the remains of a rounds, then ld3 spectres and ld6 additionalzombies

dozen skeletons. If examined by a spellcaster who arrive 1round later.

knows animate dead, it can be determined that the bones

show signs of having been treated in the fashion Palace guards (ld4+1):AC 8; MV 12; hp 10each;

required to properly animate them as skeletal servants. THACO 20; #AT 1;Dmg ld6.

A successfulIntelligencecheck further allows a hero

examining the bones to know that they seem to have Palace guard officer:AC 5; M V 12; hp 30; THACO 18;

been flung against the wall and shattered, perhaps all at #AT 1;Dmg ld8.

the same time, with incredible force. No threats are

present in this room. (The skeletons were destroyed by Wight: AC 5; MV 12;hp 32; THACO 15; #AT 1;

Iuz as he made his way to Vecna’s throne room.) Dmg ld4.

Access to the rest of the tower can be blocked with a

heavy door. Its silent hinges are oiled, and the wooden Elite skeletons (4):AC 5; M V 12;hp 16each;

bar needed to secure the door hangs on brackets just THACO 19;#AT 1;Dmg ld6.

inside.

Zombies:AC 8; M V 6; hp 16;THACO 19;#AT 1;

53d. Minor Tower Access Dmg ld8.

Five skeleton warriors stand at attention in this cham-

ber, their massive two-handed swords planted point Spectres (ld3):AC 2; M V 15, fly 30 (B); hp 56 each;

first on the floor as their bony hands clench the hilts. THACO 13; #AT 1;Dmg ld8.

The skeleton warriors guard an important death knight

who resides in the tower (”Kas,”in area 60d);they have 55. Black Tower Access

been given strict orders not to allow anyone who is not The door to this room is wizard locked at 20th level. The

a cleric of Vecna to disturb their master. They move to password is ”Vecna is my eternal master,” spoken in

attack any person who does not wear a holy symbol of any language.All of Vecna‘s lieutenants,their immedi-

Vecna. ate subordinates (suchas the Senior Priestess), and the

Access to the rest of the tower can be blocked with a undead lords who serve Vecna in the city beyond the

heavy door. Its hinges are well oiled and silent; the palace (such as Haroln)know it.
103

Beyond is a circular chamber, the walls of which are The decor is deep reds and blacks, and a red banner fi
black marble shot through with red veins. The excep- turing an image of an outstretched skeletal hand with
tion is a gigantic, white-stone representationof the Hand staring eye in its palm hangs on the wall across from i
of Vecna,on the wall across from where the party enters entrance.
the room. A doorway is on the hand’s severed wrist,
beyond which a rising flight of stairs can be seen.A sim- The furnishings in each room consist of comfortabl
ilar gigantic image of the Eye of Vecnais on the floor, chairs,footstools and small tables. A black chest with
inlaid in white stone. elaborateironwork bearing the symbols of several evi
gods, as well as carvingsof serpents, stands in one
The room is enchanted with a permanent sympathy comer. Each room also features a chesslike game boar
spell (20th-leveleffectiveness) that causes lawful good and pieces, all of marble. The white pawns resemble
humans to want to stay here at all costs if they fail beautiful aasimon,while the black pawns resemble th
saving throws vs. spell. If the saving throw is successful, most hideous of demons.A successfulReligion profi-
the hero is seemingly unaffected, but must make anoth- ciency check for a GREYHAWcKampaign hero reveals
er successfulsaving throw vs. spell ld6 turns later or be that the major pieces are carved to resemble common
overcome by an irresistible compulsion to retum to the avatars of many gods of Vecna’s world of origin, Oert
room. Once there, another successfulsaving throw must divided between the notably good deities (white side:
be made, or the hero is forced to stay. and evil ones (black side). Each game set is so finely
made that it is worth 1,100 gp.
The stairs beyond are not enchanted or trapped.
In 56a, the chest is actuallya killer mimic. It attacks
The Four Minor Towers anyone who touches it.

The four minor towers are nearly identical in their gen- Killer mimic:AC 7; MV 3; HD 10; hp 49; THACO 1
eral content, with the upper reaches of each tower con- #AT 1; Dmg 3d4 (pseudopod);SA glue; SD camouflag
taining the private chambers of one of Vecna’s favored immune to acid, molds, green slimes, and various puc
minions or the prison of a hated enemy. dings; SZ L (200 cubic feet);ML elite (13);Int semi (3);
AL NE; XP 3,000.
56a-d. Receiving Room
These chambers are richly appointed sitting rooms Notes: Mimics impose a 4 penalty on their oppo-
where the residents of the towers can meet with visitors.
nent’s surprise roll. They are covered in a gluelike SUI

stance that causes any creature who touches them to 1:

104

held fast. The mimic can cancel the effect any time it 58a-d. Servant Quarters
desires, but otherwisealcohol weakens the glue in three These rooms once housed the men and women who
rounds, or the trapped creature can break free with a tended to the needs of the tower’s residents. Six souls
successful Open Doors check. Only one attempt may be dwelled here, sleeping on simplemats and eating their
made to do this, and it is the only action the creature meager meals at short tables. These furnishingshave
can take during that round. The glue dissolves 5 rounds long since decayed, however, now remaining merely as
after the mimic dies. piles of debris.

In areas 56b and 56d (seebelow), the chests are locked Area 58a is the resting place of Xaven and Kyrie, the
and trapped withfire traps cast at 15thlevel. Within are Mulan vampires from area 38. The chamber is free of
kept ld6+1random magic items, ld3+1magic items dust and cobwebs and is decorated with beautiful land-
from Table 97 in the DMG, ld10+5random gems, scape paintings executed in a variety of sizes and styles
ld20+10pp, ld10+40,ld20+10ep, ld100+50sp, and
ld10+10cp. Hidden amid the treasure in each chest is a (15total, each worth 2d6 x 100 gp).At the center of the
jewel offlawlessness. chamber is a wizard locked sarcophagus.Its lid is carved
with the image of two nude lovers in an embrace;
The chest in 56c is not trapped. It contains ld20+10
pp, ld100+100cp, and a spectrethat appears to be a anyone who has previously met Xaven and Kyrie and
young boy. makes a successfulWisdom check recognizesthem as
the figuresportrayed. The wizard lock was cast by Xaven
Spectre:AC 2; M V 15, fly 30 (B); hp 56; THACO 13; and has 2nd-level effectiveness. The password, ”For the
#AT 1;Dmg ld8. love of magic,” opens the coffin.

Also in area 56d, a suit of shiningblack field plate, com- If Xaven and Kyrie were defeated earlier, they can be
plete with gauntlets that appear liked clawed hands and found here, in the process of recovering.With the excep-
a helmet that is forged to resemble a terrible monster tion of their spellbooks, their treasures are hidden
face, stands in one corner. The gauntlets are wrapped beneath the layer of soil that serves as their bed. They
around a large two-handed sword.It appears as though possess 13,000sp and 2,300 ep (all of the coins minted
it is part of the decor, but, in truth, the armor contains a and used in their homeland of Hazlan),five gems worth
guardian skeleton warrior. The skeleton warrior attacks 2d4 x 100g p each, and a wand of magic missiles with 14
anyone who continuesto the next level of this tower charges left.
without being in the company of a cleric of Vecna. The
sound of combat brings ld6+1additionalskeleton war- The vampires’ spellbooks are identical, each contain-
riors within ld4 rounds. The master of this tower, a ing the 1st-levelspells burning hands, chill touch, identih,
death knight (”Kas”),waits at the top of the stairs lead- magic missile, read magic, light, shield, shocking grasp, sleep,
ing to area 60d; if he hears the clanking armor of his unseen semant, and wall offog; and these 2nd-level spells:
minions, he lets loose with hisfireball attack,blasting it blindness, blur, continual light, darkness 15’ radius, detect
down the stairs. invisibility,fog cloud,forget, Melfs acid arrow, mirror image,
shatter, spectral hand, and wizard lock.
Skeleton warriors: AC 2; MV 12;hp 75 each;
THACO 8; #AT 1;Dmg ld10. Area 58b is the lair of four spectres. They were once
an elderly woman and her three teenaged children, two
57a-d. Kitchen girls and a boy.
These chambers have fallen into disuse in all four
towers. The coating of dust and abundance of cobwebs Areas 58c and 58d are abandoned and choked with
make it clear that no one has been in these rooms for dust and cobwebs. They should be treated as the
decades. kitchens above (area57a-d),but there is a 20% chance
that ld4 large spiders are present in each.
A50%chance exists that the large spiders that spun
the webs are still here. If so, 2d10 large spiders are pres- Xaven:AC 1;MV 12, fly 18(C)or (E); hp 50;
ent, as well as the dried husks of victims (2d4 of whom THACO 11;#AT 1;Dmg ld6+4.
were human). There is nothing of value in any of the
kitchens. Kyrie: AC 1;MV 12, fly 18(C)or 9 (E); hp 50;
THACO 11;#AT 1;Dmg ld6+4.
Large spiders (2d10):AC 8; MV 6, web 15; hp 9 each;
THACO 19; #AT 1;Dmg ld8. Spectres (4):AC 2; MV 15, fly 30 (B); hp 56 each;
THACO 13;#AT 1;Dmg ld8.

Large spiders (ld4):AC 8; MV 6, web 15;hp 9 each;
THACO 19; #AT 1;Dmg ld8.

105

59a-d. Dining Room time. A large, deep blue gem is clutched in the body’s

Windows in these chambers overlook Citadel Cavi- bony hands.

tius, giving a view of the bewildering tapestry of This is the true body of Meekali, the lich who is

smoking chimneys and black rooftops. Beyond the posing as %nova,” the girl who was abducted from the

confines of the fortress, the gray wastes of Cavitius city beyond the palace. Innova’ssoul is now trapped

stretch toward distant mountains. Each chamber fea- within the withered corpse while the lich inhabits her

tures dark wood paneling, red banners displaying the living body. The gem in her hands is part of the magic

hand-and-eye symbol of Vecna, and a large table set jar spell that caused their minds to be switched, and it

for thirteen people, six on either side and a single radiates strong alteration and necromantic magic.

person at the end of the table facing the door. The sil- The girl’s current is being held in place by a variation

verware (plates,knives, and serving dishes) features of sepia snake sigil, cast at 19thlevel. If the bonds are suc-

beautiful craftsmanship in abstract patterns and is cessfully dispelled, the corpse sits up and starts scream-

worth 600 gp per set. ing, the girl having been driven insane by her

In area 59a, the silverwarehas been swept from the experience.Removefear will calm her enough to allow

table and lies in a tarnished, dented heap in one corner. her to explain what happened to her: a withered crone

The chamber is scattered with bones of all sorts and a stole her body and placed her in this one.

partially assembled bone golem lies on the table. Development:Once the heroes search the laboratory

In area 59b, three spectresappear to polish the silver- or busy themselves with the body on the bier, ”Innova”

ware while a fourth one dusts the table. They drop what (if with them) decides she has had enough fun. If they

they’re doing and attack when the heroes enter, saying, have not yet met her, she enters, behaving as described

”Good-you have brought our meals!” in “The Living and the Dead” in the Special Encounters

Area 59c is abandoned, with cobwebs and dust over section at the beginning of the palace description.If she

all. fails to convince the party to leave the laboratorybe, she

Area 59d containswhat appear to be long-dead war- takes drastic measures.

riors in ornate armor, assembled here for a great feast

(thoughno food is present).Twelve skeletons sit in armor ”Innova”:AC 7; MV 12; hp 43; THACO 9; #AT 1(fists

at a table, weapons by their sides and gauntlet-covered or kick); Dmg 1hp.

fists on the table. The chair at the table’s head is empty.

The skeletons are, in fact, skeletonwarriors who assem- %nova” surreptitiously takes a ring from behind one

bled here to discuss the war in the Burning Peaks, and of the specimenjars and slips it on her finger. It is a ring

how they might carry the battle into Tovag itself.When of spell storing containingthree telqort without error

the heroes entered, the skeletonwarriors fall silent, pre- spells. She then seizes one of the pouches and rips it

tending to be inanimate.The DM should subtractany open with a sweepinggesture,blanketing the room

skeleton wamors destroyed in area 56d from the total with dust of sneezing and choking. She then teleports away.

here. The skeletonwarriors arise swiftly and attack if “Innova”returns one more time at some moment

they are attacked, if the party expresses an interest in selectedby the DM, later during the adventure.She will

attackingVecna, or if anythingin the room is disturbed. be under the effects of stoneskin (cast at 19thlevel),

wearing a black robe ofthe archmagi and armed with a

Spectres (4):AC 2; MV 15, fly 30 (B); hp 56 each; staff of the magi. ”Hi, friends,” she says cheerfully, start-

THACO 13;#AT 1;Dmg ld8. ing her attack. ”Let’s play!”

”Innova”fights without fear or morale checks until

Skeleton wamors (12):AC 2; MV 12;hp 72 each; her stolen body dies. Her awarenessis then transported

THACO 8; #AT 1;Dmg ld10. back to her phylactery, which is contained at her true

home (an unassuming third-floor storage room in the

60a. Lich’s Lair jumble of residences within Citadel Cavitius).It is care-

This chamber is a well-equipped wizard and alchemical fully protected with a range of anti-divinationspells of

laboratory.Books and carefully sealed pouches and the DMs choosing.

specimenjars (which contain a variety of more or less Since the lich’s lair within Vecna’s palace amounts to

disgusting samples and spell components)crowd little more than a workshop, there is not much here by

shelves,while the surface of several workbenches con- normal lich standards.The books are nonmagical, deal-

tain elaboratedistilleriesmade from platinum and gold. ing with various theories on necromantic and summon-

On a bier at the center of the room is a withered ing magic; none of these books covers the alterationsto

corpse in black robes. The body is contained in a brown- spells made on the Demiplane of Dread. The remaining

ish energy field that pulses slightly as the party pouches contain, respectively, five measured samples of

approaches. The body appears to be the body of a diamond dust (needed in the casting of stoneskin),five

-female, but she seems to have been dead a very long doses of dust of appearance, and a single dose of dust of

106

disappearance. An additional three dozen pouches con- es, there is a 65%chance that the spell fails and that the
tain a variety of spell components (DMs choice). caster is subjected to a curse that imposes a -4 penalty to
his or her attack rolls and saving throws, as well as a
The scrolls are apparently nonsensicalnotes in a 20% chance that any curative spells fail when cast upon
shorthand notation that only the lich can understand. A him or her. The curse lasts until the hero is blessed by a
comprehend languages spell or the successfuluse of a cleric of 12thlevel or higher.)
thief’s Read Languages skill, along with an Intelligence
check made by a hero with the Spellcraftproficiency, 60b. Spectres’Lair
reveals these to be high-level spell research in progress. This room is furnished like the living space of a
(TheDM can detail these notes further, as desired.) common farmhouse.There is a rocking chair, a table
suitable either for having meals or for doing handicrafts
The alchemical equipment is worth 10,000 gp, but it at, a spinningwheel, and a loom. Simplewooden toys
is very difficult for the party to carry off somethingthis are scattered across the floor. A large chest stands
large and delicate without destroying it. against the far wall.

The most valuable item in the chamber is also the This is the lair of a particularly twisted spectre. He
singlemagical book here: the Manual of Bone Golem Con- considershimself a family man, and all those he kills
struction. This obscure magical guide describes how to become his family. Victims are regularly delivered to
build a golem like the one encounteredin Area 53a. him for evaluation for admittance into the family.
Additional notes on the end pages describe how to
When the party enters this chamber, the master spec-
properly enchant the golem so it animates only if the tre is spending time with his family.A small spectre
area it stands is visited by individualswho aren’t (whowas once a child)sits in his lap as he reads a fairy
accompaniedby the golem’screator. A large supply of tale to it. Two other small spectresplay with toys on the
bones, two months of labor, and 35,000 g p for additional floor, while a pair of spectreswho were once young
components and materials are needed to construct a women work the spinner and loom. If not for the shad-
basic bone golem. owy, insubstantial quality of the people in this room, the
scene might almost be idyllic. The spectre treats the two
The followingspells (which must be cast as part of females as wife and oldest daughter respectively, while
the process of creating a bone golem) are included as the child spectres are viewed as the young children they
part of the book’s text: animate dead, symbol offear, bind-
ing, and wish. (Thewish contained in the text is geared
toward creating bone golems; if used for other purpos-

formerly were. Since the master spectrehas complete 60c. Radiant Spirit's Prison

control over the spectreshe has created,the other crea- The door to this room is closed, but not locked. The

tures behaves as he wants them to, servingas the per- door frame is engraved with magical runes that charac-

fect family regardless of their true nature. ters who possess-either the Spellcraft or Religion profi-

ciencies recognize (upon making a successful

Spectre (master):AC 2; MV 15, fly 30 (B); hp 59; proficiency check) as being part of a ritual designed to

THACO 13;#AT 1;Dmg ld8. confine undead in their crypts. The runes can be negat-

ed by someone scratchingthem with a dagger or other-

Spectres (5):AC 2; MV 15, fly 30 (B); hp 56 each; wise alteringthem.

THACO 13;#AT 1;Dmg ld8. Beyond it is a once-elegant b8edchamber that has lonl

Development:The master spectreis not immediately since fallen into disrepair.The cv:aannio..tpyyl1beaendshaagsaci.nolsl.tatp.1nseec
under its own weight, and the

hostile toward the heroes unless they attack first.-and wall like a drunken sailor, its mirror cracked.-Theroom

turning attemptsby clericsare most definitelyccmid- is draped in dusty cobwebs. At the center of the room,

ered attacks!The master spectre claims to not know sittingin a chair so rickety that its weight could suppori

anythingabout whatever topic the party attempits to no livingbeing, is an armored man whose form glows

bring up, except those related to his family (a sul9ject so bright it is painful to see.

about which he will rattle on for hours).He also dis- This is the restless spirit of a paladin, now trans-

cusses the tower in glowing terms, saying that thLe state- formed by his guilt over having failed in his quest into Ei

ly residence was graciouslygranted to him and klis type of incorporealundead known as a radiant spirit.

family by Lord Vecna. -;"-.-Vecna, in what his minions at the time felt was a
If this becomes a roleplayingencounter that dcrLOlL -6mIIIVrI\ImLCILnL n+VI yryuc, .*-,-,A -,.&.1 rvrvr.a,..irulna 4L,U 4u-ea- y LLIL~-C -yea1 i-

UDFU ~WVVCIIUI

erupt in combat due to player character actions, it can adin's soul here. The truth is that the Lord of Secrets

do so because of actionson the part of the master spec- knew the paladin had come in search of the true Sword

tre. As soon as the DM starts to grow bored with the of Kas in t:heBlack Tower. Vecrla wanted the paladin and

encounter, or gets the feeling the players are growing this knowrledge kept from all iMIho might seek it.

tired of it, the master spectre can decide that the most It has LIXIL..A_- A,.",rl,,,:,", ~ U C~~U L C Ca-*l i y.~--l l-tL~:el,d.bUA:l,sL.L--uLI-Ju e u LLLI L- C
UCC

talkativeparty member, or the party member with the paladin, and when the party opens the door the spirit

highest Charisma, should become part of the family. He does not initiallynotice their presence, as he is lost in

says that the rest of the party should leave, as he would self-pityingthoughts.Characterswho look into the

like to return his focus to his family, but orders the room as they open the door must make a successful

chosen player characterto remain behind. He and the savingthrow vs. spellor be blinded for ld4 rounds by

other spectresthen attack, either the solitary character the brilliant glow. The undead spirit then realizes he has

(in the unlikely event the party obeyed the spectre's visitors, and immediately discoversthey are not ser-

commands) or the party at large.Any survivingspectres vants of Vecna. Although he has long since lost most of

elsewhere in the tower arrive in ld3+1rounds, respond- his paladin abilities, he is still able to tell good beings

ing to the psychic call of their master. from evil ones.

If the party decidesto investigatethe chest in the "Don't look at me directly,"he cries to the heroes.

corner, they find that it containssimple dresses, peasant "The pureness of my soul blazes like a sun against the

clothing, child garments, and toys. Underneath these evil taint of this place!"

items are some exquisitely crafted toys that the spectre The undead will do his best to assist the party. How-

only allowed his children to play with when they had ever, the evil influences all around him, the circum-

been "extra good." There are severalbeautifullypainted stances of this death (seearea 61 for details),and his

tops, a jack in the box, and a small, highly realistic imprisonment here, have all left him a bit unhinged.He

wooden horse. Dungeon Masters who have access to no longer remembers his name or even the name of the

the RAVENLOFFTorged of Darkness accessory (TSR W510) god he once served.He recalls that he was sent here by

can use these items as a means to introduceGuiseppe's Prelate Verlamis. (Asuccessful Ancient History profi-

cursed toys into their campaigns, if they wish. If not, the ciency check permits a hero from the GREYHAWcaKm-

toys can simply be mundane items with a value of ld4 paign to recognize that Verlamis was the leader of an

gp each, the exception being the wooden horse, which is ancient lawful good coalition that centuries ago

actuallyan obsidian steed covered by a minor illusion launched crusades against many evil religions.)

that dispels when touched by living hands. (Note that The radiant spirit further recalls that he led a force of

this magical steed cannot transport itself or its rider holy warriors to penetrateVecna's Black Tower in order

from the Demiplane of Dread.) to claim the one weapon that is believed to be able to

destroyhim-the Sword of Kas. Prelate Verlamis stated

that the person who wielded that unholy weapon using-

108

Vecna’s own hand would be able to destroy Vecna, once reach or until its members are all dead. (If the party

and for all. The paladin had fully intended to sever his retreats, the radiant spiritbellows angry curses, taunts,

own left hand and attach the Hand of Vecna to his wrist and challenges at them.)

once the Sword o f f i s had been secured, but that

moment never came. Vecna’s forces were too powerful, Radiant spirit:AC 8; M V 9; HD 10; hp 53; THACO 11;

and the paladin’s entire force, except for himself and his #AT 1;Dmg ld10; SAblinding rays; SD +1or better

squire, was destroyed even before it crossed the grisly weapon to hit; SW holy water does 2d4 points of

plaza. The only thing that allowed him to prevent total damage, turned as ghost; SZ M (6’tall);ML fearless

defeat was to send his squire away with the Hand of (20);Int genius (18);AL LE; XP 1,000.

Vecna so it would not fall into the hands of the minions Notes: If threatened or enraged, the radiant spirit can

of evil. He himself pressed on, hoping to secretlyinfil- use its brilliance as a weapon by focusing its will and

trate the Black Tower and steal the Sword o f f i s , so that blinding all those who look at it. It may use this ability

he might return with another army in time. He fell once per round, affecting all livingbeings within 25 feet

victim to the powerful magical defenses of the tower. who are looking directly at it. A successfulsave vs. par-

(It is possible that some players may wonder how alyzationmeans victims are only blinded for ld4

their group has managed to get so far, while others, like rounds, but failuremeans permanent blindness,

the paladin’s force, were annihilated before reaching the reversible only by a heal or limited wish.

palace. The DM should say nothing about this in

response, except perhaps to shrug.) 60d. Death Knight’s Lair

If the party is in possession of the ”Sword of Kas” An archway covered by a black tapestry displays an

wielded by the death knight in area 60d, the undead image of a large snake spiraling around a skeletal hand

paladin tells them that it is not the true artifact. He with blazing eye in its palm. Within is an austere cham-

reveals that the real Sword ofKas has been in Vecna’s ber with soot-streaked walls. A large table stands at its

possession for many centuries. All other weapons that center, and upon it is a map of Cavitius, Tovag, and the

have been reported to be this one have either been volcano-ridden mountain range that separates the two

misidentified or are fakes-no matter how powerful (the Burning Peaks). Markers represent the forces of

they might be-created by Vecna‘s servants to lead his both sides, and characters skilled in commanding

would-be slayers to their doom. (Thisreveals, of course, troops recognize that Vecna’s forces are preparing for a

that the ”Sword of Kas” found in the Kron Hills, in the major offensive.

adventure Vecna Lives!, was not the real item, either.) Standing on either side of the table is a skeleton

If the party chooses to believe and trust the radiant warrior, both of which are studying the map with

spirit, he offers to lead them to Vecna’s hidden library, if empty eye sockets. A death knight sits at the head of

they destroy the runes on the door. Even if they don’t

want to free him from his prison, this former paladin

tells the party what he remembers of how to get to

Vecna’s private trophy room where the Sword ofKas is The false “Sword of Kas” is a longsword +3, +6 vs.

being kept. (He describes the most direct route to area spellcasters. It casts an 8d8 blade barrier twice per day,

70 in the Black Tower.)He (incorrectly)claims that the can dispel magic at 15th level twice per day, and casts

door is protected by the ”twomost powerful of all darkness 15’ radius at will. It acts as a cursed sword -3

demonic creatures.”He says that he will pray for the in the hands of an warrior who is not single classed.

party, because if they complete the mission he started so A person carryingmust make a successfulsaving

many decades ago, he will finally be released from his throw vs. spell every day or gain the delusion that he

tortuous undead state. He offers to give his treasure to or she is now Kas the Bloody-handed reborn, as well

the heroes. His treasure is stored in a locked chest com- as being slavishlydevoted to the idea of locating and

pletely obscured by cobwebs. It consists of all the valu- serving Vecna. Each following day, the character

ables gathered from his defeated troops by Vecna’s must make a successfulsaving throw vs. death, or

minions: 1,395gp, 1,302 ep, five gems, three potions of instantly be transformed into a death knight. The

healing, two potions of undead control, and a two-handed character can be saved by a remove curse, if cast

sword +2 with the special ability to cast knock at 18th before the final transformation.Otherwise, only a

level, twice per day. The radiant spirit does not have the wish can restore the character to his or her former

key to the chest, nor does the key even exist anymore. life. Both the character and the sword must be sub-

If at any time the party threatens or expresses doubt jected to the remove curse or the wish. After being sub-

over the radiant spirit’sgood intentions in anything but jected to remove curse, the sword becomes a longsword

an utmost polite manner, the undead being attacks, I with no additional abilities.
leading with its blinding light attack.He fights until he GP: 16,500
is destroyed,or until the party has retreated out of his

109

the table in a thronelike chair, gesturing at the board. ing on the magic resistance he and his officersenjoy
He wears ornate plate armor identical to that seen on protect them. In the confinesof the room, the heroes
the warrior in bas-reliefs in the chaotic evil shrine (area must make their saving throws at a -2 penalty. Once
51).If the death knight has already attacked with his combatbreaks out, there is no parlaying with the de
firebuzz,he and the two skeleton warriors stand near knight and his minions, although failed morale chec
the table with their swords already drawn, ready for might save the undead or the heroes fromtotal desb
combat. tion.

The death knight turns his fiery gaze on the hero If the party surrenders, “Kas” takes them to an au
who looked into the room first and says, ”All of you, ence with Vecna. He takes the most direct route to
please enter. It has been many years since Kas the Vecna’s throne room in the Black Tower (area 72).01
Bloody-handedhas enjoyed the sound of a mortal beg- the party arrives there, the events of “The Final Con-
ging for his life.” frontation” unfold.

This death knight is not Kas, Vecna’s infamous lieu- Skeleton warriors (2):AC 2; MV 12; hp 75 each;
tenant, though he firmly believes he is. He is actuallya THACO 8; #AT 1;Dmg ld10.
warrior who came into possession a false “Sword of
Kas,” which corrupted his mind and body. He eventual- ”Kas the Bloody-handed” (death knight):AC 0;
ly made his way to Citadel Cavitius, and, believing that MV 12;hp 72; THACO 5 (2vs. spellcasters);#AT 1;
he was atoning for sins against his immortal master, Dmg ld8+9 (ld8+12vs. spellcasters).
became one of Vecna’s premiere generals. While this
false ”Sword of Kas” can do the job the heroes need it The Black Tower
to, it is not as powerful as the real thing.
This is the home of Vecna, a perfect replica (from the
“Kas” orders the party into the chamber, then com- exterior)of the fabled Black Tower from which he on
mands the heroes get on their knees and give him a controlled an empire that spanned much of the Flan;
reason why he should not kill all of them. He is so arro- of Oerth and a number of extraplanar locations. The
gant that he will even slay clerics of Vecna who have tower is not set up internally as it was in ancient timl
been audacious enough to climb the tower that is home. and many of the rooms are not currently in use.
“Kas” is also impatient. If the entire party doesn’t get on

its knees within two rounds, he lets hisfireball fly rely-

110

61. Staircase ers serving as guides will not warn the heroes unless

This staircasewinds its way through the center of the they have been churrned or fail a morale check. Other-

tower, from the chamber that grants access to the Black wise, the NPC hopes to escape in the confusion follow-

Tower (area 55) to the leveljust below Vecna’s throne ing a hero’s death.)

room. The staircase is completely devoid of light

sources, so the party will have to provide one. 62a-b. Waiting Rooms

Although there are no traps on the staircase, climbing Once, Vecna would entertain dozens of supplicants,

them is not a pleasant experiencefor good-aligned, or heads of subject states, and commandersbearing status

even sane, characters. The steps and walls of the shaft reports from the battlefront.Now, only a fraction of

appears to be made from black marble, but it is harder these rooms are in use.

than any marble the heroes have encountered and can The chambers labeled 62a are clean and well main-

be damaged only through magical means. This gives a tained. They are lit by a continual right globe at the

sensationthat one is climbing through a tube of room’s center, even though this light fails to dispel the

shadow-stuff. deepest of shadowsin the room’s comers. Hard

Further, the steps provide uneven footing as each fea- wooden benches runalong two walls, and a table con-

tures a life-size carving of a naked human or demi- taining a decanter of stale water stands against a third

human who has been run through with arrows, spears, wall, with a large red and black banner bearing an

or who still has torture implementsattached to his or image of the outstretched skeletal hand with a lidless

her bloody body. The walls are similarly adorned with eye in its palm.

the images of hundreds of men and women being Here, there are 2d8+2citizens (0-level),2d4 Memo-

crushed to death by giant snakes. Each image in this ries of Vecna, and two major undead: a vampire, and a

stairwell is a representationof a unique individual, and death knight. These characters are waiting to see one of

the workmanship is so fine that one might think the vic- Vecna’s top aides or perhaps even the Lord of Secrets

tims were turned to stone, then incorporated into the himself. They do not initiate conversation, but instead

construction of the building. As the party climbs the sit quietly,obviously nervous (exceptfor the undead,

stairs, the light sources cause shadowsto dance across who just sit quietly).These characters attack anyone

the sculpted images of pain and suffering and creates who makes blasphemous statements about Vecna, or

the illusion of movement out of the corner of the eye. who otherwiseseems to have hostile intent toward their

The truth is that there is nothing to threaten them on dark lord.

the stairs, unless a random encounter happens to be Development: In addition to the obvious inhabitants,

rolled when the party returns to the stairwellafter each of these rooms are watched over by 2d4+1shad-

exploring one of the levels off it. (The DM should do his ows. The creatureshide in the corners of the room until

or her best to describe this stairwell as if the sculptures a fight breaks out in the room. Then, they attack the

might reach out and grab party members at any party while a single shadow flies quickly to the nearest

moment, like the living wall in area 51 might have done, guard chamber to summon help. A total of ld6 skeleton

perhaps going so far as to call for pointless saving warriors and 2d6 wights arrive 2d6 rounds later, in the

throws or attribute checks-but without telling the company of the returning shadow.All undead fight

players the rolls are pointless.) until they or the party are destroyed;morale is not

At irregular intervals, the party comes upon doors checked for them here.

leading to the tower proper. These doors are made from

the same substanceas the citadel walls-fused bones- Memories of Vecna (2d4):AC 10;MV 12; hp 19each;

and their off-white colors stand in sharp contrast to the THACO 17;#AT 1;Dmg ld4+1.

blackness of the walls. The doors are all wizard locked at

15th-leveleffectiveness, except for the one leading to Vampire: AC 1;MV 12, fly 18 (C)or 9 (E); hp 64;

area 72 at the very top of the stairs, which has been THACO 11;#AT 1;Dmg ld6+4. .
blasted from its hinges by some incredible force.

The other doors can be opened with the password Death knight: AC 0; MV 12;hp 72; THACO 8; #AT 1;

”Vecna is eternal,” or through magical means. However, Dmg ld8+6.

anyone who fails to say the password before crossing

the threshold must make a successfulsaving throw vs. Shadows (2d4+1):AC 7; MV 12; hp 27 each;

spell or be subject to an effect identical to the 9th level- THACO 17;#AT 1;Dmg ld4 and special.

wizard spell power word, kill. (All Vecna’s lieutenants,

their immediate subordinates,and most of his high- Skeleton warriors (ld6): AC 2; MV 12; hp 72 each;

level clerics know about the password and the penalty THACO 8; #AT 1;Dmg ld10.

for not uttering it. If the party has come to an allegiance

with any such characters, they will be warned. Prison-

113

Wights (2d6):AC 5; MV 12; hp 32 each; THACO 15; ending hours. As the party enters, one of the death
#AT 1;Dmg ld4. knights fixes his fiery gaze upon them and says, ”If you
leave these halls now, you may keep your lives. Other-
Combat in any of these chambers later results in two wise, prepare to meet your patron deity.”All the
wights being posted as guards by the door leading to undead await the answer.
the central staircase,with two more wights being added
for each disturbance. In the southeastern chamber dwell ld6-1 death
knights, 2d6 skeleton warriors, and 2d6-1 wights. They
The chambers labeled 62b have fallen into disuse. attack as soon as the party enters. They do not react to
The heroes can find no sign that anyone has entered the the sounds of combat outside their room, however.
rooms for decades in the dust and cobwebs that covers
the room. Sharp-eyed characters (withsuccessful Death knights: AC 0; MV 12;hp 72; THACO 8; #AT 1;
Wisdom checks) notice the glint of discarded coins and Dmg ld8+6.
the cobweb-draped outline of corpses. If the party
decides to explore these abandoned rooms, the DM Skeleton warriors: AC 2; MV 12; hp 72; WAC0 8;
should roll on the following table to see what can be #AT 1;Dmg ld10.
found within. Any undead that are present are merely
waiting here, quite patiently, for a chance to communi- Wights: AC 5; MV 12;hp 32; THACO 15;#AT 1;
cate with Vecna or a high-level cleric about various mat- D m g ld4.
ters in town.
64. The Lady‘s Sitting Room
ld6 Result The door to this room is closed, but not locked. Within
1-2 ld6 pp, 2d8 gp, ld20+2ep. is a room that is surprisingly cozy, contrastingsharply
to the grisly, undead terrors found in the rest of the
3 2d20 pp, wand offire (4charges), ld3 spectres. palace. The floor is covered by rugs woven in intricate
4 2d10 gp, 2d10 large spiders. patterns, and two well-padded chairs stand before a
fireplace that crackles cheerfullywith a blazing fire.
5 2d10 pp, 2d20 ep, 2d10 sp, 2d8+2 cp, ld4 Shelves on the walls hold books, scrolls, and a variety of
shadows (stats above). knickknacks.Also on the walls hang paintings ranging
in size from time cameos to sprawling landscape paint-
6 2d10 sp, 3d10 cp,jewelry on corpse worth ings. They feature either scenes of knights performing
2d100 gp, 2d4 shadows (stats above). heroic deeds, or singers and dancers.

Spectres (ld3):AC 2; MV 15, fly 30 (B); hp 56 each; Leaded-glasswindows look out upon the smoking
THACO 13;#AT 1;Dmg ld8. sprawl of Citadel Cavitius, each of them in a cozy little
nook containinga padded bench. In the center nook sits
Large spiders (2d10):AC 8; MV 6, web 15; hp 9 each; a beautifulgypsy woman, at the height of youthful
THACO 19; #AT 1;Dmg ld8. beauty, with supple curves and delicate facial features.
She wears colorful,multitiered skirts, and her dark hair
63. Guard Chamber is tied back from her face with a blood-red scarf. She is
Sky-bluebanners featuring a red snake wrapped breast-feeding an infant, and her face is aglow with a
around a golden starbursthang over each door. (These mother’s love as she gazes upon her child and hums
banners display one of the most ancient symbols used softly.
by Vecna.) Once, the elite of Vecna’s officers and fighters
would dwell within these two chambers, ready to leap Development: The party members who enter the
to his defense should the Black Tower come under chamber can make Wisdom checks. Those who succeed
assault.Although the furnishings in the rooms have notice that the woman and baby are translucent,with
been maintained, those who inhabit them now have no the window behind them being barely visible. If the
need for rest or comfort,as now the chambers serve as party withdraws quietly from the room, the nursing
quartersfor some of the more powerful undead ghost does not notice. If the heroes threaten her, attack
guardiansof Vecna’s palace: death knights, skeleton her, or enter to stare or examine the room’s contents, she
warriors, and wights. No human guards are now in the looks up, her eyes wide with fear and horror.
Black Tower.
”NO!”she shrieks. ”You will not kill me and my baby
In each room are 6d6 chests, each containingthe again, Loran!”
decayed belongings of a long-dead (or undead) soldier,
plus 2d100 g p and ld100 sp in ancient coinage. This cry is treated like a banshee’s death wail, and all
who hear it must make a successfulsaving throw vs.
In the northwestern chamber, 2d6 death knights, death magic or immediatelydie. After making this
ld20+3skeleton warriors, and ld6 wights are seated or attack, the ghostly woman falls to her knees in an
standing around a table, discussingcombat strategy in attempt to protect the infant in her arms. She sobs, apol-
the Burning Peaks war to while away their never-

ogizing to Loran for not bearing him the son he wanted reforms in 2d4 days; SW can be turned; MR 75%(if 11%

and begging his forgiveness,also promising that the or less is rolled, the spell is reflected back on its caster);

next child will be a boy. SZ M (5’6”tall);ML unsteady (7);Int average (10);

If the party talks to the spirit instead of attackingher, AL CN; XP 5,000.

she explains that she is Lyra, the unworthy wife of Sir Notes: This ghost was customized using rules from

Loran of Trollpyre Keep. She says that she believed the Van Richten’s Monster Hunter’s Compendium, Volume Two

heroes to be servants of her husband. She knows that Sir (TSR#11507).It therefore has abilities different from

Loran is furious because she has not borne him a son as those of the creature described in the MONSTROUS

she promised. Somehow, the charms her mother gave MANUALtome.

her failed to work! She describes her husband (theparty Lyra cannot be put to permanent rest until Sir Loran

might recognizehim as the death knight featured in the has been destroyed, and visa versa. Both of them re-

SpecialEncounter titled Other Pursuers of Iuz) and begs form in 2d4 days if one or the other still exists. Once she

the heroes to help calm him. is made aware of Sir Loran’s passing, she and her baby

The party has 2d6+4rounds to interact with Lyra. dissolve into mist.

After this time, her husband-a death knight-arrives.

”Stop your caterwauling!”he bellows as he enters the Sir Loran: AC 0; M v 12;hp 63 (currently28);

chamber. ”And silence that disgraceful creature that THACO 4; #AT 1;Dmg ld10+10.

you brought forth from your accursed belly!” His sword

is already drawn, and he moves instantly to attack Lyra 65.Meeting Room

and her phantom baby. Vecna’s high priests and undead lords have policy meet-

If the heroes destroy Sir Loran, or if they have ings in this chamber.Like most other areas of the palace,

already destroyed him and reveal this to Lyra, a look of it is dimly lit so that undead who are sensitiveto light

relief and sadness crosses her face. ”Thank you,” she can work here comfortably.Alarge round table, the sur-

says. ”You must have been sent by the powers that face of which is carved with the image of the splayed

watch over all my people. I loved my husband very skeletalhand with the lidless eye in its palm, dominates

much, so I will join him again, for the last time.’’ She the room. Thirteenhigh-backed, well-padded chairs

and the baby then fade from view. with elaborate carvings of various kinds of tortures

If there is no roleplaying with Lyra, Sir Loran being visited upon both the living and undead stand

appears immediately after the party has destroyed the around it. Six exits are present in addition to the one the

ghost. As her incorporeal form dissolves for the final heroes came through.Above each exit hangs a blue

time, he bellows her name and launcheshimself at banner featuringthe snake-and-starburstemblem.

them, blind with rage. Loran may have hated his former The room is empty when the heroes enter it, but if

wife, but he was going to be the one to send her to a they search it, they notice ash in three of the chairs and

final death, not these interlopers! scattered on the table. A successfulSpellcraftproficien-

If the party loots the chamber, they can collect a cy check by a wizard capable of casting disintegrate

dozen delicate figurines, each worth 2d100+50gp to art allows him or her to recognize these as the remains of

collectors; a small crystal ball etched with mystical sym- someone who has been struck by that deadly spell. (Iuz

bols of great significanceto Lyra’s people, an oddly and his minions came through this room and killed the

shaped wand ofnegation that features a claw at one end beings they found here, then exited into area 67.)

that makes it easily mistaken for a backscratcher, and a

scroll containingtwo knock spells and a dispel magic (all 66. The Chamber of the Heart

at the 18thlevel of effectiveness).The books and other This was once an opulent combination of a bedchamber

scrollsconsist mostly of romantic fiction and philoso- and study, but it has been completelyransacked and

phy texts dating from the age of Vecna’s kingdom. (Lyra trashed by the six ogres who are still present. Its inhabi-

and Sir Loran lived in a much more recent time, but the tant, Vecna’s high priestess, the Heart of Vecna, lies on

room became a mixture of Lyra’s and Vecna’s belong- the ruined bed, in no better a state than her living quar-

ings when she and her infant appeared here.) ters. She is barely conscious and is near death. As the

party enters, an ogre is about to deliver the final blow.

Lyra, third-magnitude ghost: AC -2 (ethereal The Heart is in no condition to fight or offer the party

form)/4 (corporealform);MV 9; HD 8; hp 40; any information.However, if the Senior Priestess is with

THACO 13; #AT 1;Dmg ld6; SA death wail once per day, the party, she insists that they kill the wounded woman.

cause despair over 100’ radius at will; SD immune to If they refuse, she flies into a killing rage, attackingthe

sleep, charm, hoZd,fear, cold, poison, paralysis, death party. (Althoughthe Heart is evil, the party is hopefully

magic, and telepathic psionics, use detect magic and moral enough not to kill a severely wounded person

detect invisible at will, use dispel magic twice per day, against whom they have no particular grudge. If they

cannot be turned, her body dissolves if destroyedbut aren’t moral enough, the DM might consider grabbinga

113

copy of Domains of Dread to read up on what the dark Warriors of Iuz, male humans F12 (2):AC 0

powers might offer such bloodthirsty villains.) (platemail,shield, ring of protection +2); MV 12;

The Senior Priestess, if it comes to a fight, battles HD 10+2;hp 55 each; THACO 9; #AT 2; D m g ld8 (long-

until she or the party are dead. She doesn't care that sword);SZ M (6' tall);ML elite (13-14); Int very (11-12);

they are here to help her god. Shewants revenge for the AL CE; XP 2,000 each.

death of her beloved. If they stand in her way, she will

take her wrath out upon them. Ogre warrior:AC 5; MV 12;hp 48; THACO 12;

The ogre loot consists of a shattered gold and #AT 3/2; Dmg ld6+6.

platinum personal shrine devoted to Vecna (worth

1,000 g p in its present state),230 pp, 500 gp, assorted Treasure is this room is meager, as the Voice (unusual

jewelry worth 11,000 gp, a pearl of wisdom, and a book for one of Vecna's clerics) did not crave worldly goods.

of vile darkness that the Heart had been in the process of The loot here amounts to 200 pp, scrolls containing

reading, three cure seriouswounds, two cause light wounds, one

The Heart also possesses an extensiveset of spell- raise dead, and one restoration. In addition, there is a

books, containing every 1st-5thlevel necromantic Boccob's blessed book and a bag of beans. The blessed book

wizard spell in the Player's Handbook, alongwith all is cursed, which is why the Voice doesn't use it. There is

1st-2nd invocation/evocation spells from the same a 5%chance that a spell inscribed in it will vanish from

source and a smattering of other spells as the DM sees its pages a day later, with the spell simultaneouslyvan-

fit. The set consists of six volumes, and books are guard- ishing from the mind of the spell-writeras well. The

ed byfire traps. At the DMs option, there might be a Voice's actual spellbook lies in a corner, a heap of smol-

traveling spellbookhere also, with a lesser selection of dering ashes.

spells that is more easily portable by the party.

68. The Chamber of the Hand

Heart of Vecna, female human W5/C12: AC 10; This room is a bare, unlit stone chamber. It is devoid of

MV 12;hp 40 (currently3); THACO 19 (16 with dagger all furnishings and other content, as its resident has no

+3);#AT 1;Dmg ld4+3(dagger +3);SA command need for such things. The bizarre flesh golem known as

undead; SZ M (5"' tall);ML steady (11);Str 12, Dex 12, the Hand rests here. If the party has already encoun-

Con 14,Int 18,Wis 17,Cha 16, ;AL NE; XP 10,000. tered the Hand, the room is dark and empty.

Cleric SpellsMemorized (8/7/5/3/2/2): lst-cure light If the party has not dealt with the Hand previously,

wounds; 2nd-enthral1,withdraw; 3rd-animate dead, the creature is here, battling three ogres. Five other

prayer; 4th-detect lie, imbue with spell ability, repecting ogres and two humans already lay dead, in various

pool; 5th-atonement,true seeing; 6th-blade barrier, heal. states of dismemberment while their blood is sprayed

(All other spells were used.) on the walls and ceiling. As the party enters, the Hand

Wizard SpellsMemorized (4/2/ 1):lst-comprehend lan- says calmly, "Welcome. If you will assist me in finishing

guages. (All other spells were used.) off these animals, we can converse.I'm sure you will

discover we share a common interest."

Ogre warriors (3):AC 5; MV 12; hp 48each;

THACO 12;#AT 3/2; Dmg ld6+6. The Hand AC 1;MV 9; hp 66; THACO 11;#AT 2;

Dmg 2d12.

67. The Chamber of the Voice

Like the other chambers belonging to the heads of Ogre warriors (3):AC 5; MV 12;hp 48each;

Vecna's church, this was once an elegant room that THACO 12;#AT 3/2; Dmg ld6+6.

reflected the dark sensibilities of the inhabitant. How-

ever, it has now been thoroughly trashed. The Voice 69. The Chamber of the Eye

of Vecna lies dead on his bed while a hulking ogre This room is devoid of all furnishings, as its resident,

plunders his body for valuables. Other ogres lay dead the terrifying golem known as the Eye, never tires nor

on the floor, while two human warriors root through feels any need for creature comforts. The ceiling and

a chest. walls are covered with mirrors of all shapes and sizes,

The ogre and the two humans are minions of Iuz 104in all. When the Eye is present rather than showing

who were placed here as a rearguard, following the reflections of the chamber, they instead show scenes in

defeat of the Voice. They killed him a short time ago Citadel Cavitius and elsewhere in the many planes of

after he attempted to charm the ogre into fightingfor reality. The Eye's duty is to watch those beings whom

him. Vecna wishes to help or hinder. The many mirrors

As soon as the party enters, the three NPCs turn to function in a fashion similar to crystal balls (described

attack. They all fight to the death. in the DMG) with the exception that the Eye has a

100%chance of locating targets, unless they are
114

masked by magic; and those who are being magically
spied have only a 1%chance per hour to realize they
are being watched, regardless of Intelligence. The Eye
can use its baleful stares to inflict curses or use sugges-
tion upon those it watches, as a wizard would cast
spells through a crystal ball, with a 75% chance of suc-
cess per attempt.

The Eye rarely leaves its chamber, as it is in constant
telepathic contact with the Hand. Whenever it sees
something that needs direct attention, it sends a mes-
sage to its counterpart, who then takes care of it. For the
most part, the Eye uses the mirrors to address the
desires of Vecna in more subtle means.

There is a 5%chance the Eye is not present when the
party enters this room. If the Eye is not here, the mirrors
have a 25%chance to act as mirrors of life trapping. For
simplicity’s sake, the DM should make four checks for
each member of the party who enters the room. If all
rolls are 26%or higher, none of the mirrors threaten to
draw them in. Use ld6 to determine the location of a
mirror that activates:

ld6 Result
1-2 The mirror is on the ceiling.
3 The mirror is on the east wall.
4 The mirror is on the south wall.
5 The mirror is on the west wall.
6 The mirror is on the north wall.

If the Eye is present when the party enters, it moves
toward the intruders with a disgusting, slurping sound
as the moist eyeballs that make up its feet rise and fall
from the floor. In their heads, all the heroes hear a dis-
torted voice saying, ”Leavemy quarters, or be
destroyed.You are not wanted here.” (When the Eye
speaks and moves, it makes sticky, slurping sounds sim-
ilar to steppingin deep mud, then pulling one’s feet
loose.) If the party does not instantly retreat, the Eye
attacks and fights until it or the party has been
destroyed.

There is no treasure in the room, and the mirrors lose
all magical qualitieswith the death of the Eye.

The Eye, unique flesh goledservant of Vecna:
AC 9; MV 6; HD 12; hp 60; THACO 9; #AT 5; Dmg nil;
SA gaze attacks; SD regeneration, immune to sleep, charm,
and hold, +1or better weapons to hit; SW dispel magic;
MR 25%;SZ M (6’tall); ML fanatic (18);Int genius (17);
AL LE; XI’ 11,000.

Notes: The Eye can use five of the following spell-like
effects as gaze attacks every round: cause serious wounds,
confusion, death spell, dispel magic, disintegrate, enervation,
finger of death,flesh to stone, hold person, lightning bolt, and
sleep. The Eye is immune to any of these effects if they
should some how rebound upon it. (It is not, however,
immune to a wizard’s lightning bolt.)

115

If the Eye is subjected to dispel magic and fails its instructed this trio to break into this room and recover

Magic Resistance and a saving throw, it collapsesinto a whatever items they can. (Iuz fears the palace might be

heap, seeming destroyed.However, ld6+4 rounds later, damaged when he absorbs Vecna’s essence, but he

it suddenly reanimatesand begins to stalk its attackers. wants to make sure as many of the treasures within that

The Eye also possesses self-healingpowers, regener- room are saved. The mage was told to use plane shift

ating 3 hit points per round following the first round of from a scroll to return home with what seemed to be the

injury. It cannot regenerate fire or acid damage, and most valuable loot at the first sign of tremors in the

once it has been reduced to -10 hit points, it is perma- palace.)

nently destroyed. Any minions of Vecna with the party explain that the

room beyond the door is Vecna’s personal library. All

70. The Forbidden Library others are forbidden to access it, because the dread lord

As the party reaches the hallway leading to area 72, stores artifacts and dire tomes within that were never

they notice a couple of shattered skeletons in partially meant to be in the hands of mortals.

melted platemail. They also discover that nearby walls The heroes now have a choice. They can attempt to

have been scorched by some powerful spell. From break into Vecna’s personal library, or they can proceed

around the corner, they can hear two men arguing in to the throne room to prevent Iuz from adding Vecna’s

Common about who should try to open the door next. power to his own.

If the party goes to investigate,they encounter three If the party chooses to break into the library, ser-

minions of Iuz, standing in front of a door carved with vants of Vecna that have been charmed by the party

the image of the splayed skeletal hand with a lidless eye members refuse to help, while those who aren’t under

in its palm. Unlike other representations,however, the magical coercion might even oppose the party with vio-

hand-and-eye symbolhere is surroundedby a serpent lence at the cost of their own lives. Needless to say, any

biting its own tail. All three of Iuz’s servants are human, minion of Vecna encourages the party to proceed to the

with two of them engaged in the argument while the throne room to fulfill its destiny. Minions of Iuz, on the

third lies twitching on the floor as the last breath of life other hand, encourage the party to do the bidding of

leaves his body. the Old One and loot this hidden cache of magic and

If Geral Kher, Lanner Hvist, and Karhk survived the knowledge.

previous encounterwith the party, they are the charac- Beyond the door (whichopens easily) is a room

ters encountered here. If not, then they are simply a crammed with shelves and display cases. The party

10th-levelmage (whohas two magic missile and one hold cannot identify any particular shelvingsystem for the

person spell left memorized), a 12th-levelfighter (with books, slates, engraved crystals, and scrolls that pack

20 hit points remaining) who wears a girdle offire giant the shelves, nor can they identify more than a fraction

strength, and a thief who is dying from poison on the of the languages represented.

floor. The mage and the fighter are arguingabout the Many of the texts deal with the history, philosophy,

best course of action. The mage failed to unlock the and military tactics of long-dead kingdoms and

door with knock, although his dispel magic cancelled the empires. However, mixed among these texts are spell-

wizard lock that was on the door. The fighter refuses to books and scrollsthat between them contain every spell

use his strengthto bash down the door, fearing that he included in the Wizard’s Spell Compendium Volumes 1 4

might suffer the same fate as the thief. (TSR#2165, #2168, #2175, and #2177).In addition,there

is one copy of each magical book on Table 95 in the

Geral Kher:AC 9; MV 12; hp 56; THACO 9; #AT 2; DMG. It takes ld2 turns of searching to find each tome,

Dmg ld10+4. unless a detect magic spell is used to locate them. In

addition to these mundane texts are many unique magi-

Karhk :AC 5; MV 9; hp 8; THACO 19;#AT 1; cal tomes. The DM should feel free to let the most twist-

Dmg ld4 or ld8. ed aspects of his or her imaginationrunwild when

creating tomes that the party can find in this chamber.

Lanner Hvist: AC 3, MV 9, hp 120;THACO 9; The display cases hold a wide range of items, some

#AT 3/2; D m g ld8. magical and not. Some are trophies from some of

Vecna’s greatest triumphs, while others are kept here to

If given the chance, the two bickering NPCs surrender remind him that even he can occasionallybe defeated.

to the party. They say that Iuz and the rest of their party The DM should improvise when describing these items,

went onto the throne room to kill Vecna; the original with grandiosity being the rule. Nothing was immune

plan called for Iuz to use a magic sword he believed to Vecna’s wrath.

was kept beyond the door they were trying to open, but No obvious traps are on the items. However, Vecna

that sword was found in the possession of a cleric treated each object with contact poison (TypeM; Dmg

downstairs, so Iuz proceeded to the throne room and

116

20/5). A successfulFind Traps roll with a -25% penalty tants and valuables. Should the party decide to explore
allows a thief to notice this foreign substance. this area, the DM should roll 2d6 for each chamber
entered and compare the result to the following table to
There are ld3 examples of every item on Tables 92 determine what items the party finds and what crea-
and 96 in the DMG, but each item carries a curse. (DMs tures it has to fight. In some cases, an additionalld6
with access to the RAVENLOFaTccessory Forged of Dark- must be rolled to see which magic items or creaturesare
ness should roll on Table C therein to determine what present in a room. (TheDM should get creative when
the curse is.) Each is also associated with some famous
event or legend, and a bard who makes successful 1.ple.tely1 forgotten aknincgi.ednot.marmthia.etsw. iTa.t s1.
Legend Lore checks will recognize the items as such.
(Again, the DM can improvehere to create magnificent, na sT TI
legendaryitems from everywhereimaginable.)
that speak of its power
In addition, the racks and display cases hold as many
powerful and intelligentmagical weapons as the DM twareness
cares to include here. (We suggest one of every type of )oay. uAu.tn1 mm1er .nas an L7 n.re1i..ugenceorr ^I^L ana1 an nkgo
weapon in the DMG’s treasure tables.) However, all are
coated with the same poison as covers the items above. reveal its powers only to lawful
Each weapon collected by Vecna is intelligentand has a to those who are under its dom
purpose.New types of weapons can be placed here,
such as Oathmaker, a sword detailed below as an exam- _---awful good characters,but is +2in the hands of all
ple. Other weapons that the DM places here should -__.__.~t.--- l A n - - 1 gIdIlLL-b ULLte-W e d r U I13c n7I0 Il VAl_d- -g-
exemplify the thought behind the saying, ”Power comes :L
at a price-and the more power, the higher the price.”
1,lL
Placed on the floor below the mounted swords in a
random spot is a dusty, mahogany wood box sealed tile magic, and the same protec
with a complex lock (-20% to all Open Locks attempts).
The wood has been magically hardened to equal metal t as enjoyed by paladins. The sw
+3 (seeTable 29 in the DMG), so it cannot be chipped or
split open. Inside it is a Cfoot-long bundle wrapped in a caster to-usethe-following spell-like
beautiful blue-and-gold cloth that has a permanent bless
spell upon it (grantingthe spell’s benefits to anyone hold undead, true seeing, and telepo
who touches it).Inside the cloth is the actual Sword of
Kas, exactly as detailed in the Appendix. er the DMG), even

This chamber is not entirely unguarded. Fifteen slow _ - ------in-.anoinon rn a--i-l rne ne- - ^n_ PnTS rnp qwnrn a i m nac
shadows that assist Vecna when he is present lurk
under the ceiling. They creep down and assail would-be enever its possessor makes a
looters as stealthilyas possible. trivial, he or she is considered

Slow shadows (15):AC 8; M V 12; hp 32 each;
THACO 17;#AT 1;Dmg ld4.

7l.Vecna’s Private Rooms of lawful good alignment.They
These once opulent chambers of gray and white marble
have long since fallen victim to the ravages of time. )ehavelike paladins in all things, even giving away
They are all choked with dust and cobwebs, and the fur- ‘xcessgold and magic items. The heroes go out of
nishings are so severely rotted that it’s impossible to tell heir way to challenge liars and cheats to duels, and I
sitting rooms from bedchambers or libraries. Area 71a is
connected by spiral stairs to area 66, and area 71c is con- eject the company of evil beings.
nected to area 67. Ancient shields and banners hang
everywhere, their rotting and rusting forms bearing the ‘3 Value: 5,000 GP Value: 15,000
heraldic symbols of warriors and kingdoms conquered
and destroyed by Vecna’s empire. Vecna and his empire .m e : Any sensime UNI reaaing the above is proba.bl.y
live on in legend, but nearly all those crushed by him
are gone forever,and not even the spirits of the dead laving a fit right now, thinking of the staggering
remember their names.
mount of magical treasure that the heroes are about
Although abandoned by Vecna and his current min- v
ions, these halls are not completely devoid of inhabi-
3 gather. Don’t worry about it. Read area 72, and all
117 rill become clear. Let the heroes have some fun

lefore this part of the adventure ends. It won’t hurt.

describing the encounters, so that each encounter has a Shadows: AC 7; MY 12;hp 27; THACO 17;#AT 1;
different feel to it, even if it has been generated more Dmg ld4 and special.
than once.)
72. Vecna’s Throne Room
2d6 Result A set of double doors set back within an archway that
1 Here, 2d10 cp and a (1-2) short sword -2 resembles giant snakes lead to this chamber. The doors
(cursed)or (3-6) wand of paralyzation (2d20 are, oddly enough, unadorned.As the party approach-
charges)lay scattered about the room. Dust es, a strangewhirring sound that grows ever louder can
swirls coalesceinto a fearsome spectre. be heard from within.

2-4 Here, 2d4 gems worth 50 gp each are guarded Under normal circumstances,this chamber is almost
by 2d6 skeleton warriors, which rise from identical to the entry hall into the palace, except that it
beneath the debris of furnishings and attack. is somewhat smaller. These are not normal circum-
stances, however. As soon as the party pushes through
5-7 A locked,battered chest contains 2d100 pp, the doors, the last battle of this portion of Die, Vecnn,
5d100 sp, and (1-3) nothing else, (4-5) a periapt Die! begins.
offoul rotting, (6)a rod of lordly might, but it is
guarded by a swarm of 2d6+3spectres. The Final confrontation

8-9 Here, 2d10 g p and 2d100+15cp lay scattered Beyond the doors to area 72 is a swirlingvortex of mag-
about the room. A poltergeist lurks here, hurl- ical energy, a brilliant and nightmarish sea of color and
ing coins and debris at anyone who enters, lightning. Every hero who enters must make a saving
each hit causing ld4 points of damage. throw vs. spell with a -4 penalty. Those who fail can do
nothing but remain immobile for 2d6 rounds. After that
10 Sealed potion vials lay strewn about the room: time, these characters receive another saving throw, still
ld4 potions of healing, ld4 potions of youth, and with a -4 penalty, but it can be offset by Wisdom bonus-
2d4 potions ofpoison, all brewed as part of es. This continuesuntil the encounter is over, or until all
Vecna’s quest for lichdom, then forgotten. characters have successfullysaved.
Here lurk 2d4 shadows, once apprenticesof
Vecna, who each retain the ability to cast two If a hero is outfitted himself with both the Hand of
hold person, magic missile, and sleep spells every Vecna and the Sword o f k s , that hero need not make a
day. saving throw. If the hero carries only one or the other
artifact, no penalties are applied to the saving throw.
11 Here, 2d6 gems worth 10g p each are hidden.
Heroes who successfullymake the saving throw can
Roll ld6: (1-3) a skeleton warrior rises from react immediatelyin whatever way they wish to the fol-
the debris, (4-6) no creature is present. lowing scene.
12 No treasure is present, but 3d10 skeleton war-
riors rise from the debris, while 2d8 shadows A large room lies before you. Scintillatingcolors
swoop down from above. seem to engulf the chamber, spinning in wild kalei-
doscope patterns, appearing at once like beams of
Spectres:AC 2; MY 15, fly 30 (B); hp 56; THACO 13; light and sheets of material carrying on an invisible
#AT 1;Dmg ld8. maelstrom.

Skeleton warriors:AC 2; MV 12;hp 72; THACO 8; Nonetheless, you see that the room shares many
#AT 1;Dmg ld10. of the features of the chamber you entered when you
first stepped into Vecna’s palace. The walls are cov-
Poltergeist:AC 10; MV 6; HD K; THACO 15; #AT 1; ered in murals displaying Vecna’s armies waging
Dmg nil; SA victim struck must successfullysave vs. bloody battles against forces of knights and priests.
spell or flee infear for 2d12 rounds, with 50%chance of
dropping carried items; SD invisibility, silver or magical You see before you a small, high-ceilingchamber
weapons to hit; SW can be turned as ghoul, repelled by with the bodies of ogres and humans scattered
holy water; SZ M (6’tall); ML average (10); Int low (6); across the floor amid piles of shattered skeletons.
AL LE; XP 120. Ogres and a small group of humans stand trans-
fixed, though some notice your party and seem alert.
Notes: This undead being was an unwise thief slain One of the humans turnsto face you, a dark expres-
here less than a year ago, on a failed mission to steal sion on his gore-spattered face, his hand gripping a
from Vecna’s hoard. She is bitter and enraged at the holy symbol of Iuz around his neck. “Stay out of
sight of anyone else who might enter here, but she will this,” he hisses, ”or you will die.”
not attack undead beings or anyone who seems to be a
cleric of Vecna.

118

Beyond that man, against the far wall, is the
Spider Throne of Vecna. On the stepsbefore the
Spider Throne stands a bent, ugly old man dressed
in black. Sweat beads on his forehead as he slashes
with a short sword at the colors spinning around
him. His left eye glows with an intense red light that
seems to cut through the waves of color as easily as
his sword. The sword he wields appears to be the
Sword of Kas.

Your eyes now fall upon the spot from which the
room-filling colors emanate. Seated upon the Spider
Throne is a hideous figure: a robe-clad, decaying
skeleton with a single eye that glows with unearthly
malevolence. The undead creature traces glowing
symbolsand patterns in the air, making arcane ges-
tures with his right hand. His left arm, on one arm of
the throne, ends in a withered stump.

The party has come upon the supreme battle between
Vecna and Iuz, as the Old One struggles to overcome
the Lord of Dark Secrets. There are 2d6+10surviving
ogres in the chamber, all loyal to Iuz. They seem trans-
fixed and paralyzed by the scene of the two
demigods, but they move to attack the party if the
heroes try to approach the Spider Throne, fighting to
the death. (The struggle between Iuz and Vecna is lit-
erally causing the demiplane to come undone in a
localized area.)

Ogre warriors (2d6+10):AC 5;MV 12;hp 48 each;
THACO 12;#AT 3/2; Dmg ld6+6.

There are two distinctlydifferent ways this scene can
play itself out. The party can either stand by and watch
things unfold, or they can intervene on behalf of one
god or the other. Many groups might also execute some
mixture of these two options. Thisis a fluid encounter,
so these are to a large extent guidelines for how the
scene might play out, and sample descriptionsto help
with the staging.The DM should always be prepared to
modify descriptionsand NPC actions based on what
the player characters do.

If the party doesn’t intervene, the two demigods
struggle for 10 rounds, and Iuz forces his way through
the magical barrier, slowly and with painful effort. He
slashes again, dispelling all the waves of color in the
room. At the end, the followinghappens:

A look of disbelief appears on Vecna’s withered fea-
tures, as Iuz raises the sword, brings it down in a
dreadful arc-

- o n l y to see its blade shatter against Vecna’s
chest.

119

The Old One stands as though transfixed. He If they don’t have a relic or artifact of Vecna, they mu$
can’t even muster a surprised gasp as he stares at the kneel before Vecna’s throne.
bladeless hilt in his hand. Vecna, however, rises to
his feet. The exception to this is any character wielding the
Sword o f a s . That character is free to attack or take
”You were always feebleminded and weak, Iuz,” whatever action he or she had intended.Nonetheless,
Vecna says, his voice sounding not like a singleman will be too late. As the character attacks Iuz, Vecna, or
but rather like a thousand whispering voices speak- any other target, the followinghappens:

ing in unison. ”You inherited your father’sbrains

and scope of vision, and it shows. But now you will Iuz’s body dissolves into smoking ash and a final
pay the price for your arrogance and stupidity.” few wisps of flame that spin upward through the air
The ash and flame merge to form a ghostly hand on
Vecna places his right hand on Iuz’s balding pate, Vecna’s left wrist stump. Nothing remains of the Olc
and the other god bursts into flames.He screams. One but a small,black gem where he stood.
The flames seem to be drawn to Vecna’sbody, disap-
pearing into his empty eye socket. Within a split second, the decaying, rotting form

that had been struggling with Iuz is transformed

into a tall, dark-haired man with handsome features

Any followersof Iuz with the party, as well as any sur- His eyes glow with an unholy red fire, and a cold,

viving adventurersand ogres, immediately rush for- humorless grin appears on his face. ”You have lost!

ward to assist their god. As they do, the dead ogres You have all lost!,” he bellows.

springback to life and attack their former comrades.

They also attack any nontransfixed party members; the

one exceptionbeing anyone bearing the true Sword of The black gem that lies where Iuz once stood is the tn

Kus or having a part of Vecna’sbody attached to them or Eye of Vecna, which Iuz carried with him to this demi-

within them. These characters will be ignored by the plane.

resurrected ogres, and they are free to do whatever they Vecna is on the verge of becoming a full god. The

please. transformed archlich raises his hands in a triumphant

If the characters seem to be slow on realizing what is gesture, ignoring any attacks leveled against him. Thc

happening, they may roll Intelligencechecks. Basically, swirling colors cease as the walls of the throne room

Iuz is being absorbed by Vecna instead of the other way dissolve into thousands of black birds. Their shrieksa

around. Vecna is about to emerge as a far more power- deafening as they are suddenly blown away by hurri-

ful being than he has ever been before. One of Iuz’s sup- cane-forcewinds, tumbling uncontrollably toward

porters, or some other NPC may also call this out, storm clouds that fade rapidly into a white mist.

hoping to spur one of the unengaged heroes to action: “You,you hidden powers of this hell, you can con-

”For the sake of the universe, you cannot let Vecna tain me no longer!’’ Vecna roars, his voice thundering

become more powerful than he already is! Stop him! against the gale. ”Your secrets and powers are now

Kill him!Use the Sword ofKas! Do something!” mine to command!It will be I who reshapes all of cre-

If the hero carryingthe Sword o f b s does not take ation-in my own image!”

action, then the artifact compels the hero to attack At this point, nothing can harm Vecna but a hero

Vecna. The events described below start to unfold. wielding the Sword of Kus in the Hand of Vecna.(The

If the party intervenes at any time before 10rounds Whispered One ignores all other attackers.) If any suc

have passed, or once they move into attack one or both person lands a blow against Vecna, he gets the

of the gods once Vecna starts to absorb Iuz, Vecna ges- demigod’s full attention.

tures at Iuz (or releases him from his grasp, causing the

other demigod to collapse on the floor).Iuz’s body con- Vecna stumblesbackward from your mighty blow,
tinues (or starts)to burn as his mouth opens and closes his right hand going to the bleeding gash your bladc
in a now-silent scream.His essence continuesto flow opened. His face grows dark, and he cursesyou in a
into Vecna’s empty eye socket, which is now startingto language you do not understand, though his very
glow with a hellish light, like his other eye. Vecna then words make your bones tremble. Suddenly,the flooi
gestures at his attackers, hissing, ”Spareme your pitiful beneath your feet vanishes and you fall into a black
attempts at resistance.’’ pit that goes on forever and ever.

With these words, the characters who have bits of

Vecna within their bodies must roll saving throws vs.

spell at -15 (includesall penalties), with Magical No magic item, spell, or power can stop the hero’s

DefenseAdjustment bonuses (or penalties) offsetting plunge. To the eyes of all comrades, the hero vanishes

some of the penalty. If they fail, they turn on one anoth- without warning or trace, dropping through the floor

er. If they succeed,they can act as they had intended to. itself.

120

After a moment, Vecna turns to the rest of your
party. He is confident and calm, in full command.
”I am done here,” he says. ”The godlings who
played at rulership here will trouble me no more,
and this little reality is but one of many that will be
destroyed in but moments. It has always been my
destiny to be the master of all that is, was, or will be.
With the aid of the Serpent, I will undo what has
been and is now, and I shall master all that will be.
You no longer concern me. Farewell, heroes. We will
not meet again.”

Suddenly, everything around you dissolves into
mist. You,along with the survivors of Iuz’s strike
force, plunge uncontrollably downward into a bot-
tomless abyss.

Vecna has triumphed.

What of Those Pesky Items from Area 70?
When Vecna ascends to his new form and the heroes
find themselves falling, the items that the heroes may
have taken from area 70 disappear! When the heroes
find themselves in Sigil (Book Three),the DM should
roleplay the situation out. If the heroes would notice the
absence of an item right away, then point it out to them.
Otherwise, let them realize what has happened the first
time they think to ask about an item from area 70.

Now What9

The campaign continues in Book Three, with the party’s
actions deciding the fate of all reality.

What of the perniplane and the

park Powers9

The reality Vecna referred to was the cluster called the
Burning Peaks (the domains of Cavitius and Tovag).
Essentially, despite being part of the same demiplane,
each domain in Ravenloft is treated as though it is its
own separate plane. The rest of the islands and the core
domains of the setting have survived the demigod’s
escape-unless the DM wishes otherwise.Maybe
Vecna’s escape shatters domain boundaries everywhere
in the demiplane, and the great evil beings that were
imprisoned by the dark powers in the Mists return to
the worlds from whence they came. Even if the party
survives to the very end of Die, Vecna, Die!, great evils
would once more roam the lands of their home world.
(The rest of the RAVENLOFTsetting is described in
Domains of Dread.)

121

Book Three: I "e l t l l v Ul V U U S . DUL V t X l l d . IllCdllldLllLY dS d LIUe l-UWt!I.
c i t y of Doors r'v

Sigil, called the City of Doors, lies well outside the I is in Sigil-what gives? It comes down to a conflu-
worlds of the Prime Material Plane and its connective
tissue of ethereal mist. Sigil is found far beyond the ence of unique circumstances engineered and nur-
pure planes from which all elements are born, and
shares little with the countless demiplanes that float like na. His plan (seeAdventure
islands in the ethereal immensity. The City of Doors
rises from the interior of a celestial ringthat spins in tLo executLe_. ~in. took an age to .vfoe.rr_my rur_olrac_tee_ ,oarrnmdaag.n.iocti.hr.seer1i.-r,
place over the infinite Outer Planes. Home to the oyr- vc_rr.n.eu_J I - __. . Ime
Powers of the multiverse, the Outer Planes and their
divine populations are difficult if not impossible to Vecna wove a tapestry of detail, arcane props, and
comprehend or even summarize. However, despite
some philosophies to the contrary, the Outer Planes raw power that deposited him in the City of Doors,
have a crux, and Sigil is it.
"" e l l l u 1 C e u v v Ute e s l l V l l l d u C
Getting to 5igil via Ravenloft 0

Vecna has absorbed the essence of Iuz, and he is on his Pain. In a sense, Vecna cheated.
way to full godly ascension. Drawing on knowledge
imparted by the Serpent and energized by his growing ough he stole the power of another god, Iuz, to
divinity, Vecna contorts the misty fabric of Ravenloft
itself, using it to bridge the gap between the prison alyze his own full ascension, Vecna's power
plane and the City of Doors. Bypassing wards set by a
power equal to the Serpent, Vecna the Divine arrives in waxed over a period of time-at the moment he
Sigil despite the ban against gods, which has stood for stepped into Sigil, he wasn't strictly a demigod or a
time immemorial.
god. Moreover, Vecna didn't use a portal created by
Player characters and NPCs who possess the Hand of
Vecna or any minor Vecnan relic are invariably drawn Sigil's protector, the Lady of Pain, to enter the city.
over the collapsing rift in Vecna's wake. The connection
Instead, he used his unique position as a waxing

p w e r 12-11 t&11e u~e_r_-_n_i:n-yI _s-d- ne v- rr vnr.e._aa.2 . wla-K1 .ing aa1vanr,age
of its unique properties, Vecna warped, twisted, and

forced the entire plane into a wholly new configura-

.pt_i_uo_rn-i.c_TnLhe- uJata-teuJmo-v-pr-owraa.ry.y.rrco- or nTvIteocrntiaoni.nwroat.s,ntehsnei.fgui.,in.nA1ef,l-t.ethraat1i1l,

as a student of the Serpent knows, Sigil is the found-

ing stone of the multiierse, upon which the current

planar structureis built and buttressed.

stretches space and time like taffy, and no matter how
soon the heroes follow after Vecna's departure, they
arrive 3d4 days after Vecna himself first puts foot to
Sigil.Any heroes who don't possess a bit of Vecna might
find themselves separated from those who do. Dungeon
Masters should call for Dexterity checks with a -4
penalty before beginning this section. Those who suc-
ceed at the check can make a grab for another character.
Those who don't land 5d10 yards away from those who
possess a Vecnan relic or artifact. The Dungeon Master
should be prepared to roleplay one-on-one with each
separated person until the group can meet up with any
lost members.

First fiteps in 5igil

The player characters' arrival in the City of Doors could
be disorienting to any who have previously avoided
touring the self-proclaimednexus of the planes. Heroes
appear on the Sigil Overview Map at the position
marked PCs' first steps. The Overview Map shows
only a small portion of the overall city.

The heroes' arrival is violent, and involves an explo-
sive exhalation from a space-time rip that was almost
healed from Vecna's arrival. Heroes take 2d4 points of

122

I
I

damage from this rocky transition, and must succeed at Larger and more enigmatic structures are visible
saving throws vs. paralyzation to avoid a fall. here and there in the receding distance,partially
cloaked by smoke and fog. In fact, it appears as if the
When heroes have the chance, they discover they are city is built beneath a massive arch, the arms of
standing (or lying) in the street of a large and oddly which reach up on either side from broad and smog-
constructed city. Though the city is passing strange, a cloaked bases. It almost appears as if buildings are
nearby path of destruction is also immediately obvious.

Buildingsbarnacled with ostentatious metallic built on the arch’s underside, as well as up the side

of the narrowing columns. . . .

blades and stone spikes line a wide cobblestone

boulevard. Sculpted faces and gargoylelike figures Heroes unfamiliar with the toruslike structure of Sigil
perch over every door, pillar, and rainspout. Fanciful may choose to accept the illusion of the arch; however,
iron grillwork covers many windows, and evil-look- scrutiny is sufficient for the DM to confirm any PC’s
ing vines sporting serrated leaves grow wild in the suspicion, if tendered, that they now stand on the inte-
shadowed side streets. Despite the unique designs, rior of a city-size ring. Beyond the ring, from what can
the surrounding buildings are in good condition, be descried through ubiquitous smog, is an open noth-
save for a swath of utter destruction that has mowed ingness.
down a 200-foot-widepath through the heart of a

block of buildings. The swath still glows with the Besides architecture, the heroes also begin to notice a

residue of a massive power release. The path created few citizens of the City of Doors. Despite the wide

by the swath leads off into the city, in the direction of streets suited to heavy traffic, the nearby area is almost

a distant braided pillar of smoke and fire. deserted. But a few small groups of darkly garbed but

heavily ornamented citizens are visible, huddled

together, speaking earnestly. Of these groups, no one

Though the path of destruction is obviously important, apparently noticed the heroes’ entrance. The most

even a few more moments of casual observation reveals common locals include humans, emaciated humans

other oddities of the city. (really githzerai),elves, centaurlike creatures (called

bariaur), and humans who look as if they have a taint of

the infernalabout them (called tieflinns). Thounh dis-
VI Y
123

1 (called the cant) that the UM may mcorporate durmg
conversations,if desired. Denizensof other planes
merely visiting Sigil do not use slang, unless they’
set up kip (settled).Certainly Vecna, should the heroes
get in a few words with the waxing Power, does not.
Citizenswho have to explain too much to the PCs
begin to refer to them as clueless (new to the planes).

Addle-cove = Idiot Garnish = Bribe
Barmy = Insane
Basher = Person Screed = Annoying tirade
Berk = Fool Sod = Unfortunate
Blood = Respected Person
Bub = Alcohol
Cage, the = Sigil
Chant, the = News

Cutter = ResourcefulPerson
Dark = Secret
Dead-book= Death

parate in race, all mingle normally, and heroes who do
not wish to call attention to themselvesare better off
treating these races as normal citizens.

The Lay of the c i t y

Sigilis a bewildering city for the uninitiated. Luckily,
the heroes have a fairly clear lead, in the form of the
swath of destruction and the pillar of smoke and fire,
allowingthem the luxury of bypassing timely and prob-
ably confusingresearch. The swath of destruction leads
directly to the Armory, the locationfrom which Vecna
has chosen to implement his terrible scheme.Still, the
heroes are likely to runinto, question, or accost Sigil
natives who they come across. In fact, attempting to
cross to the Armory via the swath isn’t without risk,
and heroes may wish to use the surrounding streets to
reach their goal (see ”The Armory” below).

Informationpresented here should both aid the DM
who desiresmore backgroundinformationon the city of
Sigil, and answer specificquestionsheroesmight pose to
various locals.It may be that one talkativelocal could
provide all the followinginformation;failing that, the
heroesmight piece the informationtogether by talkingto
a fewdifferentcitizens, includingRonnasic or Autochon
(NPCswhom the PCs could meet outside the Armory).

Vecna under Fire
While Vecna cannot view the heroes until they reach
area 28, their implied threat immediately appears to the
waxing god as he physicallysenses them for the first

1

ruptions first hand. Roll a ld20 to check for a distur- hours, or when the DM decrees), time has runout on

bance; on 1-10, a disturbance affects the heroes (cross- the heroes. Refer to the Conclusions section for informa-

reference the number rolled on the following table). tion on dealing with this terrible outcome.

Even when heroes are inside, the effects noted below

continue outside. Heroes can observe or feel these Sigil Disruption Table

effects indirectly; however, disregard incidences of static D20 Disruption

encounters (casualties of any type) and reroll the dice. 1 Green Hail

2 Frozen Casualties

Time Is Running Out 3 Cagequake

Initially, check for disruptionsevery 3 hours. After 24 4 Sodkiller Gang

hours, check every 2 hours; after 48 hours, check every 1 5 Searing Wind

hour; after 72 hours, check every half hour; and so on. 6 Melted Casualties

Should the checks occur every minute or less (after 192 7 Plague of Ravens

8 MephitMob

9 Darkblight

Testimonials on Vecna's Arrival 10 Rampaging Fiend

11-20 No Disruption, for now. . .

'It looked like a ghostly mete

it streaked across the black sky. It touche Green Hail: Frigid hail beats down, originating from
beyond the torus, freezing solid upon contact with the
. . . . .rioht n s r e r there .\..Nehnre i t tniirhnn d n ~ ~amI ) n x . & r n r

d forth!A POWER! I'm not barm brick and stone of the city streets, and doing ld2 points

real, live GOD walked into Sigil, of damage per turn to exposed creatures. The hail falls

wards and the Lady herself!" for ld4 hours before slackening.

eards say it's some mol Frozen Casualties: The growing incidence of icy

green hail has its victims, which heroes note in passing.

Two unmoving bariaur (centaurlikeNPCs) huddle

unmoving in the lee of a building. The rime of greenish

ice that coats both victims enforcestheir rigid posture.

e intruder, 30 feet tall, ju Cagequake:A localized tremor rips the street and

nearby buildings in a radius of 50 feet (whichincludes

the Lady's Ward. His power was unstoppable the heroes). Cobblestonesbuckle, walls crack, and some

the buildings crumbled at his touch like sand. roofs fall in, sending up plumes of dust and starting

He's a god, by god!" fires. Creatureswithin the area of effect must succeed at

"That god set himself saving throws vs. paralyzation or take ld4 points of

damage from falling debris or a nasty fall.

a sod would be fool enough to f SodkillerGang: In the aftermathof an unrelated

That Armory was a ruin since a shake-up, a faction known as the sodkillersformed. Vio-

uu 11ne l I 1 J I Y I I , vu1 1 YUCbb I 1 b l l U L L U U l l d l U 1Ul d lent and unstable in the best of times, this group is par-
"' ticularly sensitive to change, being so new themselves.
to rebuild. "

e god wasn't even -- During the time of crises, heroes may run into a roving
band of sodkillers, who target the heroes as obviously
bloods, cutters, and bashers-from all over

have set up kip right outside the Armory. different, and so obviously in need of a good thrashing.

Lady's there, with a contingent of dabus. But even

with all that, there that sodding god still sits Sodkillergang, F4 (10):AC 2 (platemail, shield);

Y MV 9; hp 35 each; THACO 17(15with specialization
and Str bonus);#AT 3/2 ;Dmg ld8+3(longswordspe-
The whole ring shakes, more all the time, we've

been getting hails of green ice, and I don't doubt cialization, Str bonus); SA charm person l/day each;

there's worse to come. One other thing's clea SZ M (6' tall); ML champion (15);Int average (10);

Most of the portals have stopped working. AL CE; XP 270 each.

the City of Doors no longer!"

"Planar structure is shifting. There have Searing Wind: A fiery wind springs up, visible as thin

strange sightings in Sigil. Undead of all steamers of pale flame, raising the ambient temperature

springing up, which should be impossible so far by at least 50 degrees and burning those unlucky

removed from the Negative Energy Plane. Vecna enough to hit directly by a streamer of flame. Those not

going to shatter all the laws of the rnultiverse!' resistant to high heat take ld4 points of damage per

turn of exposure, while those who are hit by a flame

125

I Plague of Ravens: The natural ecology of Sigil, what
there is of it, is thrown wildly out of whack. Normally
but allows us mortals to come and sedate insect and vermin populations are agitated,
please. She’s the one who wards S while the truly dangerouspredators, such as the so-
entry of gods. But somehow called executioner’s ravens, become a real threat. A
things will be the worse for it plague of ravens descend upon the heroes and those
,’Portals are the lifeblood of S nearby them, out for blood.
every plane, dimension,or world you can im
ine, and most you can’t. That makes Sigil the Executioner’s Ravens (20):AC 5; MV 3, fly 33 (C);
fect nexus, probably of the whole multiv HD 2; hp 16each; THACO 19;#AT 1;Dmg ld4 (beak);
Thing is, most of the portals are closed, p SA 1in 10 attacks targeted at victim’s eyes-victim who
by the Lady herself, and all commerceha fails save vs. paralyzation against a successful attack are
a stop! Millions of passersthroughare str blinded; SZ M (5’ wingspan);ML steady (12); Int semi
here, as are millions more who were (3);AL N; XP 120each.
when the disaster hit stuck out there somew
Luckily, looks like the portals that allow outfl Mephit Mob Mephits are humanoid entitieswho draw
of sewage and inflow of air are still working, their substance from any one of the elementalplanes.
a few others here and there.” Utilized as messengers, mephits of various types are a
common sight in the streetsof Sigil. Flighty at the best
more and more folks are going to end u of times, the disturbancehas roused some types into
dead-book!” aggressivemobs. In this case, a mob of salt mephits is
”Sigil’s run by the Factio on the move, and the heroes might be their target. Salt
of Pain. You can bet that mephits look like grainy white humanoids with wings
made of cubical white crystals.They have large red eyes
mally don’t see eye to eye!” and gaping, grinning mouths. Like all mephits, they
”TheArmory used to be where have a breath attack, though their gate abilitiesare cur-
the Doomguard set up kip. They rently inoperative.
there, but during the war, the Do
Salt Mephit Mob (8):AC 5; MV 12, fly 24 (B); HD 3;
“Dabus are the servan
will is their will. They hp 24 each; THACO 17;#AT 2; Dmg ld3/ld3 (claws)+

feet above the ground,just like the Lady he stun; SA successful attacks require save vs. petrification
They communicate with the likes of us vi or victim is stunned for ld2 rounds, salt showerbreath
against 1foe within 15’causes ld4 damage and victim
streamer (make one saving throw vs. paralyzation per make similar save or be stunned 162 rounds, contami-
hour the wind blows to avoid)take 2d8 points of nate water by touch, can taunt 1/day within 10yards;
damage. The wind blows for ld4 hours before dying. SD immune to all fire and heat, regenerate 1hp/turn
if dry; SW takes maximum damage from liquid
Melted Casualties: The growing incidence of searing attacks, normal water does 1hp/round of contact;
winds begins to claim the citizens of Sigil,which heroes SZ M (5’tall); ML average (10);Int average (9);AL N;
note in passing. Three cinder piles at a crossroadslie XP 420 each.
suggestivelyclose to four other dead and badly burned
humanoids (twohumans and an elf). It appears that Darkblight: Disturbed waves of reality destructively
they were caught while running toward shelter. converge to blot out all light in a 1,000-footradius. The
darkness extinguishesthe ”natural” light of Sigil (an all-
pervading glow that waxes and wanes on a 12-hour
cycle called ”peak” and ”antipeak”),as well as all flame,
magical, or even mechanical light sourceswithin its area
of effect. Furthermore, while the darkblightlasts (3d6
minutes), no one can bring light, from any source, into
being within the area of effect. Except for those who
have true darkvision, all living creatures are blinded
(includingthose who rely on infravision).

RampagingFiend: The portals of Sigil open onto
many planes, including infernal ones. Though rarer,
both demons and devils have passed through the City
of Doors, and some few even reside there permanentlv.

With the current failure of the portals, which are the detect evil, detect magic, detect invisibility, polymorph seIf
only way anything can leave or enter Sigil (Vecna’s (7/day), project image, pyrotechnics, and tezekinesis.
millennia-longplan notwithstanding), many fiends who
were just passing through have been slain. However, a “he Armory
few of the more powerful still wander the area in a furi-
ous temper, including Musesta of the Abyss. The heroes Heroes may approach the Armory directlywith flying or
make a tempting target for her fury. similar magic. Otherwise,they can use side streetsto
wend their way toward Vecna’s new stronghold,or
Musesta, marilith:AC -9; M V 15; HD 12;hp 78; follow the trail of destructiondirectly.Those who set foot
THACO 9; #AT 7; Dmg 4d6/ld4+2/ld8+2/ld8+3/ to the destructionfind it precariousand dangerous.Each
ld4+4/2d4+1/ld6+4 (tail/hammer+2/longsword +2/long- 200 feet traveled in this manner requires a successful
sword +3/sickle +3/broadsword +1/ trident +3);SA tail con- savingthrow vs. paralyzationto avoid taking a nasty fall,
striction,spell-like abilities, 35%chanceto gate in 2d10 jump out of the way of a fallingbeam, or step back from
least tanar’ri, ld6 lesser tanar’ri, ld4 greater tanar’ri or a yawning pit. A failed savingthrow inflicts 2d4 points of
1true tanar’ri l/hour (gate power nonfunctional);SD damage from any of the aforementionedhazards.
never surprised, takes half damage from cold, magical
fire, gas, immune to weapons of less than +2 enchant- The area immediatelyaround the Armory is different
ment, immune to illusions, electricity,nonmagicalfire, than areas previously visited by the heroes in Sigil:
poison, and mind-affecting spells; MR 70%; SZ L (7’
tall); ML fanatic (17); Int genius (17);AL CE; XP 23,000. A massive structure squats in the center of a wide,
but nonetheless crowded, field of cobblestone.The
Notes: Snakelikebody constrictsa victim for 4d6 hit fortresslikebuilding stretches some 600 feet long
points of crushing damage/round, check vs. Constitu- and 400 feet wide. In the ruins of what may have
tion each round or lose consciousness(Bend Bars/Lift been towers at each corner, massive pillars of smoke
Gates roll to break free).Marilithhave the following and fire burn, reaching miles into the sky.A metallic
spell-like abilitiesas 12th-levelcasters availableat will: framework rises all around the building, reachinga
darkness 15‘radius, infravision, teleport without error height close to 1,000 feet above the center of the
(thoughit can’t be used at this point), animate dead, cause fortress.Older, rusted portions of the framework
serious wounds, cloudkill, comprehend languages, curse, have obviouslybeen recently replaced with mirror-



bright metal near the top, and form the symbol of a which dart around as if alive. Other groups are lucky
hand and eye. enough to avoid the few spherical sentries long enough
to attempt some magical spell, ritual, or other powerful
The field of cobblestonebarely contains a surging, effect. Of these, some shake their heads and move back,
though motley, army. The army is composed of uncertain of their effect on the invisible, undetectable
humans, elves, dwarves, plane-touched humanoids, perimeter. Others, confident that their particular
creaturesboth divine and infernal, and stranger method of putting the death field in abeyance has suc-
beasts. Obviously mighty, they still give the central ceeded, despite any visible confirmation, discover they
structurewide berth, though the thousands of are wrong, like all the others before them.
bodies lying in random heaps closer to the fortress

indicate the army continues to test the perimeter,

and continues to fail. A Messenger from Vecna
The army respects one other perimeter. A wide

clearing surrounds a group of six figures, all of The DM may present the messenger’s message as if the

which are levitating a few feet above the cobble- proclamation had already been made, allowing the

stones. Five of the figures are gaunt, robed heroes to learn of it from contact with any individual of

humanoids sporting small horns. A stream of glow- the army, or the DM could stage the proclamation while

ing glyphs hangs like a haze near them. The five sur- heroes stand outside the Armory, for dramatic effect.
round a larger figure in voluminous multicolored The messenger, pressed into Vecna’s worship since
robes, who wears an elaborately bladed and spiked
headpiece. This is the Lady of Pain. his arrival, is a supernatural creature shaped like a mas-
sive toad (a green slaad, a creature of Limbo).It hops

suddenly forth from the obscuring smoke of the pillars,

but stands within the clear perimeter. It croaks out in

The Lady of Pain and a coterie of her dabus servants Common:

stand before the Armory, staring mutely as many of the

most powerful individuals and entities remaining in ”Hear the holy prophecy of Vecna, SupremeDeity of
Sigil attempt the invisible magical ward set up around
the fortress by Vecna, and for the most part, fail. Though Allthe Infinite Spaces and Every Space Between. Says
legend suggeststhat the Lady of Pain once belonged to
the Ancient Brethren, among whom the Serpent also the Lord: You cannot and will not reach me with
numbers, she still faces a quandary with Vecna’s pres- malice in your heart; I will not allow it. I know your
ence. The longer Vecna remains, the more unsteady the
celestial ring under Si@ becomes. Should that fulcrum thoughts as you thinkthem, for I am become a true
finally collapse, so also will the current shape and order
of the multiverse. In fact, permanent damage has god. Yet my power now is nothing to that which I am
soon to reach, when I reach forth from the very center
of multiversal disintegration and reorder the cosmos,
according to my whims, from first to last dimension.
Those who stand against me will be wiped from exis-

already occurred. But, should the Lady loose the wards tence, as if they had never been. But those who now

that prevent other gods entry, so that they might put a forswear past allegiance and pledge themselves to the

stop to Vecna’s machinations, their very presence would one supreme lord of creation may be brought into the

bring down the multiverse that much sooner. In like new world. Decide soon, for reality rapidly speeds

manner, should the Lady reveal herself in her true form toward dissolution and my ultimate ascension.”

in all its aching majesty to do battle with the waxing

god, the multiverse would come undone like a mobile

whose strings are simultaneously severed. So, she waits. Vecna’s toady waits as its words sink into the crowd

Heroes have many options, including turning around with visible effect. Murmuring grows to arguments, and

and leaving, approaching the Lady of Pain, intermin- from there to a single-throatedscream of rage. Still, it is

gling with the army, approaching the Armory directly clear that some among the gathering are considering the

(whichprobably includes intermingling with the army offer. In fact, the longer Vecna remains ensconced, the

first),or just standing and watching for a while. more converts he gains. Converts who truly swear

themselves to Vecna pass unharmed into the maw of the

Watch and Wait Armory, while those who make the gesture out of
duplicity or with doubt in their heart are stricken dead

Heroes who pursue this option observe the continual as they approach the warded perimeter of death.

surge and withdrawal of the army, while the Lady con- If they like, the heroes may attack the offending toad-

tinues to stand unmoving. At irregular intervals, indi- like messenger. Whether they do so or not, another

viduals or small companies approach close to the offended soul moves to attack the slaad in jangling gray

Armory’s front portal. Sometimes, they are chased off plate armor. This being is a warrior named Autochon

by featureless ebony balls about the size of a head, the Bellrinaer, who is intent on destro,vin”e the Limbo-

129 “ I

born horror before it can return to the safety of its new The dabus, speaking for the Lady of Pain, make the
god. No others currently nearby step forward to offer following speech by using their unusual form of com-
Autochon their aid. The messenger stands its ground, munication:
confident in the protection of its new lord. If the heroes
become involved, see Autochon’s descriptionbelow in ”I know the shape of things to come, yet this I did not
the Approaching the Armory section.A darting ebony see. Beyond even the devices of the Whispered One,
sphere or two may reinforce the green slaad, as is also salvation is offered. The Serpent’sprotege may yet be
noted under that section. stopped and removed from this place that is profane
for any god to tread. You are the first, last, and only
Finally, it should be mentioned that even before the hope. Only you may stand against this god, you who
proclamation of the slaad, many ”canny bashers” have incorporated tangible portions of this god’s
decided they could see the direction the wind blows once-mortal flesh. Vecna’s death ward around the
and decided to join with Vecna. Several such individu- Armory will not stop you, nor can his divine energies
als and small groups have already slipped past the bum you. If the warp and weft of the cosmos you
death field under the cover of Vecna’s grace, and are wish to preserve, make all haste; remove Vecna from
already located within the structure. Others found this place. It may be that you will succeed.’’
themselves drawn to Vecna even before the death field
was raised.

Green slaad: AC 0; hp 76; THACO 11;#AT 3; When the Lady of Pain’s words are given and understood

Dmg ld6+2/ld6+2/2d8. by at least one of the heroes, the Lady turns back to regard

the Armory. No words or actions on the heroes’ part cause

Approaching the L,ady her to move again until the issue of Vecna is decided.
Should any hero be so foolish as to attack the dabus (8HD

No one stands too close to the Lady of Pain and her creatures each armed with hoo-handed swords +3)or the

escort of five dabus. Since she stands near the edge of Lady of Pain herself (invulnerableto any attack the heroes

the unruly army, the heroes may approach without are capable of mounting),a single glance by the Lady of

intermingling, if they so choose. Pain causes the aggressor to vanish, never to be seen

Aside from their levitating, robed forms, horns, and again (at least in the time remaining to the universe).In

the spray of glyphs and symbols that swarm about fact, the aggressor is banished to an extradimensional

them, dabus are distinguished by a shock of white hair maze that seems to extend to infinity.

that ascends from their heads like a flame caught in

mid-bum.Of the Lady, her awe-inspiringheaddress of In the Army
knives and spikes is impressive up close, all the more so

since it becomes apparent that the knives are not a From a distance, the disparate army appears as a uni-

headdress at all, but a natural part of the Lady! form mass; however, closer up it is apparent that the

When any hero bearing a relic or artifact of Vecna congregation is made up unaffiliated individuals and

comes to within 40 feet of the Lady, she moves for the small groups of disparate dress, race, and planar origin.

first time since the day Vecna commandeered the Some few are obviously representativesof higher

Armory. Though she rotates in place to face the heroes, planes and gods (called aasimar and proxies), while

she does not speak,but regards the newcomer for a equally concerned infernal agents are also in evidence.

while. Most give these horn-encrusted creatures a wide berth.

After a round of inactivity, glowing glyphs and sym- All are pondering how to break into the Armory and

bols begin to dance and flitter around the dabus-this is somehow confront Vecna, though no two groups seem

how they communicate, using symbols chosen for the to be able to agree on one unifying plan. Likewise, all

sounds made in a language, stringing those sounds are obviously powerful, renowned, or both, though the

together to form words. Heroes who don’t know this party is unlikely to have heard of their exploits. If

already can make an Intelligence check to make this desired, the DM can throw in a group or individual of

connection. But even when the heroes realize the nature great power whom the heroes are familiar with from

of the glyphs, they must make an Intelligence check to their own campaign. In the end, only the heroes with

decipher each ”sentence” spoken by the dabus, who their relics have a chance.

relay the Lady’s words. Past sentences hover in the air In the midst of the amy, the heroes appear as just

for several minutes before dispersing in a spray of color. one more clot of potential soldiers, should ever the

Regardless of the success or failure of the heroes’ Lady of Pain give the word. Heroes interested in joining

attempt at deciphering the dabus, the attention given other bands can find a group or two willing to swell

them by the Lady in turn draws the attention of a local their numbers, while heroes wishing to bolster their

sage, one Ronnasic, who offers to translate. own party can find many single NPCs (of any race and
130

Ronnasic of Sigil class the DM might choose to use) willing to join ranks
with the heroes.
. .H muc1n-,trave,iea1 sage or great renown, niconnasic nas
Should the heroes reveal to a group that they possess
penned tomes on many diverse subjects. As the sage relics of Vecna, most are unbelieving and attribute the
may elaborate when given the opportunity, he wrote heroes’ claim as just one more ”barmy” idea, as likely to
the first, but less-famous, essay on illithids (Mind fail as all the other foolproof attempts to pass the
perimeter that have failed.
.hKaa.bmi.tpsf)o,fa.nt-hd.eifnrelairkeed.m.bea.hnon.ledr.ehres (i,-un1tv7essetwigaatz.teodnst[rhee.tc.]1. ),
Should the heroes present the Hand of Vecna in a force-
and iust recentlv completed a treatise on the ethereal ful manner, its obvious power can not be denied, and a
sea (the aptly named Guide to the Ethereal Plane). cheer goes up-if the player characters are still not clear
Thus, could anyone really wonder that these great on the relic’s significance, an NPC yells out, ”Youcan get
events would draw his ever-eager pen? If Ronnasic past the death field with the relic! You can penetrate to
notices the hero in discourse with the Lady of Pain, Vecna’s very seat of power!” Player characters who dally
he moves forward at the first opportunity to offer (DMs discretion) after revealing the Hand draw the
m1 . s services as a t*ransl1a.tor, as an al. a1, ana1 as a c1nron- attention of several demons (vulture-headedvrocks and
icler of the great events unfolding all around. dog-headed glabrezu) who push through the press to
Should the DM ever need to get across a fine PO confront the heroes, demanding the Hand, and the relics,
or make a difficult idea clear to the heroes, Ronnasic so that they may bring the battle to Vecna directly.
is the perfect vehicle, while he survives. Heroes may attempt diplomacy or other bribes to dis-
suade the vrocks, but should conflict threaten (or should
Perhaps one of the most important point the heroes decide to lop off their relics after all),a simple
Ronnasic can make is an observation: Only glance from the Lady of Pain across the field destroys
with the relics may hope to pass the perimeter and every vrock and glabrezu in an instant. The DM has no
need to refer to stat blocks. The Lady has chosen her
Il.iov.ien.eIaqt’t.sn1jeu.isr1tnpaonsasIisb.tloe*rtohramt ifatswmoaP1l1lCcsi.rwc1leit,ht.*nreelyicms i.g,n.t champions, and brooks no tampering with them.

usher one person within their arms through the Approaching the Armory
perimeter, and so protect the individual fr
death field. Ronnasic is willing to test this Heroes who’ve already gained the attention of the
sis with himself. assembled forces through display of authenticated
Vecnan artifacts are cheered as they approach the
See the Conclusions section for additi perimeter. Time for the Vecna-busters to shine. Other-
mation on the Lady of Pain, specifically concerning wise the heroes can make good progress through the
actions she may take to bolster heroes who return press and reach the perimeter without too much notice.
to ask for her aid after first trying their strength Nearby forces leave off their own plans to watch the
against Vecna, and failing. latest ”berks” test themselves against the invisible death
field. As the heroes break into the clear area abutting the
I Ronnasic of Sigil, male human M13 perimeter, they can get a clear view of the Armory and
(Transcendent Order): AC 0 (robeof the arch what’s left of those previously fallen to its peril (see the
ring of protection +2, Dex bonus); MV 12;hp Area Descriptions section).
THACO 16 (15with stafofwithering); #AT 1;
l..d6..+1 (stafof withering);SA spells, +1 bonus to ini- Heroes who have not already met Autochon do so
now. He approaches the heroes as they begin to head
Str 10, Dex 17, Con 13, Int 19, Wis 13, Cha 14;AL N. into the clearing. Autochon appears to be a capable war-
rior, and he is encased head-to-toe in jangling gray
Special Equipment: staf of withering (30 charges), platemail (everymovement produces delicate bell-like
tones).Autochon begs to join the heroes in their attempt
wand of lightning (18 charges), ring of human to pierce the perimeter. He says he’s ”Got a canny feel-
ing ‘boutyou bloods.” If the heroes demur, he leaves;
influence, 3 potions of healing, gem pouch filled with otherwise, he joins the group and fights against Vecna’s
outer defenses to the best of his abilities (note his
I 10,000 gp worth of fine jewels. description and weakness), despite his evil alignment.
Spells (5/5/5/4/4/2): lst-armor,featherfall, magic However, should he win through with the heroes to
Vecna’s very presence, Autochon offers to join Vecna if
J’ he can ”stop the Bells!” Though probably meaningless
to the heroes, Vecna grants Autochon’s desire with a
ror image, rope trick, wizard lock;3rd-dispel magic, nod, which gains him an instant ally.
fireball (x2),protectionfrom normal missiles, tongues;
4th-charm monster, dimension door, ice storm, poly- *11
morph self; 5th-coneof cold, passwall, teleport, w
stone; Gth-contingency, globe of invulnerability. 131

Notes: The DM should feel free to use the co
gency spell in a manner he or she sees fit before
introducing Ronnasic.

Autochon the Bellringer,male human F12, Free Motes of Darkness

League:AC 1(fullplate armor);MV 12;hp 88; THACO 9 The original owners of the Armory (the Doomguard)

(6 with scimitar ofspeed);#AT 5/2; Dmg ld8+4 (scimitarof kept several spheres of annihilation. With Vecna’s acquisi-

speed, Str bonus); SD +2 bonus vs. attempts at mind con- tion of the building, the remaining four spheres serve

trol; SW confined to armor, but weight of armor imposes Vecna as a handy perimeter guard, as well as a particu-

at -1 cumulative penalty to THACO each round of a larly efficient means of cleaning up after the foolhardy.

melee after the 5th; SZ M (6’tall);ML steady (12);Str 16, With Vecna’s godly status, it is only a trifling matter of

Dex 10, Con 16, Int 14, Wis 10, Cha 8; AL NE; XP 4,000. concentration for him to control all the spheres simulta-

Special equipment: Gray Waste plate (insulatesAuto- neously, and at a remote distance to boot. Thus, heroes

chon’s ears from cursed bells only he can hear). who attempt to loot the fallen find little of value. Lucki-

ly, the 2-foot-diameter spheres of annihilation, under

Area Descriptions Vecna’s direct control, are blind to the heroes, and are
not drawn to them. Heroes who successfullyshepherd

The following numbered entries refer to the Armory one or two others through the field without a relic are

Main Map (areas 1-17) and the Armory Lower Map also protected from the spheres’ attention. Detente ends

(areas 18-29). if any wizard PC or NPC attempts to mentally control a

sphere (see the sphere’s entry in the DMG). Any such

1. Perimeter of Death attempt that fails draws the sphere toward the offend-

The press of the surrounding army stands clear of the ing wizard at a movement rate of 12 for ld4 rounds.
half-ruined Armory, giving it at least 100 feet of clear- Furthermore, the other three spheres concentrate their
ance. The stricken bodies of those who moved too attention near where the attempt at control took place.

close lie in poses of agony, creating an actual perime-

ter of death marking the invisible energy obviously

surrounding the structure. Small motes of blackness . .. -As has long been established,V e i a cannot know,
patrol this inner perimeter, and wherever they come
into contact with a fallen body, they leave behind a scry, or a1i.vi* ne the presence of.-*hi,s own relics. 1hough
gaping hole in flesh, clothing, and equipment. etrieved his original Eye through duplicity-

and deceit reaching back over 1,000 years (and with

it, siphoned the power of Iuz), the rest of his original

Though invisible, the perimeter marked by the fallen is motes of mortal residue elude his power. Thus,

real. Any animate creature, be it living, dead, or con- despite Vecna’s convoluted plan and its success

struct, who moves closer than 80 feet to the Armory (on far, by definitionhe is unable to factor in the pos

any side, above, or below) is stricken dead as if subject effects of his relics in the hands of do-gooders. This is

to a power word,kill, regardless of the victim’s hit points.

No saving throw is allowed, and creatureswith magic

resistance must check it five times to finally make it past

the field (no matter how quickly the victim dashes gou b servanrscan mreracr ana a t r a w me neroes, ana

across the field).The death field also affects those who usually capable of alerting Vecna directly on

attempt to teleport through (the original constructionof stial Throne in area 29. But even when in I

the Armory prevents easy teleportation,passwall, and f such reports, Vecna does nothing. The

similar magic, anyway). waxing god cannot confirm the reports with his
Any creature that is the recipient of a relic of Vecna oo.n,-d-lJv . -it ~7nid him A n d he foarc thicconcoca ic tnu - ~ ’ Y ” Y ,A. *Y
.,&.v A.111.. I Y.Y *I_A L L ‘ * ” U Y Y 1.7“A_.

passes through the invisible death field without harm, In a most ungodlike manner, he attempts to ignore it,
though warm flashes and hearts noticeably skipping a v

and thereforeis slow to muster his deienses agains

beat indicate the field is all too real. Likewise, beings rted invasion. Only in the final extremity, wh

who have truly accepted Vecna as a deity to be loved, can physically apprehend the heroes and their

cherished, and served may also pass through the death ics with purely mortal senses, can Vecna respond

field without harm. Any cultists of Vecna that still fight for his continued place in Sigil.

accompany the heroes are so immune. Of course, these s mentioned in the Lesser Known Vecnan Relics

NPCs are unlikely to continue an alliance with heroes on the relics affect only those who wear them

intent on removing Vecna from Sigil. Heroes who merely stand nearby. However, eve

”ferry”more than two creatures without relics through knowledge of one such relic-wearer

the field (by surrounding them with linked hands) hesitate. This was not something h

excite the magic to greater efficacy. Thereafter, all future or in his godly avatar, so he isn’t

attempts to funnel nonbelievers and nonrelic owners uite sure how to deal with it yet.

through the field end with someone’s death.
Y

132

Though Vecna cannot directly perceive the heroes with 4. Main Entrance
relics through his magical senses, he can attempt to
regain control of his lost sphere, and set all four on a Half-crumbled and scorched marble stairs mount
outward spiral in an attempt to swat out that which from a courtyard of shattered stone. The stairs
interferes with the perimeter guardians. Player charac- mount toward a metal-lined circular opening some
ters who are quick on their feet might ignore this blind 30 feet in diameter. The crenellated walls of the
reaction by blending back into the shrinking army, or Armory climb much higher, and high above, some
gaining entry forthwith into the Armory. older sign has been blotted out by the inscription of
a new sign, which still glows red with the heat of its
Development: Heroes who fly up and over the etching. It is the sign of the hand and eye.
Armory note that the central circular area of the struc-
ture, contrary to possible reports by citizens of Sigil, is The metallic portals gape wide, allowing easy access
closed off. Vecna sealed the ceiling, as if it had never into the darkness beyond.
been open. Thus, easy access is no longer possible,
though heroes could still attempt to excavate a new 5. Entry Hall
opening in the ceiling. Note that except for the central
well, now sealed, the upper sections of the Armory Thick steel doors bind each end of this hall, though
actually contain many levels of subsidiary armories and both currently stand open. Afine layer of ash and soot
barracks, though all are now vacant. lies over debris swept into the corners and along
walls. Several forms lie huddled against the long walls
2. Pillars of Smoke and Fire of the hall, seemingly sleeping, or perhaps dead.

The four corners of the half-ruined Armory are each The dotted lines on the map delineate narrow spaces
the source of a mighty pillar of smoke and flames. that are still protected as if by an antimagic shell. In fact,
The base of each pillar resides within shells of absent the antimagiceffect persists on anyone or anything
structures, possibly towers. As the pillars rise passing through it in either direction for 3d6 rounds
toward the arch high above, they writhe and (cumulative).Thus, no spells or magical effects function
entwine, forming strange glyphs of uncertain mean- within the area, and spellcastersor magic items cannot
ing over the entire city. use spells or magical abilities after passing through the
area until the effect wears off.
The four comers of the Armory once held towers that
may have actually existed on each of the prime elemen- Development: The forms that lie within are a few old
tal planes. Those towers disappeared when the Armory Doomguard warriors who were killed during the Fac-
was sacked in a previous, unrelated altercation.With tion War that originally turned the Armory into a ruin.
Vecna’s occupation, the shells of the towers ignited with Despite the antimagic effect, the soldiers have been
the waxing god’s power, creating visual displays of reanimated by Vecna, and they rise like puppets on a
smoke and fire over all the city of Sigil. The pillars bum string should anyone enter the corridor. A halting voice
magically and resist any effort to manipulate them. asks for the allegiance of the intruders. Any response
Attempts to gain entry to the Armory through the pillars that doesn’t somehow indicate Vecna invites a swift
inflict 10d6points of damage per round, as if wading attack by ranged weapons in the hands of the dead. The
through a continually detonatingfireballwith no saving undead archers do not leave their posts.
throws.

3. Secret Entrance Skeleton warriors (6):AC 2; h6; hp 84 each;

The outside of the Armory is decorated with all manner THACO 11(8with bows); #AT 2; Dmg ld6+3/ld6+3.

of designs, signs, and logos, indicating past important

clients of the arms’ manufacturer. Most such logos are 6. Exhibition Hall

inscribed within colorful borders of red, green, and blue ~
squares and rectangles. One such sign, at ground level,
serves as a faqade for a secret door. The small blue secret Grand decorationsand trophies of war appear
door is inscribed with a hand and eye over a symbol of burned and looted. Mannequins, racks, and glass
a stylized animal skull (the sign of the Doomguard cases are shattered and strewn upon the floor. Great
themselves). The door opens only when pressed with a hooks hang from the ceiling, though most are empty
channelingknucklebone,which many high-ranking or hold only burned lumps of grease and charred
cultists of Vecna carry. Apparently, the cult of Vecna had wood. The layer of ash and soot reveals the destruc-
secretly spread even to Sigil. The secret door provides tion occurred some time ago. A small fire burns near
access directly to area 6. a great iron door across from the Entry Hall. Several
figures stand or sit around the fire.

133

The figures around a makeshift campfire include sever- trying to set up an easy ambush with the slaadi who
al pilgrims, new converts to Vecna’s religion, that have wait there. If unsuccessful, a sortie of four slaadi launch
found their way into the Armory. They’re taking their an attack from area 8,and after 3 rounds of combat, a
time in approaching their new lord, praying and sortie of three additional slaadi from area 9 join in. Be
singing off-the-cuff psalms with each new room they sure to refer to the Development section under area 9
enter. Of course, of the pilgrims who’ve gone on into the regarding the actions of one of the slaad (X’moorger).
next room, none have returned, despite promises to the
contrary. Note that the doors leading to area 10 are magically
trapped with a delayed blastfireball.
Development: The pilgrims are initially inclined to
treat the heroes as fellow converts, unless the heroes go Slaad, green:AC 0; MV 9; hp 76; THACO 11;#AT 3;
out of their way to indicate otherwise. In fact, they may Dmg ld6+2/ld6+2/2d8 (claw/claw/bite).
accompany the heroes through a few rooms of the new
temple of Vecna, at least until they realize what the 8. Old Buying Offices
heroes are really up to. At the moment that it’s clear that
the heroes oppose Vecna, these pilgrims, and any others ~ ~~
encountered later, turn on the party like a rabid pack of
dogs. The debris of many desks, faux walls of painted lac-
quer, countless reams of paper, and miscellaneous
Bariaur pilgrims (5): AC 4; MV 15;hp 20 each; dirt, rubble, and carrion blend together as a perfect
THACO 18; #AT 3/2; Dmg ld8+2. example of shambles. Amid the destruction and
decay, small concavities in the refuse almost look
like nests, albeit of very large animals.

Lapsed Harmonium Officer, F13: AC 0 (chainmail, If being led by the polymorphed slaad, four slaadi-in-

ring ofprotection +2, Dex bonus); MV 12;hp 87; hiding attempt to ambushheroes by quickly emerging

THACO 8 (6with battle-ax +2);#AT 2; Dmg ld8+4 from a shower of debris, in flanking positions. The

(battle-ax +2, Str bonus); SZ M (5’4”tall);ML elite (13); slaadi in this area include two blue slaadi and two green

Int average (8);AL LE; XP 4,000. slaadi. The false bariaur initially reacts as if just as sur-

prised as the heroes, and attempts to retreat; however,

New Vecnan Specialty Priest:AC 2; MV 12;hp 38; once in a position to act in a particularly treacherous

WAC0 13; #AT 1;Dmg ld6+4. manner, it shifts to slaad form and attacks.

In the event the heroes do not follow the faux barri-

7. Slaadi Nest aur, the four slaadi hidden here launch a standard

A scorched path leads directly away from the attack, following the heroes as necessary.
entrance toward another set of large doors. Wide- Development: If any pilgrims continue to accompa-
open spaces to the right and left are filled with an
exceptional amount of debris, shrouded in shadows. ny the party, the specialty priestess and one real bariaur
Fresh bloodstains paint the stone tile immediately in stay to help out their supposed fellow PC pilgrims, but
front of the door, but of the victim, there is no sign. the others flee back out to area 6.

A search through the room reveals, by the paperwork
that survives, that this chamber once served as a clear-

inghouse for the purchase of weapons of every type,

Most of the mess is from a conflict that occurred close to some of which, if their descriptions can be believed,

a year ago, but the blood is clearly very real. If any pil- were clearly quite magical.

grims accompany the heroes from the previous cham-

ber, they mention that a couple other hopeful apostles Slaad, green: AC 0; MV 9; hp 76; THACO 11;#AT 3;

ventured into this chamber a few hours ago. The Dmg ld6+2/ld6+2/2d8 (claw/claw/bite).

screams were interpreted as ecstatic,but perhaps they

were otherwise. Slaad, blue (2):AC 2; MV 6; HD 8+4;hp 68 each;

Development: Two rounds after the heroes open the THACO 13;#AT 5; Dmg 2d6/2d6/2d6/2d6/2d8

door from area 6 into this chamber (or otherwise make (claw/claw /claw /claw/ bite); SA spell-like abilities,

an obvious entrance), a polymorphed slaad moves out each bite is 10% likely to infect foe with mummy rot;

of the shadows(from area 8)and greets them. The slaad SD immune to weapons of less than +1enchantment;

wears the polymorphed guise of another centaurlike MR 40%; SZ L (10‘tall); ML steady (12);Int low (7);

bariaur. If allowed, he approaches to within melee dis- AL CN; XP 9,000 each.

tance, and says excitedly in Common, and without any Special Abilities: Spell-like abilitiesxan use the fol-

usage of the local slang, ”If you’re coming through here lowing once per round, at will: hold person (1person

to offer your allegiance to Vecna, you’ve got to see this!” only), passwall, and telekinesis.

The slaad motions toward the shadows(area 8).He’s

134



9. Old Selling Offices This hallway is part of an extended territory claimed
Casual observationreveals this chamber almost indis- by several refugee slaadi. In the aftermath of the
tinguishable from the destroyed medieval office space Armory’s destruction and the displacement of the
on the opposite side of the hall (area 8). Faction that owned it (knownas the Doomguard),the
empty yet still-defensibleshell was a tempting loca-
Like on the other side, slaadi also nest here, but of a tion for those in need of shelter. In fact, when an
higher caliber of power than those previously noted. enterprisingband of slaadi secretly infiltrated the
The three green slaadi and the gray slaad here are will- ruin, they found many previously ensconced tenants.
ing to let the ambush go off in area 8 for good or bad; To the slaadi, they were only food. Slaadi appear as
however, should a battle occur in area 7, the slaadi here monstrous upright frogs crossed with some strain of
reinforce the other slaadi 3 rounds after the initiation of hell-born devil or demon. Most also possess tattoos
hostilities. Player characters or NPCs that enter this area on their foreheads signifymg past achievements, kills,
draw an immediate attack from the lounging slaadi. conquests,duels, and other significantendeavors.

Development: The originalleader of the slaadi pene- The nature of the slaadi’s diabolicalplan involv-
tration of Sigil and procurementof the Armory as a ing the ruined Armory is uncertain, but now it is
hidden base was a death slaad named X’moorger.Like only academic. With the coming of Vecna, all bets
the rest of his brood, X’moorgerhas sworn allegianceto are off. The Whispered One dispatched with little
Vecna. However, the chaoticnature of slaadi finds its effort the few slaadi who resisted his coming. Those
greatest expressionin the most powerful representatives slaadi who remained quickly swore new allegiance
of the race. Thus, X’moorger’s allegiance, though heart- to the Power who had done what no other Power
felt, is as changeable as the tide. Should X’moorger at had ever done: penetrate Sigil.
any time note that the heroes are not really pilgrims, but
instead intent on bringing Vecna low, X’moorger recants Now, the slaadi nest mostly in the areas 8 and 9.
his allegiance, and attempts to break off combat with the When pilgrims move through, the slaad try to eat
heroes. Should any other slaad survive,he’ll even fight them. Some pilgrims are fast enough to get by, while
his former followers.If the heroes will have this monster, others are powerful enough to stand off the monsters.
he’lljoin them in their quest to destroy Vecna. Of course, The slaadi feel they are performing a holy winnow-
without a relic to aid him, X’moorger’s great powers will ing, allowing only the most worthy of new converts
avail him but little against Vecna’s avatar. to seek Vecna at the center, in his newly excavated
Church.Apparently,Vecna feels the same way, and
Slaad, green: AC 0; MV 9; hp 76; THACO 11;#AT 3; the casual dining on prospective pilgrims continues.
Dmg ld6+2/ld6+2/2d8 (claw/claw/bite).
10.Tower Hallways
Slaad, gray AC -2; MV 12;HD 10+6;hp 86; THACO 11; The double doors connecting this hallway with area 7
are locked, barred from within.Just recently, one of the
#AT 3; Dmg 2d4+2/2d4+2/2d8 (claw/claw/bite); slaadi trapped them with a special version delayed blast
SA spell-like abilities; SD immune to weapons of less fireball (unlike the standard spell, this spell can delay up
than +1enchantment;MR 60%; SZ M (6‘tall); to 24 hours, as well as be triggered by a contingent
ML champion (16);Int high (13);AL CN; XP 15,000. action).Any hero who opens the door, after removing
traps and bursting the bar, sets off the delayed blastfire-
Special Abilities: Spell-likeabilities-can use the fol- ball that inflicts 10d6+10points of damage on all crea-
lowing once per round, at will: shapechange, flame strike, tures in the 20-foot radius area of effect.
infravision, invisibility,know alignment, lightning bolt,
advanced illusion,fear, darkness 15’ radius, and wind walk. Two hallways lead off in diagonallyseparatedirec-
Can use symbol of pain and power word blind l/day. tions, but rubble chokes off both accessways at their
far ends. Directly across from the entry double doors,
X’moorger (death slaad): AC -4; M V 12;HD 15+7; two additionaldouble doors of golden bronze stand
hp 127;THACO 5; #AT 3; Dmg 3d6/3d6/2d10 (claw/ closed.Except for nicks, scorch marks, and torched
claw/bite); SA spell-like abilities, on successful strike, paintings, this bifurcated hallway appears empty.
victim must make a Con check or stand stunned for ld6
rounds; SD immune to weapons of less than +2 Each of these hallways once led to a specialforge. These
enchantment;MR 70%; SZ M (6’tall); ML fanatic (17); forges were housed in special towers; however, each
Int genius (17);AL CN; XP 22,000. tower resided mostly on an Inner Plane.When the

Special Abilities: Spell like abilities-can use the fol-
lowing once per round at will: shapechange, advanced illu-
sion, astral spell, cloudkill, darkness 15‘ radius, detect
invisibility, detect magic, ESP,fear,fireball (l/day),flame
strike, invisibility, locate object, phantasmal killer, symbol
(any l/day), unholy word (l/day), and wind walk.

Armory was ransacked, the connections were cut, and a weapon off the following list. Each additional hero
the towers went away. The rubble-strewn hallways are who searches adds 10% to the check each turn. The
impossible to pass, but should enterprising heroes still number in parentheses on the lists indicates the total
manage the feat, they come face to face with the burn- number of the weapons of the given type that the
ing pillars of smoke and fire described under area 2. heroes can find-once the number reaches 0, cross that
weapon type off the list. Superior quality weapons are
11.Ringed Hall all capable of easily taking a magical enchantment.

The convex bulge of the hall swings out of view to ldlO Result
the right and left. Burnt tapestries, singed doors, and 1 Superior quality bastard sword (3)
hundreds of nicks and cuts in the tile and wooden 2 Superior quality khopesh (1)
doors are evidence of a battle long past. A thick haze 3 Superior quality flail (2)
of stale smoke still hangs in the hall, making vision
vague and uncertain. 4 Superior quality glaive (3)

This accessway is haunted by two spectres of those slain 5 Unbreakable bowstring (1)
here in the battle. The undead, as are most creatures 6 Clockwork crossbow (2)*
within the Armory, fall under Vecna’s command. Unlike 7 Superior quality longsword, miniature (3)
the slaadi, are commanded to ignore any creature that 8 Superior quality two-handed sword,
loudly proclaims its allegiance to Vecna.
giant-size (1)
The spectres are not immediately visible in the corri- 9 Superior quality nephelium short sword (1)**
dor, but instead they are gathered near the door leading 10 Baatorian green steel longsword (2)***
to area 16.Four rounds following the round in which
any hero first enters this ringed hall, the spectres quietly * Clockwork crossbow automatically reloads itself from
arrive from around the bend, one on either side.
Because of the haze, the spectres are not visible until magazine of 6 bolts. The magazine must be reloaded
they are within 10 feet of a target. If surprise is rolled when emptied.
for, heroes are at a -3 penalty.
** Nephelium is transparent iron.
Spectre (2):AC 2; MV 15, fly 30 (B); hp 59 each; *** Baatorian green steel is lighter than normal steel, but
THACO 13;#AT 1;Dmg ld8.
can be honed to sharper and longer-lasting edges. A
12.Unenchanted Weapon Stores baatorian green steel longsword does ld10 damage vs.
The doors leading to this chamber from area 11are size Medium and ld12+1vs. size Large.
broken and hanging off their hinges.
Githzerai pilgrims (2):AC 3; MV 12;hp 20 each;
THACO 18;#AT 3/2; Dmg ld8+2.

13.Engines of War
The doors leading to this chamber from area 11are
broken and hanging off their hinges.

Though fallen masonry and vandalism has ruined

Though many racks are toppled and almost com- many of the mechanisms, this wide and tall chamber

pletely empty, it is obvious that these racks once currently holds several light, medium, and heavy

held weapons both mundane and exotic. siege engines, including ballistae, catapults, a siege

tower, and other less readily identifiable structures.

Two githzerai pilgrims currently reside in this chamber, Amid the larger structures, smaller cauldrons and
scavenging. The sound of a fight in the outer corridor rams are also visible.

doesn’t bring them running; instead, they hunker down

to hide, though they eventually reveal themselves to -Every one of the engines in this chamber is at least par-
heroes who also begin to scavenge.Though of differing
tially damaged, from simple neglec:t or outright vandal-

race, these pilgrims react much as the pilgrims encoun- itsumrn.sH) coawneavtetre,mkipertoaepsrworhri.coi.ewnacnyt to take the time (ld4
tered in area 6. Even if diplomacy wins out, neither of cneck (Blacksmithin-g
these pilgrims joins the heroes on false pretenses. If or Carpentry)to repair a particular nqachine. Howeveir,
X’moorger accompanies the party, his vote is simple:
“Let’s eat!” o(tnhleyDthoeolmigghutabradlluissteadwpiollrtaacltsutaollgyeftith.L lo.e-ui.tr.o.gf.o-tohae1 sdi.onoarnd

A concerted search of the chamber could turn up var- out of here; those portals are current1ly nonfunctioning).

ious strange weapons, if the heroes are willing to put in

time lifting racks and clearing debris. Each turn of Light Ballista: THACO 12,2d6 dainage, ROF 1/9,

searching by at least two heroes is 20% likely to turn up Crew 1

137

14. Blocked Corridors A search through the remaining broken weapons
reveals nothing of value. If any salvageable weapons
The hallway's far end is completely choked off with remained here, the loose spheres have consumed them.
broken masonry and stony rubble.
16. Enchanted Weapon Stores
II The door to this chamber, though impressive like a steel
bank vault, stands open. The locking mechanism, while
The hallways keyed to this entry once led to special devious, is melted open.
forges and associated towers, which are gone now (see
area 10).The rubble-strewn hallways are impossible to with an inlay of pale blue decorative tracings. It is
pass, but should enterprising heroes still manage the also noticeably cold to the touch. The crossbow can
feat, they come face to face with the burning pillars of fire normal or magical bolts as a crossbow ofuccurucy
smoke and fire described under area 2. (+3attack bonus).

15. Defective Weapon Stores _. . . - .i.ceIfthcaot.mremseamn1bd.leeds,1hthoert_circo.iscslebso.wI hcean1boa1ll.tssocfairnebbeomlr.tseoaf1 I-
The door to this chamber contains three 2-foot-diameter
holes, perfectly smooth. per round with a +3 attack bonus. Bolts that hit
inflict ld4+3points of damage to normal creatures,
Weapon-filled racks cover this chamber, though all
are in a terrible state of disrepair.In fact, 2-foot- double damageto creatures susceptible to cold, and
diameter holes wend through racks and weapons only 1point to creatures immune to cold (from the
alike, and have gouged out both shallow and deep
concave tracks on every surface. a target with an ice bolt, treat the target as if it were

Hundreds of broken and defective weapons were and just subject to a c m e ofcold cast at the 10thlevel of
are still stored here. However, the real purpose of the
chamber has to do with the store of spheres ofannihilu- ability (10d4+10points of cold damage).
tion the old Doomguard owners of the Armory had
secreted here. By the look of the chamber, those spheres XP Value: 3,000 GP Value: 6,000
got out. In fact, Vecna used all the remaining spheres as
part of his perimeter defense (see area 1).

ny of the spearhead reveals it is forged of red-
tinted iron, cunningly tempered. Though scrutiny

I ----veal this, the head contains a small -c
^t "--L^:-" LL- LA-:- -,.I--"
C U l l L U d l LIILCIIL L l l d L CUILLdllL3 L l l c IILUIldLUIILIL dbILI=> UI

an efreet burned to death by immersion in the

Positive Material Plane. The ashes empower the

spear, and if ever emptied, the spear loses its

ants a +3attack and

TI o r n c n d in hnth ha

the wielder is immune to normal and magical fire. If
the wielder rolls a natural 20 to hit the target, that
target becomes the ground center for an instanta-
neousfireball. Thefireballaffects all creatureswithin a
20-foot radius of the center of effect, inflicting 10d6

"

Though the wielder is immune, his or her compan-

er can use each one of
r day: produceflame,

L

138

Runes and glyphs paint the interior of this wide their hinges. In fact, the space around the door is cut out
chamber. The arcane signs are clustered around sin- and missing as if by a cookie-cutter press-a cookie-
gular weapon mounts, over glass weapon cases, and cutter press of a humanoid 30 feet tall! Vecna's passage
on fixed sheaths. Unfortunately, it appears that every caused this particular fesature.
weapon that once was stored here is long gone.
I Gargantuan forges and associated equipment lies in
During the conflict that brought the Doomguard low, a shattered ring around the room's periphery. Fur-
most of the magical weapons stored here were handed naces, metal workbenches, hammers, tongs, and
out to stem the invasion.When the Armory was ruined, smaller equipment are equally bent, mangled, and
it didn't take too long for canny bloods to find and loot melded together by some recent blast. The blast
the remaining weapons still in this chamber. apparently originated in the circular pit at the cham-
ber's center. A spectral fire still continually burns
No one has yet found the two secret vaults associated there, lighting the entire chamber.
with this chamber. The vaults themselves are hidden in
secret compartments in the floor of the two secret guard I
alcoves shown on the map.
This cha:
The two secret alcoves still contain a remnant of the
force that once staffed them, in the form of haunted contained a cauldron of seething en(5rgy used by the
spectres, one to each alcove. Opening an outer secret
door draws its associated spectre into combat, though Doomguard to temper their most pciwerful weapons,
the spectres make their initial attacks right through the
opening door, in hopes of gaining surprise level drains. though it had been destroyed beforeI Vecna's arrival.

Both secret vaults are trapped with poison needles of When the new god arrived, he was G i a v v i i cu IcJIu-
particularly virulent Abyssal variety (successfulsaving
throw or die in a fiery explosion of bony shrapnel, ual energy of the forge. Vcxna rekknciled the forge with a
which also inflicts 3d6 points of damage on all creatures
within 10 feet of the victim). streamer of his own powe'r, a.nd use(1 the_re.su.ltanta, flnw hn11nT.w J'onormi tnLI._II
niit a h o h u r1 . tho A r m n n r
Spectres (2):AC 2; M V 15, fly 30 (B); hp 59 each; II" r . C" ll"ll" IOTTOII . " U L u IL I L A " L A " . .
THACO 13;#AT 1;Dmg ld8. C I I L 1 XIII1"L

17. Forge Locus This level is the first temple dedicated to Vecna as a full
The doors to this chamber are crafted of adamantine-
strong enchanted alabaster. Now, they're blasted off god. To aid new converts, Vecna carved narrow spiral-

ing steps into the outer wall of the well, leading down

to his temple in a steep spiral.

Vision doesn't extend through the spectral fire fur-

ther than 10 feet due to the phantom glare. Magical per-

ceptions might allow heroes to make out that the

cylindrical well that holds the surging power descends

100feet. The spiral stairs end at an alcove at the bottom

of the well (area 18).

choose a PC's memorized spell for each level
and tell the player that he or she has lost it

enhanced tenfold, if applicable. Subject's Strength reduced 3 points for 24
11 Random potion in subject's inventory i
Subject's Dexterity increased by 6 points (to a
dered powerless, if applicable. maximum of 24) for 24 hours.

14 Spellcaster gains one extra spell per level for

choose a PC's memorized spell for each 1 o rolls on this table adds a cumulative +1

ld20+1, on 5th roll, ld20+2,etc.)

139

Focus Exposure: Those who subject themselves and The marble relief sculptures are exact dupli
their items to the effects of the magical fire find it possi- Vecna's shrine back in Citadel Cavitius. Apl
bly beneficial, and possibly quite dangerous.Each Vecna felt that the story was worth a seconc
round an individual is exposed to the spectral fire, roll carnation here in his new temple. Refer to E
on the above table. Someonewho carefully treads the The Lawful Evil Shrine (area 49) for specific
stairs to ensure no mishap requires 4rounds of expo- scene, if necessary.
sure to make the descent. However, someone running
down the stairs requires 2 rounds to make the descent, The figures gathered in this chamber are
but must make a saving throw vs. paralyzation to disciples. Having recently braved the effect
avoid falling off the stairs at a height of 50 feet. Flyers Forge locus, they stand here, admiring the f
also take 2 rounds of exposure, while someone who new deity and his rise to power. Unless givc
simplyjumps down can get away with 1round of think otherwise, these pilgrims assume the
exposure. Returning requires the same sort of exposure. a like mind (thoughX'moorger, should he a
Of course, a wizard could simply teleport without risk the party, ends this charade at the first poss
of exposure, assuming he or she could find the end- opportunity).
point safely.
Tiefling pilgrims (5):AC 4; MV 12; hp 5(
18. Gallery of Triumph THACO 12;#AT 2; Dmg ld10+3/ld10+3.
The spiral staircase connects area 17and this room.
19. Satellite Shrines

~~ ~~ ~ Exquisitely carved marble tiles cover the e
chamber, save for one dark alcove.Within
The long hall is immaculately clean and peaceful, alcove, a silver pedestal holds a fused, larr
tainer, from which bright light streams.
though it is backlit by residual light from the Forge
The two rooms keyed to this entry possess s
shaft. Smooth marble pillars run the length of the that look remarkably similar to the reliquari
Tovag Baragu. The reliquary adjoining area
hall, two by two. Marble relief sculptures on the 140

walls reveal various scenes. Several living figures

stand within the chamber, studying the images on

the wall.

an all-gold duplicate of the Eye of Vecna,while the reli- 20. Art Chamber

quary adjoining area 25 contains an all-gold duplicate of Lush carpet woven of selkie-fur complementsbeau-
the Hand of Vecna.In all other ways, the satellite shrines tiful scenes painted on the most delicate of pale
and the duplicate relics are exactly alike. leather tapestries. Figures carved of unicorn horns
are arranged on small pedestals. The gentle susurrus
Physical Blessings: The duplicate relics are holy of a red-flowing miniature waterfall fills the chamber.
items devised by Vecna as physical blessings to his
would-be disciples. Any creature that touches one of the

reliquaries, or the duplicate within, must make a saving This chamber reveals many cunning works of art, whicl

throw vs. spell (pilgrimsusually willingly forgo this Vecna’s pilgrims have brought to him. Unfortunately,

saving throw). On a failed saving throw, the victim loses each art piece consists of the skin, hide, blood, or bones

either his hand or eye (dependingon the actual reli- of innocent creatures. Thus, the art evokes only horror

quary touched), only to have it replaced by a hand or in most good-aligned viewers. The pieces have value

eye of pure gold. The transition takes place over the only among the most depraved of art connoisseurs.

course of 1round, during which the victim’s hand or

eye is eaten away for ld6 points of damage, as a golden 21.Chamber of Visions

replacement simultaneouslyweaves itself into exis- Green and orange pillows cover the floor of this
tence. The new hand or eye functionsjust as did the old, chamber, on which slumber three humanoid figures
save that the gold eye allows the recipient to see in robes. Porphyry squares tile the wall, and the ceil-
through three illusions per day, and the hand grants the ing is covered in a net of softly glowing points. A
user the ability a +1attack bonus to all melee attacks. niche holds a glowing ornate silver chalice, on which
a delicate rime of moisture is visible.
The duplicate reliquary is particularly dangerous for
heroes with real relics of Vecna. On any failed saving

throw after contact, the hero gains the respective golden

eye or hand, but loses his or her relic, if any, via a The chalice contains specially distilled, condensed, and

painful spontaneous rejection. The rejected relic inflicts blessed water collected from the unholy font (area 25).

the appropriate amount of damage of its type on the The liquid glows pearly white, and it has the aroma of

hero as it is rejected (see the Lesser Known Vecnan caramel. Twelve doses remain within the chalice,

Relics sidebar in Book One-this could potentially kill though if the chalice is removed from this chamber,

the victim). In addition, the gold hand or eye is not con- both water and chalice lose all special qualities.

sidered a ”suitable replacement” for a newly removed The figures sprawled on the floor are disciples who

relic. Furthermore, that hero loses his or her protection have partaken of the holy chalice. The enchantment of

from Vecna’s power. the liquid has vaulted each into visionscape, possibly

Race against Perception: The rejected relic lies

bloody and unmoving on the floor before the recipient

who just lost it. Because of the release of magic used to

reject the relic and add the new gold eye or hand, there

is a chance that Vecna snaps out of his current lethargic

behavior toward the heroes and does something about

them. Beginning the next round, the hero must make

one saving throw vs. spell per round to avoid coming to

the near-omniscient attention of Vecna. If the hero fails a

saving throw before he or she can reattach the lost relic,

that hero disappears in a flash. The poor hero has just

been magically summoned into Vecna’s direct and

inquisitivepresence, sans all protection. The victim is

probably not long for this world, as Vecna puts the

victim to the question. Unable to corroborate the heroes’

story (if the truth is told), Vecna transmutes the victim

to just one more gargoyle ornament in his elaborate

temple in area 29.

Reattaching a lost relic is a process that first requires

removing the golden hand or eye (even if a Vecnan

tooth or digit was rejected), a painful process that

inflicts 2d6 for the eye and 10d10for the hand). Only

then can the rejected relic be reapplied to its rightful

place.

141

bringing the dreamer closer to Vecna’s all-powerful through is sufficient to completely avoid coming under
glory. They possess nothing of significant value, except the influence of the incense. Four humanoid disciples,
that each has a golden hand and eye. each with a golden hand and eye, sit on the benches cir-
cling the fire pit. Their eyes are closed as they sway in
Effects of Chalice Distillate: For anyone without a time to only music that they can hear (obviouslynot in
relic, a dose of the liquid sends the imbiber into an time with each other).Sweat streams off them from the
instant coma that lasts for 164hours, during which time heat of the flames. If physically shaken or attacked, the
nothing is capable of waking the sleeper. Dreams of disciples require 2 full rounds to come out of their
ethereal expanses, colliding worlds, and anthropophag- torpor. Even after coming out of a trance, these particu-
ic gods bludgeon the imbiber’s mind. Upon wakening, lar disciples have been so ”purified”that they can only
the dreamer has some dim understanding of the new stare vacantly and mutter ”Vecna!” over and over again.
multiverse that Vecna intends to craft following the dis- A little drooling is also in evidence.
solution of the current reality. Depending on the moral
code of the imbiber, reaction ranges from exultation to Effects of Purification: On the third contiguous
horror (good-aligned imbibers generally feel horror). round a hero spends in the room without holding his
or her breath, and every contiguous round thereafter,
Those with a Vecnan relic who drink from the chalice the hero must make a saving throw vs. spell. On a
react differently. The holy power of the divine liquid failed saving throw, the hero enters a light trance and
temporarily invigorates one quality of the relic in ques- sits on one of the benches. If allowed, the hero will not
tion, though repeated drinks do not enhance the initial rise for another hour, at which time she or he can
effect. The effects vary by the particular relic that the attempt another saving throw vs. spell to see if she or
imbiber has grafted. If an imbiber has multiple relic he can shake free of the trance and leave the chamber.
grafts, the relic enchantment is determined randomly. Concerned friends can carry an affected hero out, if
The enhancement lasts 24+3d6hours. they themselves are not affected. In open air (any-
where outside this room), those in a trance awake in
Relic Enhancement ld4 rounds.
Scalp Immune to mind-affecting spells
Thumb Unbreakable grip For each 20 minutes someone spends in trance in the
Indexfinger Poke melee attack inflicts 2d6 points of chamber, the “purifymg” incense cleanses the victim’s
damage mind of one memory, spell, skill, or other important
Medialfinger Enrage any enemy with gesture mental facility that does not directly glorify Vecna.
Right eye X-ray vision (as ring) 2/hour Unless the potential disciple is already a brainwashed
Molar Temporarily gain 3 points of damage priest of Vecna, virtually any memory, spell, or skill is
per magical item eaten on the chopping block. Heroes lose spells first, from
Incisors Bite melee attack inflicts 2d6 points of highest to lowest, then proficiencies, then memories of
damage their past. The DM chooses what is actually removed,
L@ foot Kick melee attack inflicts 2d6 points of and in what order, if the situation warrants.
damage
Heart Immune to death and similar effects Spells can be regained through memorization, but
Skin +7% Magic Resistance proficiencies and actual memories are harder to come
Hand Claw melee attack inflicts 4d6 points of by. For each memory or proficiency cleansed, the poten-
damage tial disciple loses one level. When level reaches 0, the
Eye Energy bolt ranged attack inflicts 4d6 disciple is ready to embark on a new life as an empty
points of damage vessel, ready to be filled only with ideologies and pur-
poses sacred to Vecna.

22. Chamber of Purification 23.Vecna’s Templars

Fragrant haze, akin to the odor of cedar, billows and Wall-covering tapestries sewn from massive black

blows through this chamber, swirling in artificial scale-hide drapes this odd-shaped chamber. It’s

currents of warm air. The smoke is thick, but not easy to see that the creature from which the tapes-

thick enough to hide a central pit. The pit is 5 feet in tries were sewn was gargantuan. Three figures

diameter, and it is the source of the billowing stand in the chamber, near the open corridor access.

vapors. Low benches surround the central pit, upon One figure appears as a burly humanoid form, pro-

which a few disciples in robes are seated, swaying in tected from head to toe in rusted platemail. The

time to some unheard rhythm. other two figures stand back from the first, and

appear as skeletal humanoids in rotted finery.

Instead of eyes, the skeletal forms have only points

The fragrant heat and smoke affects those who spend 3 of glaring light.

or more rounds in this chamber-simply passing

142

The two rooms keyed to this entry are checkpoints, 24. Chamber of Test
designed to keep out riffraff who might otherwise pene-
trate too far. Vecna may not foresee the heroes directly, Green and orange pillows cover the floor of this
but he can set up defenses, or at the very least, honor chamber.Porphyry squares tile the wall and a net of
guards. softly glowing points covers the ceiling.A niche
holds a glowing ornate silver chalice, on which a
Should any being enter either chamber, the templars delicate rime of moisture is visible.
(as Vecna calls them) call for the vocal affirmation of
Vecna’s supremacy.Those who chime in with snappy At first glance, this room appears identical to area 21.
responses such as ”Vecna rules!” or similar sentiments There is a very important difference, in that the chalice
are allowed to pass if Vecna’s symbol is prominently here contains a distillate of unholy water with an
displayed. Those who prominently display the symbol altogether different effect than that of the chalice in
of a rival deity are questioned and eventually attacked area 21.
if a reasonable explanation is not forthcoming.Those
who defame Vecna in any way are automatically The liquid in this chalice glows pearly white, and it
attacked. has the aroma of offal. Eight doses remain within the
chalice, though if the chalice is removed from this
Development:The figure in platemail is a skeletal chamber, both water and chalice lose all special
warrior, who seeks to engage the heroes in melee. The qualities.
other two figuresare liches, who seek to hold back and
engagethe heroes with spells, should a conflict occur. Effects of Chalice Distillate: The distillate affects
Both liches immediately cast mirror image on themselves those with and without Vecnan relics alike. The imbiber
at their first opportunity.All three undead bear special must make a saving throw vs. poison to throw off the
runestones of baked clay, on which Vecna’s sign is effect (though the imbiber may willingly forgo the
inscribed. These runes allow undead a saving throw vs. saving throw). On a failed saving throw, the imbiber is
spell against any turning attempts. Even when an faced with a choice: swear to become an immediate
undead creaturefails its saving throw, those wearing worshiper of Vecna, or die. If the imbiber chooses to
this seal are never destroyed, and they can be command- become a disciple of Vecna, death is avoided,but
ed or turned only for ld4 rounds. Each of these liches former loyalties may be strained (the DM must keep
keeps a phylactery in the form of a small statuettein close tabs on a hero who chooses this route, in order to
area 29. Thus, even if killed, these particular lichesmay be certain that the hero really begins to act like a devo-
potentially reform (in three days), unless the heroes find tee of Vecna).
and destroy their particular phylacteries. If allowed time
to regroup, the undead bathe in the unholy font in area
25 to heal themselves of physical damage.

Skeleton warrior:AC 2; hp 84; THACO 8; #AT 2;
Dmg ld8+6.

Lich templars (2):AC 0; MV 6; HD 11;hp 88 each;

THACO 9; #AT 1(touch);Dmg ld10 + special; SA foes

must save vs. paralyzation or stand motionless until
paralysis dispelled, causefear in those of 5 HD or less,
cast spells as 16th-levelmage; SD hit only by +1or
better weapons, immune to sleep,charm, hold,fear, poly-
morph, poison, paralysis, death magic, and cold-based
attacks; SZ M (6’ tall);ML fanatic (18);Int supra-genius
(19);AL NE; XP 10,000 each.

SpecialEquipment: clay seal of Vecna.
Spells (5/5/5/5/5/3/2/1): lst-charm person, magic
missile (x4);2nd-invisibility, Melf’sacid arrow, mirror
image, ray of enfeeblement, wizard lock; 3rd-dispel magic,
j?reball,fly,lightningbolt (x2);4th-dimensiondoor,fire
trap, ice storm, minorglobe of invulnerability,stoneskin;
tith-cone of cold, Mordenkainen’sfaithfulhound, shadow
door, teleport, transmute rock to mud; Gth-chain lightning,
death spell, disintegrate;7th--finger of death,prismatic
spray; 8th-monster summoningVI.

143

Those who choose to remain apart from Vecna's glory No matter the native tongue of the listener, the psalms
die immediately, falling prey to the virulent poison. remain comprehensible. Those who listen do not fall
Likewise, those who choose to worship Vecna at the prey to any negative effects.
outset yet recant die the moment they turn from Vecna.
Those who attempt to shield themselves from the
25. Unholy Font songs (such as holding ears, through the application of
earplugs, or via a silence 25' radius) put themselves in
This circular chamber smells of the sea. The floor of danger. The two competing voices create a perfect har-
the chamber is uneven, creating a shallow declivity mony with each other, the shape of the room, and spe-
filled with still water. The slope of the floor meets cial enchantments that suffuse the room. In the absence
the edge of the water evenly. The faint sound of of the auditory component of the total harmony, living
trickling water betrays the presence of a small crack creatures are subject to destabilizingvibrations.
in the wall leaking dark liquid into the pool; how-
ever, the ripples from the spring disappear in just a Each round a living creatureblocks himself or herself
few feet. from the music, he or she must succeed at a saving
throw vs. spell. On a failed saving throw, a destructive
Vecna grazed the wall with one finger, and where he vibration begins to propagate through her body, inflict-
touched, a magical font of unholy water was born. The ing ld4 points of damage per round. Even if the victim
water serves as a special place for disciples to bathe and leaves this chamber, the destructive vibration remains,
be baptized into their new faith, should any desire to inflicting ld4 points of damage each round. The only
partake in such a ceremony. Good-aligned creatures that way to drown out the vibration is to listen to the psalms
bathe in the pool take 1point of damage per round. Evil for 1full round.
creatures feel refreshed, and undead heal 2d4 points of
damage each round while immersed. Heroes who enter the room and spend multiple
rounds not listening to the music set up even stronger
Heroes who trail a Vecnan relic in the water feel an destructive vibrations in their bodies, inflicting 2d4,
electricaljolt, and they are flung back as if struck. After- 3d4, and 4d4 points of damage each round, respectively.
ward, their relic glows with an evil red light until a dispel The only way to drown out these vibrations is to listen
evil is cast upon them. Beyond the physical jolt and visi- to the psalms unhindered for a number of rounds equal
ble glow, the relics do not react with the unholy water. to the time spent not listening.

Though the water is still and dark, scrutiny reveals Development:If the heroes destroy the statues,
that the basin of the pool is filled with coins, gems, and destructive vibrations die out after 6 rounds. Destroying
other treasure. These items are cast into the pool by dis- a statue requires the application of 200 points of
ciples as they pass by, to honor Vecna. The pool holds a damage delivered against each AC 10 shape (despite
their immobility, heroes must hit AC 10 or better to
total of 2,000 gp, 20 gems each worth 100gp,a ring of inflict damage with a blow).

water walking, and a belt of inconstant strength. ,the wearer's Strengt

26. Psalmatory
The sound of voices raised in song is faintly audible
beyond the doors leading to this chamber. The lyrics
remain incomprehensible until the heroes open the door
(or a PC otherwise gains access).

The long hall is immaculately clean, and it echoes ery 2 hours for a total of 6 hours
with psalms sung by a duet of two tonally pure 3 points, to a maximum
voices. Red light glares up through cracks in the ves the maximum resul
marble tile on the floor. The walls are blank, and the by 1point every 2 hours
ceiling appears as dark basalt. An alcove at either the wearer's original
end of the long hall contains a carved marble figure. ints, to a minimum of 3
One looks like a humanoid with only a hand for its
head; the other is a humanoid with an eye where its established, the wearer's Stren
head should be. The music emanates from these
carvings. _...and wane +/-3 points. If the

wparor rwrnnvec t1n e 1noit t.n- o rwrlo r n n h n i i n c +nattnrt

Vecna enchanted the statues to sing psalms of his glory,

predominance, wisdom, and other supreme attributes.
144

27. Gospel of Vecna The two strange figures on either side of the altar are
The doors between area 26 and this room are locked. actually old servitors, who were once powerful in their
Anyone with a golden eye or hand, courtesy of area 19, own right. Vecna reincarnated them out of a desire for
can open the door with a touch. Otherwise, the lock continuity with the past. The eye-headed figure in robes
must be picked ( 4 0 % penalty to Open Locks checks). is here referred to as the Eye Servitor, and the hand-
headed figure in robes, the other is the Hand Servitor.
This chamber is a beautifully appointed chapel. Its
domed heights create a peaceful gulf of space above The man giving the sermon is not a man at all. He is
the empty floor, and a dark altar dominates the far a cambion (half human, half demon). His name is Ely
side of the room. Hanging censers constantlyburn in Cromlich, and he once served as a leader of the Doom-
every corner, filling the chamber with a sweet, guard Faction in Sigil. Though slain in the Faction War,
soothing odor. Several sealed scrolls lie upon the Cromlich was raised back to life by Vecna because of his
altar. Behind the altar, a 10-foot-wide and 30-foot-tall secret devotion to the Whispered One. He, too, possess-
gilt door stands closed. The symbol of the hand and es a golden left hand and eye, but he also has an entire
eye is inscribed in the center of the door. golden right arm and right leg.

This chapel precedes the real temple area of area 28. It If left interrupted, Ely sermonizes hour after hour in
serves to compose the mind of the disciple before entry a Stalinesque manner, expounding on Vecna’s plans for
into that most sacred of places. In addition, the altar has the rearrangement of the multiverse, where even Ao
become the repository of spell scrolls. The scrolls are will hold a subordinate position to the one true god.
devout gifts that Vecna’s followers make to show their
faith in their god. The followers steal these spells from Should heroes with relics physically enter this cham-
distant worlds and spellbooks that high-level disciples ber or make themselves visible, Vecna immediately sees
of Vecna have pilfered in recent days. Most of the scrolls the heroes with his purely physical senses. When Vecna
contain lore too alien for the heroes to understand. finally does sense the heroes, either by sight, or in the
However, at least one of the ten scrolls contains a spell aftermath of attack on Ely and his flock, Vecna also
that can be used by wizards (or priests, if the DM reveals himself.
desires) of the appropriate level. However, because of
the hellish world from which it was stolen, the spell, I
called homuncuZus,requires a neutral or evil alignment
to cast. If the DM desires and has appropriate material, The convex bulges of the wall behind the altar fades
he or she may place a few additional scrolls of decipher- from opacity to transparency, revealing a massive
able lore for the heroes to discover here. cavity lined with hundreds of small statuettes.
Within the cavity is a titanic humanoid, limned in
brilliance. Its left eye is far, far too small for its godly
frame, and its left hand is entirely missing, but
despite its deformities, it is clear that this being has
achieved godhood!

28. Behold Vecna’s Temple The moment the heroes make their presence known is

The double doors, forged of solid light, slide open for the moment things get interesting. Vecna screams in hate

any who desire entry or exit. as he spies the thieves of his mortal relics. The scream

transcends sound, and it is easily loud enough to shatter

Tiles of pure light pave the floor and walls of this the crystallinebarrier separating area 29 from area 28.
heavenly chapel. Pews of silver march toward the Vecna’s Tactics:Vecna understands that with the
front of the chapel, where stands an altar of rose-
hued crystal. Several figures sit in pews, and behind relics, the heroes might actually get the drop on him,
the altar, a large man in robes ministers to the assem- god or no god. His first utterance to his assembled min-
bled. Statuelike figures stand to the far left and right ions is, ”Get their relics! Tear my holy relics from their
of the altar, resembling giant humanoids in robes. profane bodies!” Because he fears the heroes, he will not
One has only an eye for its head, and the other has a listen to any hero who is so brazen as to claim to want to
hand for its head. join Vecna, at least until after he has harvested his relics.

When initiative allows, Ely first casts mirror image on

himself, then physically engages the heroes. The Hand

Servitor wades right into melee, as do all the disciples

The figures seated in the pews are those pilgrims who are fighters,including the slaad. The bariaur priest

judged worthy by Vecna to stand as his first new disci- hangs back to cast spells. The Eye Servitor also hangs

ples. All possess a golden hand and eye, which is a back to use its terrible gaze abilities on heroes (though

physical sign of their devotion gained from area 19.The the heroes with relics gain a +4saving throw bonus

figures include two tiefling fighters, four githzerai fight- against its dire allure). The spells of the disciples affect

ers, one slaad, and a bariaur specialty priest of Vecna. the heroes normally.

145

Homunculus hole. Read the following aloud when tl
(Necromancy,Conjuration) the killing blow:
Level: Wizard 4
Range: 0 A look of astonishment mixed with pi
Duration: Special on the avatar’sface. “You will pay, yo
Area of Effect: Special
Vecna never gets a chance to finish
This spell requires 1 tive words, for a swirling void consist
of ld4 hit points (the caster’s own blood and life black and darkest gray opens up behi
force).At the end of casting, the fusion of blood and abruptly sucks him in. You hear a roai
magic births a sinister miniature of the caster. The see a flare of light deep within the VOI
homunculus stands only 18inches tall, sports the strangeportal disappears with an
wings allowingit to fly ( M V fly 18, B), has 6 wrench and a burst of blinding multic
20 hp, and does not heal naturally.The hom An acrid odor settles around you as y
follows the caster about, and it is never willin slowly returns.
arated from her or him. If something ever sep
the caster and homunculusby more than o If any of his disciplesremain, the servit
the homunculus dissipates.A caster may never pos- the heroes slay them. Ely,however, will
sess more than one homunculus. damnedest to escape. Vecna remains a 1
ever, he is banished from Sigil as all go(
The caster cannot magically or naturally heal the vives, they’ve gained a great enemy. Fo
ld4 points imparted to the homunculus while it heroes, they’re immune to Vecna’s direc
exists (even if using the transfer method explained if they journey to Oerth (see”Conclusic
below). However, the caster can choose to draw on
the hit points of the homunculus for healing.A caster With Vecna’s ejection from Sigil, mar
taking no other action in a round can take up to 5 in the City of Doors begin to melt away
points per round, in effect healing himself at the the Lady of Pain‘s will. Heroes quickly
expense of the homunculus’shealth, physical well- begin to slump and ceilings sag in the 1
being, and appearance. If the caster transfers 20 carved out by Vecna. After just 10 minu
points of damage from herself or himself to the lower level has sealed itself into nonexi
homunculus, the creature dissipates immediately. many of the additions Vecna made ab0
Indulgent casters may choose to provide magical Armory itself)also fade, including the (
healing to the homunculus to extend its borrowed forge locus, the pillars of smoke and fla
life, but other casters simply replace a drained patrolling spheres of annihilation. Howet
homunculus with a fresh creation. itself continues to burn with a new spec
shallburn as long as Vecna remains a tr
Meanwhile, Vecna attempts a devastatingspell or only 10%of all the golden tokens Vecne
two,in spite of his knowledge of the heroes’ invulnera- his followerssurvive dissolution, leavir
bility to magic, in his attempt to stamp out the heroes. their left eye and hand. Fortunately, Elj
He can sense heroes who do not possess one of his arm and leg are better made, and they c
relics, so he goes after those PCs first. After 3 rounds Vecna’s leave-taking.
attempting to kill off the heroes by godly decree and a
combinationof spells,Vecna wades into physical melee If the heroes don’t vanquish Vecna, g
with the heroes. With his large size, he has considerable Triumphant?”
reach (20feet). However, every time one of his servitors,
or Ely, is slain by the heroes, Vecna resurrects the body, if Ely Cromlich, male marquis cambic
in a position to do so. In this way, the Maimed Lord AC -3 (platemail +2, Dex bonus); MV 15
hopes to wear the heroes down. Unfortunately, damage THACO 3 (1with Ashblade, Str bonus); #
received by Vecna from heroes with relics is impossible ld8+12/ld8+12 (Ashblade, specializatio
for Vecna to heal in the short term. Thus, the avatar can
be worn down. If finally killed, he is ejected from Sigil. SA entropicblow, cambion abilities; SM
See “Conclusions” for more information on Vecna‘s
finalfate, or if he succeeds in his mad plan. saving throw vs. spell to be magically h
SZ M (6’ tall);ML elite (14);Str 20, Dex
Development:If the heroes slay Vecna, the god dis- Int 18,Wis 13, Cha 12;AL CE; XP 20,00(
appears as if pulled out of sightby a miniature black
Special Equipment: Ashblade (bastard sz
lawful good opponents, acts as ring offire I
chilling touch 3/day), golden arm (righta
normal arm that allows recipient to rea(
objects 2/day, grab what is found on ot

pull it forth),golden leg (right leg acts as normal leg that Slaad, green: AC 0; MV 9; hp 76; THACO 11;#AT 3
allowsrecipient to move x10 normal movement rate (claw/claw/bite); Dmg ld6+2/ld6+2/2d8.
l/day for a duration of 10minutes).
New Vecnan Specialty Priestess (Bariaur):AC 2;
SpecialAbilities: Entropic blow-while engaged in MV 12; hp 38; THACO 13;#AT 1;Dmg ld6+4.
melee with a lawful good foe, a roll of 5 or more points
higher than the number needed to hit automatically Vecna’s avatar, male human C30, F30, M36, T20:
drains foe to half its current hit points, usable l/week; AC -6; MV 36, fly 36 (A); hp 223; THACO -10; #AT 2
cambion abilities-asts darkness 15’radius and infravi- (touch);Dmg 2d10+14/2d10+14 (Str bonus); SA
sion at will; suffershalf damage from cold, magical fire, greater powers, paralysis, aura of evil; SD +3or better
and gas; immune to electricity,normal fire, and poison; weapon to hit, may make saving throw against any
can detect magic by touch and can polymorph self3/day; adverse affect, immune to symbols and glyphs, immune
Climb Walls 95%, Hide in Shadows 8O%, Move to psionics of any lesser god or mortal; MR 100%; SZ G
Silently 80%. (30’tall); ML fearless (20);Str 25, Dex 20, Con 23,
Int 25, Wis 25, Cha 23; AL NE; XP See “The Heroes
Spells (4/2/2): lst-charm person (x2),featherfall, hold Prevail.’’
portal; 2nd-invisibility, mirror image; 3rd-dispel magic,
wraithform. Special Equipment: Eye of Vecna (whileVecna has it,
cannot directly affect foes with other incorporated
Hand Servitor:AC 0; MV 12;HD 13;hp 104;THACO 7 relics).
(6 with longsword +1,5 with longsword +2); #AT 3;
Dmg ld8+8/ld8+9/ld10+7(longsword+l/lmgsword +2/ Special Abilities: Greater powers-many powers are
grasp);SAgrasp, Strengthdrain; SZ M (4‘6”tall); simply unavailable to Vecna’s avatar because of his
ML champion (16);Int low (7);AL CE; X P 8,000. need to channel a large portion of said power against
the pressure levied by the Lady of Pain while the
SpecialAbilities: Grasp-a successfulattack by third avatar remains in Sigil.Those powers still available for
hand allows the Hand Servitorto retain its hold, auto- his use are also tempered by this situation. Vecna‘s
matically doing ld10+7hit points/round in crushing availablepowers allow him to shapeshiftinto any ani-
damage, unless victim can break free with successful mate or inanimate object up to 100 feet in diameter or
Bend Bars/Lift Gates roll. Each round the grasp does as small as 1inch in diameter, automatically make all
damage, it also automaticallydrains ld6 Strength points saving throws (exceptthose initiated by foes with
from victim, killing victim if Strength reaches0; other- incorporated relics), teleport without error (exceptto and
wise lost Strength returns at 1point/day. from Sigil, and nowhere in the Prime Material other
than Oerth), omniscient except when blocked by other
Eye Servitor: AC 2; MV 12; HD 12; hp 96; THACO 9 deities of equal standing and in the vicinity of foes with
(7with two-handed sword +2); #AT 1;Dmg ld10+2 (two- incorporated relics, perform two tasks simultaneously
handed sword +2); SA death gaze, cast clairvoyance, detect (such as cast two spells, or make full attacks and cast
magic, andfind traps at will; SD immune to surprise, -1 one spell), and channel spells to his followers;paraly-
bonus to initiative rolls, immune to all illusions; SZ M sis-foes without incorporated relics must save vs.
(5’7’’tall); ML champion (15);Int exceptional(15); paralysis each time he or she is successfullystruck in
AL CE; XP 9,000. melee or be held in place indefinitely, or until a dispel
evil is cast upon them; aura of evil-foes without incor-
Special Abilities: Death gaze-once per round, the Eye porated relics in Vecna’s presence must save vs. spell
Servitorcan use its gaze attack on 1target. Unless explic- every other round or check morale.
itly attempting to avoid the gaze, the target must suc-
ceed at a saving throw vs. death magic. The Eye claims Spells: All wizard and cleric spells (cannot directly
those who fail by visibly drawing their life force into it, affect foes with incorporated relics).
leavingthe body inert. If the body is destroyed,the Eye
consumes its stolen life force, but until then, the life force 29. God Cache
remainsviable, though displaced.If the Eye is slain, the
life force rejoins its inert body (the Eye may voluntarily Thousands of tiny niches hold 1-foot-tallstatuettes.
release the life force,but it is unlikely to do so).The Eye The statuettes completelycover every curved wall of
gains all the memories of each life force it holds. the space.Many of the statutes glow in alternating
colors, while others are dark. Over time, patterns of
Tiefling pilgrims (2):AC 4; MV 12; hp 56 each; color shift among the statuettes, creating complex
THACO 12;#AT 2; Dmg ld10+3/ld10+3. patterns of shiftinglight and darkness that run like
waves.
Githzerai pilgrims (4):AC 3; MV 12;hp 20 each;
THACO 18;#AT 3/2; Dmg ld8+2.

147



magically retrieving their bodies and then command

-. . ..,..... . 1 1 1 ...I.. one of the nearby clericsto resurrect those successfully
summoned.

the Spider Throne, the Chained God, Dungeon Masterswho feel their heroes are not up to

Secrets, and the Failed God) the task of ejectingVecna alone should allow the heroes

Greater Power of Oerth, NE to recruit powerful allies from among those gathered

PORTFOLIO:Evil, Knowledg outside the Armory. However, to recruit a truly signifi-

ALIASES: None cant ally, the heroes must transfer a relic to the potential

DOMAIN NAME: None reinforcement, lest Vecna merely blast that foe from

SUPERIOR:None existence.The Lady of Pain, by her very nature, cannot

ALLIES: None directly take part in the conflict or incorporate a Vecnan

FOES: Iuz, Lady of Pain relic.

SYMBOL: Eye in palm of skeletal h If every single PC falls in battle somewherewithin

WORSHIPER ALIGNMENT:Any evil the Armory or with Vecna himself, fewer options exist.

The Lady of Pain is reluctant to allow any beings as

powerful as demigodsinto Sigil, lest their very presence

The statuettesresemble crude versions of races both hasten Vecna’s plan. However, minutes before Vecna’s

known and unknown the heroes. Each exudes a residue total victory, she gambles it all and sends in a sortie of

of magic, but to anyone else save a greater power, the four to five demigods (whowait eagerly outside Sigil in

assemblage of the statuettesand their use is incompre- the Outlands for just such an opportunity).Can the

hensible. To Vecna, this chamber served as a spring- demigodstake down Vecna before their own presence,

board for his plans to remodel the new multiverse in his combined with Vecna’s, dissolvesSigil?They have

image. Each subtlecolor and shift was part of an ongo- 2d6+30rounds before the current multiversal order irre-

ing calculation that only a greater god could manipu- trievably fails. The demigodslikely do not have the pro-

late, but with Vecna’s departure, the statuettesare little tections of relics and must face Vecna’s raw powers;

more than souvenirsof Vecna’s time in Sigil.All stat- however, they have close-to-deitypowers of their own.

uettes that are not removed before Vecna’s ejectionfrom Dungeon Masters who are interested in playing this out

Sigil are buried when the entire under-level seals over. could select demigodsof his or her own choosing and

If the heroes lost one of their number in area 19 (due allow the players to play them for the duration of the

to Vecna’s summons),the group can find the lost PC battle with Vecna. If successful,the demigods, or the

here. Only a wish spell can restore the statuette of the Lady herself, can easily resurrect the players’ original

lost PC to life. Luckily for them, the heroes can probably characters.Dungeon Masterswho don’t wish to play

request the aid of the Lady of Pain, who then orders one out this scenario, or who do not possess the resources to

of the nearby wizards to aid them. Until then, the stat- conduct this final gambit, should decide how it plays

uette glows in a series of colors that seem entirely out. He or she can base the outcome on his or her own

random. If the heroes experiment (or runinto problems desire to preserve or demolish the current multiversal

later), they discover that the statuette is imperviousto order.Those who opt for demolition can allow Vecna to

all types of damage, including breakage, fire, acid, and take the position of supreme architect of the new order,

so on. The glow from the statue shines brightly enough or DMs can decide that even with his position, this next

to illuminate a 10-footarea. level of ascension remains beyond Vecna. In this case,

Vecna has to deal with the new multiversal order on the

c;onclusi ons same footing as every other god and mortal, even
though he precipitated the change.

The heroes of this adventure may have succeeded in

ejectingVecna from Sigil, or they may have found them- The heroes Prevail
selves lacking the power to do so.

If the heroes bring Vecna’s avatar to 0 hit points or less,

Vecna Triumphant9 he is ejected from Sigil. The ejection evokes a mighty
pyrotechnicsdisplay, turns day into night then back

If the heroes cannot overcomeVecna in the final conflict again, and destroys Vecna’s single foothold in the City

below the Armory, several options remain. Surviving of Doors by sucking his avatar down a whirlpoollike

heroes may retreat, heal their wounds, and modify their conduit.Vecna will never regain his foothold in Sigil.As

tactics. If they retreat to the Armory’s exterior,the Lady noted earlier, with Vecna’s removal from Sigil, most of

commands citizens of Sigil to heal or even resurrect his works begin to fade away, due to the Lady of Pain’s

heroes, allowingthem to try again. If only a subset of power over her own realm.

heroes retreats to the Lady of Pain, she may consent to

149


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