Vecna Eve of Ruin: WHAT IF? | D&D Lore

Jorphdan
Jorphdan
14.8 هزار بار بازدید - 4 هفته پیش - What if we made Vecna
What if we made Vecna Eve of Ruin kinda cool?
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Chapter 1. PCs realize they have alternate lives, they are part of a cult of Vecna worshipers, but have no memory of this. The cult members are seeking the holy relics of the Eye and Hand of Vecna, to be returned to Vecna but where are they? Clues to their last wearabouts send the players looking.

Chapter 2. The location where the eye and hand are supposed to be is false but does lead to one of the Obelisks. As the PCs interact with the first obelisk they get echos of the world they remember, the real forgotten realms. You could replace the rod of seven parts with seven parts of the obelisk, or attune to seven different obelisks. The players can utilize the cult of Vecna that their alter-selves are a part of to gather information on the Obelisks, the Netherese, and the ritual that changed everything. Once they know where the other obelisks are they travel there to find them, attune to them, and seek answers on how to stop Vecna.

Chapter 3. Travel to the Astral Plane
Keep this chapter mostly the same, giant dying gods body in the Astral Sea. There’s an Obelisk here to attune to.

Chapter 4. Eberron
Also could keep this the same, but don’t need to explicitly call it Eberron. They travel from the Astral Plane through a mist and wind up in the Mournland. Continue the adventure as is. Again finding and Obelisk here.

Chapter 5. Barovia, a Domain of Dread.
The characters are taken not only to Barovia but are instead witness to its creation, and the curse of Strahd. Strahd is still human and the sun still shines in Barovia. Strahd is evil though, and the Vitarri know that this place is not as it should be. The party must run through castle ravenloft and find an obelisk deep in the basement. There they confront Strahd who has just made his pact with the dark powers and becomes a vampire. They fight, if destroyed he is reborn because of the curse. The party is allowed to leave the now cursed Barovia.

Chapter 6. Kyrnn.
No big changes, the rod fragment is altered to be an obelisk to attune to.

Chapter 7. Oerth.
No big changes except an Obelisk at the end of the Tomb of Wayward Souls. Also players learn to stop Vecna they’ll need a piece of Vecna, and the Eye of Vecna happens to be here on Oerth. Side adventure to go get it.

Chapter 8. Avernus
The party goes to Tiamat’s lair for the final Obelisk, run the adventure as normal but include Arkan the Cruel who has the Hand of Vecna. Players fight him to get the hand, or somehow bargain with him, or gamble ot get it. Perhaps they have a way to remove the hand without killing him? Using a wish spell? Important part is to get the hand and attune to the Obelisk.

Chapter 9. Sigil / Doomed Forgotten Realms
Party ends up back in Sigil having attuned to all of these obelisks. They learn the ritual was cast in Pandemonium in the Cave of Shattered Reflection. The PCs must go there with the hand and eye to undo the spell. Using the Spellweaver undo magic that Vecna used against him.

Chapter 10. Pandemonium.
Kas can show up here, because he’s important to Vecna and is leading an army against Lolth. If the party members get to Kas they could potentially get the Sword of Kas which will help them in their eventual fight against Vecna.

Chapter 11. PCs descend to the Cave of Shattered Reflection where Vecna ran the Ritual of Remaking. Vecna is very much aware of the PCs now, because of finding the eye and hand of Vecna, goes to stop them. PCs get thrown into different realities much like the doomed forgotten realms, but eventually break free to fight Vecna. After defeating Vecna the players can undo the ritual. Cut to the end where the PCs wake back up in the Forgotten Realms, having remembered their adventure but everyone else has no idea their whole reality was almost lost.

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4 هفته پیش در تاریخ 1403/03/30 منتشر شده است.
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