(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.