Vecna's Last Supper

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Vecna's Last Supper

Introduction

Vecna's Last Supper is a silly and light-hearted one-shot adventure designed for four Level 1 characters. Based on the number of encounters, it should take between 3-4 hours to complete.

Summary

In this adventure, the party will be hailed to the sleepy village of April Valley. Farmer Jones, recently driven off his lands, is desperate for help in not only reclaiming his land but making sure other farms remain safe.

Should the party choose to help, they'll find his land is patrolled by some intelligent and (perhaps) malicious farmyard animals. Neutralizing the threat reveals a bigger scheme by a mysterious person going by "F" who has setup a base of operations at "Skull Hill".

The party can follow the clues into the depths of a research facility where necromancy is being used to warp generally harmless animals into viscous creatures. The encounters end when confronting the mastermind of it all, Fufu, a maliciously intelligent bunny warped by an ancient, calcified egg, believed to be part of Vecna's last meal before ascending to lichdom. With Fufu defeated, the party can claim the egg and restore normalcy to April Valley.

The Hook

Farmer Jonah Jones is desperately seeking help and has been traveling from small hamlet to hamlet, seeking anyone who can help him both reclaim his land and bring peace to the countryside. Of course, Jones knows that a moral compass isn't always the best motivator so he is offering the location of his grandmother's mausoleum which allegedly contains the effects from when she was a Professor of Archaeology in Waterdeep.

Dr. Indi Jones
  • History DC 10: Professor Jones is a well known name in scholar circles. She was known for uncovering many ancient relics, often racing against thieves and tomb raiders.

  • History DC 15: Professor Indi Jones knew that some knowledge was meant to keep secret. Although she claimed that nearly everything she found "Belonged in a museum", there were a few things which were better kept a secret. Rumor has it she took these artifacts to the grave, a problem for her colleagues as her crypt's location is unknown.

Should the party require even more motivation, Jones can be convinced (Persuasion DC 13) to part with 27 gold pieces, 15 silver pieces, his wedding band* (polished wood, 5 gp), a bottle of wine he thinks he has in his cellar, his good plates (if they're still there, approx 2 gp), and any livestock as long as he can keep at least one of each.

Where's your family?

If asked about his family (or his wedding ring he's willing to part with), Jonah deflects at first; he would rather not talk about his husband, and the topic pains him visibly. If pressed (Persuasion DC 12), he reveals the following:


"About a week ago, we tried to retake the farm by force. We hired some mercenaries with nothing to lose, took up clubs and swords, and rushed in. But... something was off. It was just animals there, sure, but they were smart. They stuck together and they fought and it only took for ol' Boxer - that's our oldest horse - to crack in poor George's skull and everyone was lost to the wind.


But John, no, something else happened to him... I don't know what it was, maybe 'cause John has always been, you know, sensitive to nature and animals, but John just said he heard something then outta nowhere, he just falls to his knees, laughing hysterically. Couldn't even wake him up out of it. Old Major, that's one of our pigs, then comes running up and just bites down on- ...on-... Oh gods, John! John...!"


Jonah will need a second to compose himself again.

If the party wants to ask more about the farm itself, Jonah is happy to reveal that the animals have taken over the farmhouse, barn, and the immediate surrounding land. The rest of his fields seem unmanned (Jonah will get this joke) though he thinks the animals are eating enough to get by; they certainly haven't gone crazy and eaten all of the crops.

And, no, the animals don't speak. That'd be crazy.

And no, he has no idea why this is happening - just that it has to end.

Ch.1: The Animals' Farm

Once the party is onboard, Jonah will give them directions and you can fast forward to the Jones' Farm. Read or paraphrase the following:

Jones' Farm

The main farmstead is located on some fertile but unplanted field. A small, single home can be seen attached to what is likely a barn. Painted on the side of the barn is a big "F". Both doors are left ajar.

An old, large horse can be seen idly digging through the dirt while a very large pig stands close by. Oddly, the pig is wearing a small hat and a whsitle on a string, tied around its neck.

Should the party wish to approach cautiously, call for a Perception Check.

Perception Check
  • DC 10: The pig and horse seem to be exchanging sounds with each other. It could be talking, but it isn't obvious.
  • DC 15: Inside the house, another smaller pig appears to be eating from a pile of filth [Squealer].
  • DC 18: Inside the barn, another pig appears to be eating from another pile of filth [Minima].
If the party is willing and able to use *speak with animals*, they are able to have a brief, albeit short conversation with the horse (Boxer) and the pig (Old Major).
Speak with Animals

Boxer is a reasonable (albeit dumb) horse. He has been with Jones since the very beginning and although he knows Jones wasn't the best to his animals (sometimes getting drunk and forgetting to feed them for a night), he would never actually hurt them. However, Old Major and a few other pigs have convinced him that life is better when they are left to rule themselves. Boxer doesn't always grasp the nuances of his decisions but he is loyal to his fellow barnyard animals and rushes to defend them. The DM should try to remember that Boxer (just like all other horses) greet with a cordial, "Hay", and disagree politely and firmly with a "Neigh".

Old Major is an intelligent animal (consider he is a pig). Right now he and Boxer are simply chatting about the old times on the farm. Old Major hates "two-leggers" as pigs are food for them, and is quick to anger. Should the party rub him the wrong way by criticizing their revolution or bringing up how he killed John Jones, he will attack (with Boxer quickly coming to his aid). At the first sign of trouble, he'll blow the whistle to alert the others.


Boxer

Large beast (horse)


  • Armor Class 11
  • Hit Points 21
  • Speed 60 ft

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

  • Saving Throws none
  • Senses Passive Perception 11
  • Languages Beast
  • Challenge 1/2 (100 XP)

Actions

Trampling Charge. If Boxer moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Hooves Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.



Pigs of Animals' Farm

Medium beast (pig)


  • Armor Class 11
  • Hit Points 11
  • Speed 40 ft

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)

  • Saving Throws none
  • Senses Passive Perception 9
  • Languages Beast
  • Challenge 1/4 (60 XP)

Charge. If the pig moves at least 20 ft. straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the pig takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.

Squealer Only

Vicious Pig Mockery. Squealer chooses a creature he can see. If it can hear him, it must pass a Wisdom save (DC 11) or take 1d4 psychic damage and have disadvantage on its next attack roll before the end of its next turn.

Squealer's Hideous Laughter. (1/day) A creature of Squealer's choice must succeed on a Wisdom save (DC 11) or fall prone, becoming incapacitated and unable to stand up for the duration. A creature who is able to speak with animals (such as with the spell speak with animals) has disadvantage because Squealer's jokes are funnier in pig. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom save. The target has advantage if it's triggered by damage. On a success, the spell ends.

Minima Only

Boar-dic Inspiration. (3/day) Minima can inspire others through stirring oinks and squeals. As a Bonus Action on her turn, she chooses one creature other than herself within 60 feet who can hear her. That creature gains one Boar-dic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The d20 before deciding to use the Boar-dic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Boar-dic Inspiration die is rolled, it is lost. A creature can have only one Boardic Inspiration die at a time.

What do you call a pig who's a messy eater?
   Sloppy Joe. (It's funnier in pig.)

Once combat finishes, the party will find that inside the house next to the pile of filth that Squealer was eating, there is a very crude map drawn. There appears to be a circle around what looks to be a house (presumably where the party is now) with a red dotted line to a hill with a skull atop it and the letter "F" next to it.

The hill also shows 3 red doors, two with a green X on them and a third with a green check-mark.

Due to the fairly flat land here, it's easy enough to spot a hill and it really begs the question why a map is even needed in the first place.

Ch.2: Skull Hill

After about 30 minutes of walking, the party will find themselves next to a fairly large hill. A horse and 2 pigs are lazily patrolling the hill, making a full circle of it about once every 5-10 minutes. They look clearly bored.

There is an overturned, dilapidated cart next to the hill that all the players are able to hide behind. Inside are a few smashed vials that smell unnatural - perhaps medicinal to anyone who has a nose for distilled substances.

Broken Vials

The broken vials have been rained on and the former contents cannot be identified.

Describe to the players that there are two obvious doors that look to lead into stone-worked tunnels below the hill. They are both painted red with green X's crudely drawn on.

Should the players choose to engage, the battle takes place around the "Skull Hill" (30 feet in diameter; climbing up one side requires double movement unless a DC 12 Athletics check is succeeded (failure by more than 5 results in tumbling to the bottom, landing prone); descending the other side requires half movement). For the horse and two pigs, use Boxer's statistics as above as well as Minima's (including Boar-dic Inspiration).

Should the players attempt to converse with the animals using a spell like speak with animals, consult the following:

Skull Hill Guards
  • Benjamin, the horse, is even less intelligent than Boxer. Benjamin will do whatever the other two pigs say.
  • Pinkie, one of the pigs, not only has zero sense of humor, but loathes whenever someone doesn't take him seriously. His job is to guard these doors. Old Major told him to do it and so he's going to do it because he's a good soldier.
  • Blondie, the other pig, is the violent sort. He's got nobody left after his entire family was slaughtered by Jones (he assumes).

Should the party decide to string them along, call for at least one charisma based check (e.g. Deception, Persuasion) with a DC of about 13 (modifying based on how convincing they and/or their points are). One possible solution is to play to the two pigs' sense of pride and slowly turn them against their mysterious employer (who they only know as F). Even if the party can convince them to grant them entry, the animals will not descend down out of a mix of fear and respect for F.

In order to enter Skull Hill, the party must realize that there's a tarp covered in grass trimmings hiding a third door with a green check on it. All 3 animals know of its whereabouts but have never bothered opening the door with the "green checkmark" because they don't know what the colour green is (these animals are red/green colorblind and too stupid to realize that the hidden door is probably the correct entrance). The tarp is easy to spot for anyone with a Passive Perception of 11 or better.

Should the party try an X door, they will discover a small tunnel 10 foot tunnel. As soon as they enter the tunnel, it will collapse dealing 3d6 damage and requiring 1d4 hours to be dug out. A successful Investigation check (DC 11) reveals the trap.

When the players enter the green checkmarked door, read the following:

Descent into the Dungeon

After the door opens, a musty smell fills your nostrils. It's a mix of mildew, dust, gravedirt, and arcane chemicals. A small stone tunnel ends with a stone stairwell illuminated softly.

Ch.3: The Caerbannog

After players descend the stairs, the hall opens into a large room, littered with small animal bones. The room is illuminated with torches on each wall. On the far wall, there is a closed portcullis. Leaning against it is a pig in a fanciful coat, reared up on its hind legs despite slowly dozing off.

So long as the party has not done anything to cause a ruckus (such as shouting, banging on the walls, etc.), they will be able to enter without waking the pig, Snowball, at the other end of the room.

Hidden amongst the bones are what appears to be small, white rabbits: lesser Caerbannogs. If the party traverses the room, half way through call for a Perception check (DC 14). On a success, they identify the location of two lesser Caerbannogs hiding amidst the bones and that there is a lever next to the sleeping pig on the other side of the portcullis (the bars are wide enough to allow a hand in to pull it). On a failure, only reveal the lever. In either case, the Caerbannogs attack once someone is halfway through the room and alerts the pig (who is surprised on the first round).

At the start of combat, the two lesser Caerbannogs will attack ferociously. Snowball, the pig on the other end of the room, will start combat with a Suggestion spell. Whether or not it works, Snowball then spends the rest of combat slinging Vicious Pig Mockery. Note that the portcullis grants +5 AC and +5 on dexterity saving throws as it provides 3/4 cover. Also note that Snowball can speak Common.

A player can raise the portcullis by running towards it and reaching through. This will provoke an opportunity attack from Snowball (which he will have advantage on).



Caerbannog, Lesser

Tiny magical beast


  • Armor Class 14
  • Hit Points 26
  • Speed 40 ft

STR DEX CON INT WIS CHA
5 (-3) 18 (+4) 14 (+2) 2 (-4) 6 (-2) 6 (-2)

  • Saving Throws none
  • Damage Vulnerabilities Radiant damage
  • Damage Resistances Necrotic damage
  • Condition Immunities Sleep, Charm
  • Senses Darkvision
  • Languages Beast
  • Challenge 1/2 (100 XP)

Actions

Leap Attack. A lesser Caerbannog can leap 15 feet in a straight line as part of its attack action. This movement does not provoke opportunity attacks. If the lesser Caerbannog cannot complete its straight 15 feet of movement (e.g. because there is a wall in the way), the lesser Caerbannog completes its attack then stops movement and ends its turn prone adjacent to the obstruction.

Bite Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+1 piercing damage.

Rend: A creature bitten by the lesser Caerbannog must make a Constitution Save DC 10 or begin to bleed from or near the neck. At the end of an creature's turn bitten by the lesser Caerbonnog, it takes 1 damage. A creature can take additional damage if Rend is applied again. Rend from a lesser Caerbannog cannot exceed 2 damage per round per affected creature. Any magical healing or a Medicine Check DC 10 (those with a healer's kit automatically succeed) removes all Rend affects but does not protect from being Rend in the future.



Snowball

Medium beast (pig)


  • Armor Class 11
  • Hit Points 11
  • Speed 40 ft

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 3 (-4) 9 (-1) 5 (-3)

  • Saving Throws none
  • Senses Passive Perception 9
  • Languages Beast, Common
  • Challenge 1/2 (60 XP)

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.

Vicious Pig Mockery. Snowball chooses a creature he can see. If it can hear him, it must pass a Wisdom save (DC 12) or take 1d4 psychic damage and have disadvantage on its next attack roll before the end of its next turn.

Snowball's Suggestion. (1/day) Snowball suggests a course of activity (limited to one of two choices below) and magically influences a creature he can see within range that can hear and understand you (Snowball speaks Common). Creatures that can't be Charmed are immune to this effect.

The target must make a Wisdom saving throw (DC 12). On a failed save, it pursues the course of action described to the best of its ability. The suggested course of action can continue as long as Snowball maintains Concentration.

Suggestion 1: Get on all fours and repeat "Four legs good, two legs better."

Suggestion 2: Don't let anyone open this door!

In the next room, the party will find a desk, dimly illuminated by a torch on the opposite wall.

Messy Desk

The desk has several papers strewn about. At a glance, they seem to be spell and alchemy notes. Specifically, you can see a drawing of 3 rabbits, their heads separated from their bodies with a dotted line. (Arcane DC 14) The notes seem to list out ways to "reborn" creatures with a hate and malice inside of them. One particular page outlines taking rabbit blood, injecting it into a dead chicken egg, and then completing a ritual to birth a "black beast" or "Caerbannog". (Arcane DC 16) Next to the drawing of 3 rabbit heads is a symbol referring to transmutation. (Arcane DC 18) After 10 minutes of review, some of the notes seem to imply that contact with a "fragment of birth" can disrupt the flow of hate and malice inside a black beast.

The desk contains several eggs looking as if they were hatched. Most look to be painted or stained. (Investigation DC 14) All of the eggs are old and dusty - except for three.

It is unlikely that Snowball will make it out of this encounter alive/conscious. However, if he does, Snowball more or less remains loyal to F, avoiding to use his full name. However, Snowball delights at the idea that these "silly adventurers" will soon meet his master only to be crushed beneath his mighty paw. Should the party question how Snowball came to learn to speak, he will vaguely say that it was a gift from his master.

Ch.4: Hare Today...

Below this level is the main laboratory where F is conducting his current experiments. When the party enters, read aloud the following:

I am Fufu

This room is an alchemical laboratory of some kind. The stone walls are lined with shelves filled with glass vials. Most are broken, though a few remain stoppered. In the corner is another finely dressed pig on two legs. In the center of the room is a large iron cage, holding a three headed rabbit with a mutated and grotesque body the size of a large cat. The top of the cage is attached to a chain that leads up to the ceiling and a pulley mechanism. The ends on the far side of the room where a 2-legged humanoid figure in a cloak stands over 3 field mice strapped to operating tables. The figure is only about 2 feet tall.

Slowly, the figure turns to you all and lowers its hood to reveal a rabbit face. In an uncanny and disquieting way, it "smirks" at you and announces in a high pitched (almost comical) tone.

"Ahh, so you've made it past my pets. And I imagine you've disposed of my dear, loyal Snowball. Most... unexpected. No matter! Your little escapade ends here. First I will make quick work of you and then use your corpses to further my research! I am Fufu, and you will not leave here alive!"

The only way the party can continue this discussion is to appeal to Fufu's pride. Any mocking of his name or any other names (like Snowball) will immediately make Fufu hostile and combat will begin.

Should the party be silver-tongued enough (Persuassion/Deception DC 15) to convince Fufu to continue, Fufu will expose that he was once a lowly wizard familiar to an imbecile whose ego was much too large (unlike Fufu's which is backed by talent). After his master was disposed of by mercenaries who sought to release her piddly grip on a group of hamlets, Fufu hid away in a waste basket, clutching one of his master's prized possessions. Fufu will offer to show it to them if they approach.

No matter their choice, Fufu will initiative combat (as he's more interested in their lifeless bodies than an entourage).

Fufu Tactics

As a readied action, Fufu can pull a lever that causes the cage in the center of the room to raise, unleashing a Greater Caerbannog.

On Fufu's turn, as a bonus action or action, he can administer a transmorgifying concoction to a field mouse. This will turn that field mouse into a Necropowered Goon.



Fufu

Small magical beast (rabbit)


  • Armor Class 15
  • Hit Points 21
  • Speed 30 ft

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 12 (+1) 14 (+2) 8 (-1) 8 (-1)

  • Saving Throws none
  • Senses Passive Perception 9
  • Languages Beast, Common
  • Challenge 1 (200 XP)

Actions

Toll the Dead. A creature Fufu can see must pass a Wisdom save (DC 12) or take necrotic damage. If it's missing any hit points, the damage die is 1d12; otherwise, it's 1d8.

Snatching up the Field Mice. As a bonus action on his turn or an action, Fufu can administer a dose of a transmorgifying liquid to a field mouse (thus he can do two in one turn) to turn them into a Necropowered Goon. See below.

One more chance. If Fufu drops to 10 HP or less, Fufu immediately drinks the last of his transmorgifying potion becoming a Goon himself. Fufu grows twice in size, immediately heals 10 HP, loses the ability to cast Toll the Dead and gains the following attack.

Boppin' them on the head. Melee weapon attack only if "One more chance" is activated. +5 to hit, reach 5 ft., one target. Hit: (1d6 + 1) bludgeoning damage. A creature hit with this attack must succed a DC 11 Strength save or be knocked prone.


Necropowered Goon (Field Mouse)

Small magical beast


  • Armor Class 12
  • Hit Points 9
  • Speed 30 ft

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 10 (+0) 2 (-4) 6 (-2) 6 (-2)

  • Saving Throws none
  • Languages Common (understood, not spoken)
  • Challenge 1/4 (50 XP)

Actions

Slam Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) bludgeoning damage.


 
 


Napolean

Medium beast (pig)


  • Armor Class 11
  • Hit Points 11
  • Speed 40 ft

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)

  • Saving Throws none
  • Senses Passive Perception 9
  • Languages Beast
  • Challenge 1/4 (60 XP)

Charge. If Napolean moves at least 20 ft. straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If Napolean takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.

Boar-dic Inspiration. (3/day) Napolean can inspire others through stirring oinks and squeals. As a Bonus Action on his turn, he chooses one creature other than himself within 60 feet who can hear him. That creature gains one Boar-dic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The d20 before deciding to use the Boar-dic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Boar-dic Inspiration die is rolled, it is lost. A creature can have only one Boardic Inspiration die at a time.



3-headed Caerbannog

Tiny magical beast


  • Armor Class 13
  • Hit Points 26
  • Speed 40 ft

STR DEX CON INT WIS CHA
5 (-3) 18 (+4) 14 (+2) 2 (-4) 6 (-2) 6 (-2)

  • Saving Throws none
  • Damage Vulnerabilities Radiant damage, "fragments of birth" (see below)
  • Damage Resistances Necrotic damage
  • Condition Immunities Sleep, Charm
  • Senses Darkvision
  • Languages Beast
  • Challenge 1/2 (110 XP)

Multiattack: The 3-Headed Caerbannog attacks with its Bite three times whenever it uses the Bite action.

Fragments of Birth: A Caerbannog that is hit by a "fragment of birth" (usually the shell of the egg it came from) must succeed a Constitution Save DC 14 or be stunned for a round. If the 3-Headed Caerbannog is hit by 3 "fragments of birth" (regardless if it is stunned), the 3-Headed Caerbannog dies.

Actions

Leap Attack. The 3-Headed Caerbannog can leap 15 feet in a straight line as part of its attack action. This movement does not provoke opportunity attacks. If the Caerbannog cannot complete its straight 15 feet of movement (e.g. because there is a wall in the way), the Caerbannog completes its attack then stops movement and ends its turn prone.

Bite Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 1d4+1 piercing damage.

Rend: A creature bitten by the 3-Headed Caerbannog must make a Constitution Save DC 11 or begin to bleed from or near the neck. At the end of an creature's turn bitten by the lesser Caerbonnog, it takes 1 damage. A creature can take additional damage if Rend is applied again. Rend from the 3-Headed Caerbannog cannot exceed 3 damage per round per affected creature. Any magical healing or a Medicine Check DC 10 (those with a healer's kit automatically succeed) removes all Rend affects but does not protect from being Rend in the future.

Ch.5: Making an Eggxit

Once Fufu is defeated, desks and shelves can be looted and examined. In total, Fufu's laboratory contains the following:

Treasure
  • 4 Potions of Healing
  • Figurine of Wondrous Power (Bunny)
  • Scroll of Enlarge Reduce, Jump, and Expeditious Retreat
  • 200 gp in a small chest
  • An ancient, calcified egg
  • Fufu's Notebook
Fufu's Notebook

Fufu has terrible writing. That said, enough can be made out to reveal the following:

  • Fufu's Master was Maggie the Mad Mage of Minced Morsels and quite the mad necromancer.
  • Before Maggie was defeated by adventurers, she hid Fufu in a basket with a calcified egg.
  • After a few days (Fufu doesn't specify), he awoke with new purpose: ambition and drive and a fair bit of necromatic power and knowledge
  • Fufu used the knowledge to begin rallying the animals of Jones' farm while simultaneously beginning experiments on "necromatic transmorgification" (making goons)
  • It pained Fufu to be separated from the egg for extended periods of time.
Figurine of Wondrous Power (Bunny)

The Figurine of Wondrous Power (Bunny) is a statuette of a rabbit small enough to fit in a pocket. If you use an action to throw the figurine eggstatically to a point on the ground within 60 feet of you, the figurine becomes a living rabbit named Bunbun. If the space where Bunbun would appear is occupied by other creatures or objects, or if there isn’t enough space for her, the figurine doesn’t become a creature.

Bunbun is friendly to everyone, but especially you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, Bunbun defends herself by fleeing or takes no action.

Bunbun can exist for a maximum of 1 hour. At the end of the duration, if reduced to 0 hit points, or if you use an action to speak the command word ("Hare today, gone tomorrow") while touching it, Bunbun disappears in a puff of smoke and becomes a figurine again. When Bunbun becomes a figurine again, its property can’t be used again until the next sunrise.

Ancient, Calcified Egg

This object is actually part of Vecna's last meal before she completed the ritual that would turn her into a Lich. The egg is so old that it is essentially a rock in the shape of a chicken egg. However, after Vecna ascended to godhood, this particular item was connected enough to hold a fraction of a fraction of her power.

Vecna's Last Meal has the following powers:

  • "Weak willed" creatures who are exposed to the egg for at least 7 full nights (or one night under a new moon) can be awakened as per the spell awaken. Creatures affected this way always awake with 10 + 1d6 intelligence but will always carry an evil, malicious ambition in their heart.
  • Creatures who have the capacity to do great evil are also exposed to dark knowledge allowing them to understand how to use necromancy to raise the dead, command the dead, drain/transfer life energy, and pervert life. The extent of this knowledge is not limited to spells.

Ch.6: You can't make an omelette without...

With peace returned once more to April Valley and Farmer Jones being able to go back home and mourn, the adventurers can take a well deserved rest. Jones is not one to back from his word and will reward them with whatever they promised. If the adventurers were especially kind, he may even offer a bit extra if he has it to spare.

As for the egg, should you want to continuing exploring Vecna's rise to power, the party could find themselves uncovering her history and eventually the knowledge to seal her power away - or a way to take it for their own. Alternatively, the party may wish to find other similar artifacts of other gods prior to the ascension - allowing them to keep these sources of power out of the wrong hands (and potentially into theirs).

When the egg is touched, an image might burn into the character's mind - the actual temple where Vecna's lichdom ritual was held. Alternatively, this cosmic "bump" might alert the vassal of Vecna or another deity to come pay a small visit to the party.

In addition, Jones will provide the location of Dr. Indi Jones' tomb which can easily be the place of the party's next adventure!

Note from the Author

I hope you enjoyed this adventure! If you have any feedback or questions, please feel free to message me as /u/DMSteve or @DMSteve#6228 or @DeeEmSteve. I hope this one-shot opens up the opportunity to share this wonderful hobby with other people in your life. Excelsior!

The Yolks

On You...

When Farmer Jones is run off his farm by intelligent animals taking orders from a mysterious person known only as "F", the party is tasked with trekking to Skull Hill and diving into the depths of an old research laboratory - full with transmorgified creatures.

Is the party hard-boiled enough to survive? Or is this eggs-actly what they were meant for?

Cover Art: Rahmatozz

More Credits

Art credits in order of apperance.

Ch.1: The Animals' Farm. "Animal Farm" by Mercury Theatre. https://www.mercurytheatre.co.uk/event/animal-farm/.

Ch.1: Old Major. Profile picture of @TheGrumpyPigs. https://twitter.com/thegrumpypigs.

Ch.1: Boxer. Practical Horseman Mag. https://practicalhorsemanmag.com/health-archive/head-to-hoof-senior-horse-health-concerns.

Ch.3: Lesser Caerbannog. Cover of Beasterday (2014). https://www.imdb.com/title/tt4065066/.

Ch.3: Snowball. "Mister Piggy" by OldWorldPetPortraits. https://www.etsy.com/ca/listing/276862788/pig-canvas-art-prints-mister-piggy-pig?ref=landingpage_similar_listing_top-1.

Ch.4: Goon 1. "Primal Mouse" (unknown artist). https://www.pinterest.ca/pin/575827502335855617/?lp=true

Ch.4: Goon 2. "Keepers Assist Mouse" unknown artist. https://www.pinterest.ca/pin/380694974735500391/

Ch.4: Fufu (Goon). Untitled, unknown author. https://img.fireden.net/tg/image/1506/66/1506662242766.jpg

Ch.4: Caerbannog. Asher Benson (2014). https://design.tutsplus.com/tutorials/create-your-own-terrifying-monster-rabbit-in-adobe-illustrator--cms-22438

Ch.5: Egg shells. "Carbonized Eggs" retrieved from https://www.bbc.co.uk/history/ancient/romans/daily_life_gallery_08.shtml.

Ch.5: Ancient egg. "Ancient Dinosaur Egg Fossil" retrieved from https://www.worthpoint.com/worthopedia/ancient-dinosaur-egg-fossil-hadrosaur-1917566692.

Credits

Written by /u/DMSteve. Be excellent to each other!

 

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