Vecna Lives

Post/Author/DateTimePost
#1

zombiegleemax

Jun 13, 2004 16:20:43
Just finished it after several months of play

It was a great experience

Party of Circle of Eight apprentices and friends was successfully banish Vecna and all his minions in Demiplane of Dread.

But victory was came for a terrible cost...

One of them - elf ranger - fall in battle with Iuz cleric when party just get Sword of Kas.

Other - gnome diplomat - fallen corrupt and betray party to Vecna right before final battle (he get what he was promissed- but in Vecnas domain in Ravenloft).

And two of them (former cleric of Boccob and paladin of Haironeus) was defeat dread demigod with help of Kas and Iuz. But after victory cleric give up from his faith and kepp Hand and Eye for himself. Fallen paladin keeps Sword of Kas.

They conquer little castle near Geoff and settle there...Cleric was researchin Ur-priest technique and palladin becomes terrible blackguard
#2

gadodel

Jun 13, 2004 20:02:49
They won, but were also defeated?
#3

Mortepierre

Jun 14, 2004 2:18:04
Well, you know what they say about looking into the Abyss for too long...

Actually, given the nature of Vecna, this strikes me as the most logical end. Vecna is (temporarily) defeated but none of those who had a hand in this escaped unscathed.
#4

rumblebelly

Jun 15, 2004 0:33:28
I ran that module long ago. The party lost and Greyhawk turned into waste-world rules by Vecna.

I was appalled, so I concocted a campaign to set things right.

Mordenkainen contacted the PCs and told them to travel to a monastery of Celestain in the Griff Mountains, where they could pick up a ship that would fly through space and take them to a world called Kryn, where a friend of his named Dalamar could cast a spell on them that allowed them to travel back in time. Only, they had to make sure they had a halfling with them, so that they could actually alter time (like how Tasselhoff's presence allowed time to be altered in the DL Legends novels).

It was one of the funnest campaigns I've ever run. The mage the manned the helm of their spelljamming ship was an avatar of Celestian who had a stake in seeing GH set aright. They had a battle in space with that pirate incarnation of Vecna (I forget his name) who found out about Mordenkainen's plan and sent an avatar after them).

They also had a Cthulu-esque adventure on an asteroid in the Grinder based on Lovecraft's At the Mountains of Madness; they fought Jedi-nights and stormtroopers on another world; had a Jurassic adventure on a Dinosaur planet (alas the poor dwarf was eaten by a T-rex); and finally made it to Krynn, where Dalamar bade them to retrieve a Dragon Orb from the crack in the frozen southern lands that appears in the Other Lands DL supplement. I forget the name of that place; I just remember there being a shadow dragon in the lair, or was it green?

Anyway, when Dalamar finally cast the spell on them, they then had to travel through the ethereal plane back to GH (they had a magical compass that Mordenkainen had given them), where Vecna threw a pit-fiend and a host of other nasties at them as a last gambit.

Finally, they arrived in time to enlist the aid of Iuz and save Greyhawk.

God, I had way more fun cleaning up the mess made by Vecna Lives than running the actual module. You should have seen my players' faces when they found out Celestian was their helmsman.

He jumped out of the helm and showed his true colors when that pirate avatar of Vecna attacked them in space.

Good times, good times.