Part 4: The Labyrinth of Vecna
- The Labryinth (Room 22 in the adventure)
- Summary: A maze of corridors filled with secret doors and marauding Kenku.
- Checks: DC 18 Wisdom (Perception) check to identify secret doors.
- Threats:
- Group A: 3 kenku and 1 kenku duelist
- Group B: 3 kenku and 1 kenku duelist
- Group C: 3 kenku and 1 kenku arcane trickster
- Rewards: Group A has 200 gp in coins in their lair, group B has 300 gp in coins in their lair, and group C has 200 gp.
- Development: This can be a tough fight in tight corridors if you let the kenku attack from both sides. The combination of the kenku's ability to faerie fire and dthe uelist's sneak attack can be deadly.
- Outer Sanctum (23)
- Summary: Room with mysterious columns channeling green energy
- Checks: DC 16 Wisdom saving throw to anyone who stares deeply into the columns; those who fail gain a level of exhaustion after slipping into a catatonic state for 1 minute.
- Threats: Eye balls open on the columns if anyone casts a spell, and creatures from area 26 and 27 show up in 1 minute.
- Storage Chamber (24)
- Summary: A room full of supplies delivered by Belabar Smenk
- Checks: DC 15 Intelligence (Investigation) to find any PHB item worth less than 5 gp.
- Development: The crates have the rooster symbol of Belabar’s trading company.
- Acolyte’s Chamber (25)
- Summary: Small, cramped room with bunks for the acolytes.
- Inner Sanctum (26)
- Summary: Room with green columns with hands pushing on them.
- Threats: 1 allip and 2 priest acolytes. Characters who enter the same square as a pillar must make a DC 13 Wisdom saving throw or be incapacitated.
- Treasure: 2 goblets worth 100 gp each and a sacrificial dagger set with rubies worth 400 gp.
- Laboratory of the Faceless One (27)
- Summary: Work room of the leader of the Vecna followers, the Faceless One.
- Threats: 2 priest acolytes and treat the Faceless One as an Evoker Wizard. The Faceless One goes on initiative count 20, and summons a giant scorpion before fleeing into room 25.
- Treasure: Spellbook with ice storm, lightning bolt, mage armor, wall of ice, chill touch, identify, expeditious retreat, fireball, and ray of enfeeblement. There are also alchemist’s tools, 200 gp in coins, and 6 garnets worth 50 gp each, In addition, the party finds 3 potions of healing, a spell scroll of identify, a spell scroll of true strike, and a spell scroll of expeditious retreat.
Ebon Aspect
Assuming the players slay all three high priests, the Ebon Aspect wakes up sometime shortly thereafter and attacks when it has the most dramatic effect. My party chose to let the Faceless One escape, and never had to deal with the Ebon Aspect, so be warned this conversiion of it has not been playtested.
Treat the Ebon Aspect as a Flesh Golem with max hit points (180) and the following abilities:
Bloodthirst of Erythnul: Whenever the Aspect starts its turn bloodied (less than half hit points), roll a d6. On a 5 or 6, the Aspect gains resistance to all damage types, regeneration 10, advantage on all attack rolls, and +4 to damage rolls.
Standard of Hextor: As a bonus action, the Aspect can cast spiritual weapon. It has an attack bonus of +7 and does 1d8+4 damage.
Blessing of Vecna: The Aspect can use legendary resistance 3 times per day. Anytime the aspect uses legendary resistance, it regains 20 hit points.

