(Read Aloud) Cold green light pulses through the chamber like a heartbeat. A vast circle of runes burns on the floor, shaped like the **Eye of Vecna**. Suspended above it—helpless, bound in crackling magical chains—is the **hostage**, their voice magically stolen, their eyes wide with terror. Around the circle stand **three Vecna cultists**, chanting in a discordant whisper, their hands raised as spectral tendons stretch from their fingertips into the hostage’s mind. At the far end stands the **Ritual Conductor**, a robed figure with a mummified hand grafted to their wrist. As you enter, they hiss: > **“You are too late. Their truth is for Vecna now.”** The runes flare. The ritual begins. #### THE CLOCK At the end of **each round**, the DM counts down: **Round 5 → 4 → 3 → 2 → 1 → Sacrifice Complete** If the ritual completes: - The hostage dies - Their soul is consumed - The Ritual Conductor gains a **huge buff** (if you want a “bad ending” fight) ##### THE RITUAL ANCHORS Each cultist is tethered to the ritual circle by a spectral chain. To weaken the ritual, the party must disrupt these anchors. ### **How to break an anchor:** - Reduce a cultist to **0 HP**, OR - Use **Dispel Magic**, OR - Succeed on a **DC 15 Arcana** check while adjacent to the chain, OR - Deal **10+ radiant damage** to the chain Each anchor broken applies a **penalty** to the Ritual Conductor: - **1st anchor broken:** Ritual slows (you gain +1 round) - **2nd anchor broken:** Conductor loses reaction and one spell - **3rd anchor broken:** Hostage drops to the floor (prone, alive), ritual collapses #### RITUAL CONDUCTOR (Mini-Boss) _Use a Cult Fanatic or Mage stat block with Vecna-flavour._ ### **Special Abilities** **Stolen Voice (Aura 10 ft):** Creatures in the aura cannot speak verbal components unless they succeed a DC 12 Con check. **Hand of the Whispered One (Reaction):** When hit, Conductor forces attacker to make a **DC 13 Wis save** or be **silenced** for 1 round. **Channel Ritual (Legendary Action):** At initiative 20 (lair action): Runes flare, forcing all PCs to make a **DC 14 Dex save** or take 2d6 necrotic. ##### 🔪 CULTISTS (3 Ritual Anchors) Use **Cultist** or **Acolyte** stats with these tweaks: - **Bound to Ritual:** They cannot move from their circle points. - **Tendon Lash (Ranged 20 ft):** 1d6 psychic damage. - If they drop to 0 HP, their chain snaps with a scream. #### ROOM FEATURES ##### The Ritual Circle If a PC enters the circle: - Start of their turn: **DC 13 Wis save** or frightened for 1 round - They may attempt Arcana checks to disrupt the ritual from inside (advantage) ### **⚡ Chain Sparks** Whenever a chain is broken: - Lightning arcs to a random pillar - A burst of necrotic energy ripples outward (Dex save to avoid 1d6) ### Pillars of Sight Breaking a pillar creates cover and dims the ritual circle, giving advantage on Arcana checks. ##### SUCCESS CONDITION When the **third anchor** breaks: - The circle collapses - The hostage drops safely (unconscious but alive) - The spectral chains vanish - The Conductor shrieks, blinded temporarily - A cold whisper echoes: **“Truth denied… for now.”** Party wins. If they choose to fight the Conductor after, that’s optional.