Honest opinion and suggestions please. I'm DMing in a month or so. I'm planning for them to encounter a Vecna cult through out the game. One of the main villains I'd like to be a cleric of Vecna. I just can't figure how to make it work. So any ideas?
You could just go with a cleric of the Death domain?
The cult of Vecna is supposedly a secret society, so little is known about their worshipping practices, but it is entirely likely the party would encounter minions, maybe illusions and fake versions of the cleric, to give opportunity for him to converse with them, without direct conflict?
That's not a bad idea. I'm planning to have them come across a town being ran by him and a necromancer under disguise. I've got the necromancer all set. I just couldn't get the cleric to work.
Totally agree with Stormknight; Vecna likes secrecy, darkness, undead, and being just a jerk. If ever there's a chance for someone to be a jerk to the players, have Vecna's servants have a hand in it. Imagine what it would be like if the players were fighting Doctor Doom. You know KNOW there's gonna be Doombots, traps, and a healthy amount of bragging to the heroes about your own greatness.
Oh yeah there will be plenty of hench men and undead servants. My idea was that very powerful cult followers had infiltrated multiple major towns. I just wanted to set these guys apart from the rest of the cultists. I thought a cleric would be a different way to take that.
Encounter #N: A Sick Inn Story: After the players have fought in the last battle, they may be looking for rest. After trudging on for a few hours, they find a large cottage. Despite there being a sick sent in the air, the cottage appears warm and cozy. What's more, there's a friendly symbol on the door that one of the PC's recognize. The cottage has a dining hall, and downstairs are accomodations. There's another adventurer here that seems passed out from the booze. Upstairs is off-limits, as they are the inn-keeper's living quarters. The inn-keeper is pleased to accept the players at a reduced rate if any reason is given, and will bring out some great food from upstairs. Upstairs is also a wife, who is chopping up fresh kill. The inn-keeper also offers the players free health potions. The Inn-Keeper will try and keep the players there as well.
Puzzle: There's an illusion that's been placed over the inn by these Oni, who are magical Ogres given power by Vecna. The cottage is actually a poorly-built shack such that creatures can make strength tests to burst through walls as though they were very difficult terrain. The food is actually rotting food (Constitution save or be poisoned), and the healing potions are actually potions of inflict wounds. Keep track of any hit points "gained" during this time, as this is actually how many hit points they have lost. Resting has no effect here and players will be told after the rest is over that they cannot spend any Hit Dice for healing. Players may try to pass a new saving throw whenever they eat, drink, or after resting. They may also test again if they interact with the "drunk" (aka dead) adventurer.
Combat: 2 Oni.
Treasure: The players find treasure that was stolen from the previous adventurer, plus a cache of magical items upstairs used by the Oni to create the illusion. There's a parchment here with a special ritual that can only be used by Oni to create an illusion of this kind, but can be reworked with an Aracana test to give the players a Scroll of Minor Illusion with one or two metamagic-feat upgrades.
I think the big thing you should focus on is Vecna's affinity for secrecy. If the cleric is the BBEG right now, his minions should have absolutely NO CLUE who he is or what his plans are. And they CERTAINLY shouldn't know he's a servant of Vecna.
Each of his lieutenants know to meet at a certain place and time to receive instructions and they probably don't know about each other. In fact, each lieutenant should believe they are his number 2. Or perhaps they've met the cleric in disguise as another lieutenant. Maybe the necromancer thinks the cleric is the same rank (or even beneath him), when in reality he is the boss and is just ensuring everything goes according to plan.
Perhaps part of the plan will be killing off his lieutenants when their duties are done, and the cleric actually enlists the PCs to defeat them. Sending the PCs on multiple adventures FOR the evil cleric is a fairly servant of Vecna thing to do.
Think of Palpatine in the Star Wars movies (yes even the prequels). He was always at the head of everything, but nobody knew he was a Sith Lord. He used subterfuge and politics to get what he wanted. In the prequels he used the Jedi and the Trade Federation to weaken each other while putting himself in a position of power. But he never requested the power himself. He made others think it was their idea to volunteer him. Then, even when he finally became emperor, people like Vader and Tarkin were seen as the villains while he safely ruled from afar (except in ep 6 obviously).
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
Well the cleric worked his way up as the leader of the town guard. Where as the necromancer has become advisor to the leader of the town. Aside for them there are minor cultists running shops or living with in the town. Out side of them no one knows who they are. I'm planning to have them to gain the trust of the PCs. Then use them to collect specific times to use in sacrificing the town to Vecna.
Encounter #N: A Sick Inn Story: After the players have fought in the last battle, they may be looking for rest. After trudging on for a few hours, they find a large cottage. Despite there being a sick sent in the air, the cottage appears warm and cozy. What's more, there's a friendly symbol on the door that one of the PC's recognize. The cottage has a dining hall, and downstairs are accomodations. There's another adventurer here that seems passed out from the booze. Upstairs is off-limits, as they are the inn-keeper's living quarters. The inn-keeper is pleased to accept the players at a reduced rate if any reason is given, and will bring out some great food from upstairs. Upstairs is also a wife, who is chopping up fresh kill. The inn-keeper also offers the players free health potions. The Inn-Keeper will try and keep the players there as well.
Puzzle: There's an illusion that's been placed over the inn by these Oni, who are magical Ogres given power by Vecna. The cottage is actually a poorly-built shack such that creatures can make strength tests to burst through walls as though they were very difficult terrain. The food is actually rotting food (Constitution save or be poisoned), and the healing potions are actually potions of inflict wounds. Keep track of any hit points "gained" during this time, as this is actually how many hit points they have lost. Resting has no effect here and players will be told after the rest is over that they cannot spend any Hit Dice for healing. Players may try to pass a new saving throw whenever they eat, drink, or after resting. They may also test again if they interact with the "drunk" (aka dead) adventurer.
Combat: 2 Oni.
Treasure: The players find treasure that was stolen from the previous adventurer, plus a cache of magical items upstairs used by the Oni to create the illusion. There's a parchment here with a special ritual that can only be used by Oni to create an illusion of this kind, but can be reworked with an Aracana test to give the players a Scroll of Minor Illusion with one or two metamagic-feat upgrades.
Oooh! I actually really like this idea. I may have to use it.
I'm late to the party but i deal extensively with Vecna and his cult not by choice my player wanted to be a Death Cleric with Vecna being his God. The wold i have necromancy is illegal so its interesting. My Vecna cults have infuriated the cemeteries and medical guilds along with the Church of the Raven Queen . The player has been reveled to be the voice of Vecna. The current plan for my cult is to gather corpses in need of there practices and goals. The Vecna voice is Vecnas new goal to have a Material Plane Avatar by now gaining slowly children to the cult and indoctrinating them to believe Vecna is the a way for everlasting life. Vecna is cult now is trying to combined the Eye and Hand of Vecna along with the Book of Vile Darkness and bring it to his hidden tomb. If they secede in their ritual and goals the second coming of Vecna happens.
My Vecna is a Ancient Pharaoh that Ascend to Godhood. Think classic Vecna combined with Imhotep from the Mummy, along with Tomb Kings from Warhammer. Let me know what you all think and enjoy if you like it. Keep on Rolling.
Honest opinion and suggestions please. I'm DMing in a month or so. I'm planning for them to encounter a Vecna cult through out the game. One of the main villains I'd like to be a cleric of Vecna. I just can't figure how to make it work. So any ideas?
Roll Initiative!
You could just go with a cleric of the Death domain?
The cult of Vecna is supposedly a secret society, so little is known about their worshipping practices, but it is entirely likely the party would encounter minions, maybe illusions and fake versions of the cleric, to give opportunity for him to converse with them, without direct conflict?
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That's not a bad idea. I'm planning to have them come across a town being ran by him and a necromancer under disguise. I've got the necromancer all set. I just couldn't get the cleric to work.
Roll Initiative!
Totally agree with Stormknight; Vecna likes secrecy, darkness, undead, and being just a jerk. If ever there's a chance for someone to be a jerk to the players, have Vecna's servants have a hand in it. Imagine what it would be like if the players were fighting Doctor Doom. You know KNOW there's gonna be Doombots, traps, and a healthy amount of bragging to the heroes about your own greatness.
Oh yeah there will be plenty of hench men and undead servants. My idea was that very powerful cult followers had infiltrated multiple major towns. I just wanted to set these guys apart from the rest of the cultists. I thought a cleric would be a different way to take that.
Roll Initiative!
Well, let's see...
Here's an interesting encounter idea:
Encounter #N: A Sick Inn
Story: After the players have fought in the last battle, they may be looking for rest. After trudging on for a few hours, they find a large cottage. Despite there being a sick sent in the air, the cottage appears warm and cozy. What's more, there's a friendly symbol on the door that one of the PC's recognize. The cottage has a dining hall, and downstairs are accomodations. There's another adventurer here that seems passed out from the booze. Upstairs is off-limits, as they are the inn-keeper's living quarters. The inn-keeper is pleased to accept the players at a reduced rate if any reason is given, and will bring out some great food from upstairs. Upstairs is also a wife, who is chopping up fresh kill. The inn-keeper also offers the players free health potions. The Inn-Keeper will try and keep the players there as well.
Puzzle: There's an illusion that's been placed over the inn by these Oni, who are magical Ogres given power by Vecna. The cottage is actually a poorly-built shack such that creatures can make strength tests to burst through walls as though they were very difficult terrain. The food is actually rotting food (Constitution save or be poisoned), and the healing potions are actually potions of inflict wounds. Keep track of any hit points "gained" during this time, as this is actually how many hit points they have lost. Resting has no effect here and players will be told after the rest is over that they cannot spend any Hit Dice for healing. Players may try to pass a new saving throw whenever they eat, drink, or after resting. They may also test again if they interact with the "drunk" (aka dead) adventurer.
Combat: 2 Oni.
Treasure: The players find treasure that was stolen from the previous adventurer, plus a cache of magical items upstairs used by the Oni to create the illusion. There's a parchment here with a special ritual that can only be used by Oni to create an illusion of this kind, but can be reworked with an Aracana test to give the players a Scroll of Minor Illusion with one or two metamagic-feat upgrades.
I think the big thing you should focus on is Vecna's affinity for secrecy. If the cleric is the BBEG right now, his minions should have absolutely NO CLUE who he is or what his plans are. And they CERTAINLY shouldn't know he's a servant of Vecna.
Each of his lieutenants know to meet at a certain place and time to receive instructions and they probably don't know about each other. In fact, each lieutenant should believe they are his number 2. Or perhaps they've met the cleric in disguise as another lieutenant. Maybe the necromancer thinks the cleric is the same rank (or even beneath him), when in reality he is the boss and is just ensuring everything goes according to plan.
Perhaps part of the plan will be killing off his lieutenants when their duties are done, and the cleric actually enlists the PCs to defeat them. Sending the PCs on multiple adventures FOR the evil cleric is a fairly servant of Vecna thing to do.
Think of Palpatine in the Star Wars movies (yes even the prequels). He was always at the head of everything, but nobody knew he was a Sith Lord. He used subterfuge and politics to get what he wanted. In the prequels he used the Jedi and the Trade Federation to weaken each other while putting himself in a position of power. But he never requested the power himself. He made others think it was their idea to volunteer him. Then, even when he finally became emperor, people like Vader and Tarkin were seen as the villains while he safely ruled from afar (except in ep 6 obviously).
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“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
Well the cleric worked his way up as the leader of the town guard. Where as the necromancer has become advisor to the leader of the town. Aside for them there are minor cultists running shops or living with in the town. Out side of them no one knows who they are. I'm planning to have them to gain the trust of the PCs. Then use them to collect specific times to use in sacrificing the town to Vecna.
Roll Initiative!
Roll Initiative!
I'm late to the party but i deal extensively with Vecna and his cult not by choice my player wanted to be a Death Cleric with Vecna being his God. The wold i have necromancy is illegal so its interesting. My Vecna cults have infuriated the cemeteries and medical guilds along with the Church of the Raven Queen . The player has been reveled to be the voice of Vecna. The current plan for my cult is to gather corpses in need of there practices and goals. The Vecna voice is Vecnas new goal to have a Material Plane Avatar by now gaining slowly children to the cult and indoctrinating them to believe Vecna is the a way for everlasting life. Vecna is cult now is trying to combined the Eye and Hand of Vecna along with the Book of Vile Darkness and bring it to his hidden tomb. If they secede in their ritual and goals the second coming of Vecna happens.
My Vecna is a Ancient Pharaoh that Ascend to Godhood. Think classic Vecna combined with Imhotep from the Mummy, along with Tomb Kings from Warhammer. Let me know what you all think and enjoy if you like it. Keep on Rolling.
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