When Players JOIN Vecna in Dungeons and Dragons
Vložit
- čas přidán 30. 06. 2024
- My players threw me for a loop with my fix for the new Vecna even of Ruin adventure for Dungeons and Dragons.. Today we see what happens and how I roll with the punches when players join Vecna in Dungeons and Dragons!
0:00 Into
2:26 Timelines
6:01 Orchestra
8:26 Pieces
11:12 Become Vecna
12:49 Thank You
Support this channel and become a youtube member here:
/ @gamemasters
Support this channel and become a Patreon member here :
|⚈ Patreon: / gamemasters
How would you attempt to roleplay AS Vecna in a predetermined storyline?
Let me know in the comments below!
Oh, and please give this video a thumbs up 👍!
Thank you kindly for watching!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
📧 For marketing/business/sponsorship inquiries, email manager@gamemasters.com
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
👍 Support 👍
|⚈ Patreon: / gamemasters
💵 Direct Donation: paypal.me/GameMastersHere
⤻ Amazon Wishlist: www.amazon.com/hz/wishlist/ls...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
🦋📺 Social Media 🦋📺
💻 Website: www.gamemasters.com
🐦 Twitter: / gamemasters
🌝📙 Facebook: / gamemasterscom
🤖 Reddit: / gamemastershere
😎 Discord: / discord
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
GameMasters is first and foremost designed to bring entertainment to gamers of all walks. We have a heavy focus on Dungeons & Dragons but we also feature other games. Our CZcams Channel has various videos covering everything from movie reviews to D&D advice, from D&D product reviews to assorted geekery, shorts, and more!
Links shown above pointing to various products or services may be affiliate links that go to support this channel when purchases are made. Review copies that we get in have zero influence on our opinion of said product or company, if we like the material, we will say, if we don't, we will say.
#gamemasters #dnd #vecna - Hry
I think that I've come up with a unique way to being able to pull this off.. and I think that each player will play their own version of Vecna's 200 year span which will be unique to them and _that_ timeline. In other words, what they play through will be one universe of the multiverse for player A's time, then a second universe for player B, etc. The rest of the players will be present and will be accompanying Vecna, but all decisions will be up to them. Then the "second to final reveal" will be that when they emerge into Alustreil's Sanctuary, they've seen and participated the 6 different versions of what has lead up to the unmaking of the multiverse, but now.. now they are in the Prime universe where the true Vecna will be pulling on the variant versions for even more power.. (which may weaken the players.. or.. it may bolster them - we'll just have to see what happens there).
I think at this point each D&D setting is in a sliding timeline in relation to one another, since that huge of a timeskip would also make the Krynn portion of the adventure not make sense as they are still in the War of the Lance, it would also mean it's been 200 years since 591 CY in Greyhawk, which means Mordenkainen wouldn't be around (He is also attached to his life as a mortal, from his observations on deities and planar powers in an upcoming coffee table book). What time each material world is in is up to whatever the adventurer writers feel is appropiate. For my multiverse in relation to Sigil and the Outlands, time passes quickly in the Domains of Dread of the Shadowfell, Forgotten Realms passes relatively fast given how big of a timeskip they've had, Greyhawk and Krynn passes very slow since they mostly center on ages close to one another, and Eberron passes the slowest of them all, staying in 998YK across its publications. Another answer to this is that Vecna time traveled to the past after 200 years trapped.
aye, I do like the concept that he went back in time. I'll borrow from Doctor Who in that time in D&D is a bit wibbly wobbly.
Thank you for continuing your content. I already miss your heckle pseudo dragon. I can only imagine how much work it is. I love the great vecna lore.
I think allowing your players to rp as Vecna is genius. Just have their choices be able to change minor aesthetics but leave the main plot in tact. So when you do your final reveal, the Vecna that they have to confront will have many of the flavour details that they decided on.
yeah.. fyresnide is on vacation at the moment. dunno what he's up to but I'm sure when he gets back we'll find out...
I do like the idea of peppering in the details that they accomplished while "him" into the final reveal.
The is AMAZING. For myself, I'm running with the 4th edition Tomb of Horrors thread where Acererak puts the Eye of Vecna in his skull. Fun times ahead...
yep! Tomb of Horrors makes it's appearance in my fix too :)
On the side quests where they play as Vecna, trap the players in a maze, in a manner of speaking, in which if they make choices that will change the history away from the predetermined end point, they get snapped back in time in the game and are forced to repeat previous played events until they make the correct choices that align with your story.
hmm. interesting concept.. but that seems a little too much of a shoehorn. I like that they get trapped in the maze, that aligns perfectly with about the time that all of that 200 year "reveal" would happen. I like that they can make choices that will change things away from my own predetermined end point.. but I i might a way to get it back _to_ that point while still giving them the freedom to do what they want.. i gotta mull that over a bit still though.
Your campaign sounds truly amazing! I'm kinda jealous lol. The amount of work you've done to research and flesh out this fix is mind boggling so kudos to you for that. Maybe after you've played through your campaign you'd consider publishing it at some point? I'm sure others would be interested in playing your version at their own tables :)
I've got the .pdf of Fixing Vecna available over on my patreon for contributing members : www.patreon.com/gamemasters
I'm also working on releasing this week a revamp of my Endless Dungeon, specifically for patreon members as well, and by mid-july I should have an adventure ready to push out. I'll be doing videos covering all of that here as each thing is pushed out.
Your fix was phenomenal - and I needed to tweak it immensely fit into our version of the word but that’s because ironically some of witchlight was already featured in my campaign as my players slay cultists and fast approach a showdown with Tiamat herself.
But I have two players who have been oddly sympathetic with his cultists when I’ve had them make subtle appearances as a means of foreshadowing.
So before having watched this - I love that you have made this, it is likely to be helpful.
haha nice. Yeah, my one group.. of everything I could anticipate.. I did _not_ anticipate that they would JOIN him.. That threw me for a loop.. but.. I've got a plan in place
@@gamemasters its honestly a cool spin for a DM to run things this way though! My bet is Kas still plays an important and villainous role
You are genius of a GM. Your research is in incredible detail. The twist on the fix is awesome. Personally couldn’t see myself or any PC of mine joining Vecna no matter what the situation. Sorry your group chose to abandoned the greater good.
When we stare to much at the Abyss it stares back at you. The eye of Vecna should be nothing to mess with.
PCs need to learn joining the monster (in this case Vecna )is never a good option 👍
I mean that’s like Luke in Star Wars joining the “dark side “ really uncool.
Keep rolling 20. 👍
If I'm gonna be totally honest.. I think they have chosen this path only because they know I've been mad at work researching for this specific storyline for so long that they figure I'm not gonna kill anyone off during the journey to the conclusion. Joke is on them, however, because... I don't decide life or death , I only maintain the overall plot points and let them decide their own actions and, of course, their own fates.
not sure my impulse works for your game, but I'd be tempted to go in a direction similar to the greatwyrms from Fizbans guide to dragons. Vecna may be artificially recreating that sort of ability through the influence of his hand and eye, to taint beings into his echoes across the planes. In this way the characters literally become Vecna variants (like loki variants for the TVA, from the series, but also like spiderman variants in the spider-verse where they all have to lose someone, and fail to save a friend etc..) causing their lives to take courses that inflict Vecnas biography to overlay their own, ultimately being betrayed by a trusted figure (maybe each other as they try to reclaim their paths) resulting in a lost hand and eye, a domain of dread prison for them (while playing their escape like a star trek time loop episode, where they get the sense that they've lived this thousands of times, but this is the time they might escape it) go to sigil and almost get what they want before being cast to the maze (like variant loki when dealt with by the TVA) and using their hand and eye to reach out and taint people into the Vecna Variant version of Greatwyrms echoes.
I... am not opposed to this concept in any way.. I actually rather like it... Vecna variant.. (even that rolls off the tongue rather nicely).
Nice work on all this! And Thanks for sharing it. I am a little trepidations about the getting others to finesse the plot into the right shape. I've done it a few times, but It's really like fishing, you have to have the right bait and you have to be patient and be at least a little lucky. Sounds wonderful!
that.. is a good way to put it.. it IS a lot like fishing! (helps sometimes if you have a few beers too)
@@gamemasters BEEEEER! LOL works for me!
I guess heres an idea: Maybe characters dont determine exactly what Vecna does during that time, but they can elaborate on WHY Vecna did X, Y, or Z. Or on the flipside, let the plauers determine some of the details of what Vecna did, but you can determine why it fits into his plan
Not a bad idea
Wow
You did some digging
Sounds really cool
I can’t believe your party decided to join with Vecna
I would have him double cross them in the end
he is neutral evil. He is loyal to loyal followers.
However!!!! after the betrayal of Kas he will never trust a follower again. This could lead to some interesting arcs, perhaps he turns party members against each other, and spy on each other. to both find weakness and try their loyalties. Either way it will never be a mutual relationship instead its a Master/servant relationship. He gives you power but only to enable you to serve him better. I see it a lot like a Sith master/apprentice relationship model, the Master is Stringing the apprentice along, giving them more knowledge and power but only to keep them dependent on him.
well.. I'm pretty sure it;ll end with him taking them on a grand tour of the collapsing cosmos, and then finally coming face to face with the main Netherese god Jergal.
@@gamemasters thematically for vecna's history that makes sense. I'm more familiar with forgotten realms so I'd have Elminster take the party on while mysta and vecna tango. If they defeat him, the get embued with his power and mysta is weakened etc etc.
Trying to concile that various settings timeline myself (really not getting why we didn't get and Age of Mortal dragonlance supplement.
Inintendo to have Vecna's ritual requiren his full Power (so needimg Hand, Eye and the Book of Vile Darkness)
Plus placing Seven Obelisks in various Materiale Planes, having to embed each One of them with a Fragment of the Rods of Seven Parts (though making It actually relevant to the plot.
Idea being that the Lawful Powers of the Rod Will allow Vecna to impose his personal Will and Law on the planes thus reshaping It to his Will.
yep, I've seen a few other ideas for a fix to have the obelisks be the conduit that bridges the different planes together. I like that.
In a true multiverse story there would be different outcomes for Vecna for example in one world he would be trapped and in another world he would still be free (alternate realities). Now what can be said is that a rod of seven parts might have the status of a multiverse object with parts that exist in more than one world. What happened to this or that part of the rod in any given world. Collecting all of the parts of the rod could create a singular instance of a multiverse event. This would be the emergence point of a singular continuity, perhaps a world belonging to an individual that would be removed from or disappear from the multiverse. However would it be better if the multiverse than stopped or became a black hole and entities were forced to enter the singularity where Vecna would be God. The shards can not be that powerful. The silmarilions are gemstones or shards and they held the light. They predated the rings. That could use some research. Anyway there is dogma in any given telling of the story of Vecna. They way they wrote it in the adventure isn't that bad. The grey gem in dragonlance could create new races and it was forged by one of the children of the gods. Largely misunderstood and also not able to be perceived by mortals. That gem had the father god trapped inside of it actually.
I think that I've come up with a unique way to being able to pull this off.. and I think that each player will play their own version of Vecna's 200 year span which will be unique to them and _that_ timeline. In other words, what they play through will be one universe of the multiverse for player A's time, then a second universe for player B, etc. The rest of the players will be present and will be accompanying Vecna, but all decisions will be up to them. Then the "second to final reveal" will be that when they emerge into Alustreil's Sanctuary, they've seen and participated the 6 different versions of what has lead up to the unmaking of the multiverse, but now.. now they are in the Prime universe where the true Vecna will be pulling on the variant versions for even more power.. (which may weaken the players.. or.. it may bolster them - we'll just have to see what happens there).
I would suggest the players be Vecna's agents instead, all working on restoring hus hand and eye during the game.
noooooo... can't do that because of the twist that happens when they find those items initially.
and as odd as it sounds... this is a major lore building campaign for my homebrew world, something that will impact it's landscape for years, to that end... this is kindav a "one shot campaign" meaning that they will be done with these characters by the time this concludes, but future characters will be impacted by the events that unfold.
I'm a little confused but perhaps it's because I'm unfamiliar with the official timeline as I don't really use it in my campaign. You referred to Vecna as a demigod. But the Deities and Demigods book from 3e refers to Vecna as a Lesser Deity. The same classification as Bahamut and Tiamat are given in that book. Even trapped in the Maze wouldn't a deity of that power level be able to directly contact his worshipers even without an artifact? Entities of lesser power that are trapped in the Wells of Darkness in the Abyss are said to be able to contact and grant powers to individuals. Also with only 200 years of imprisonment(a small section of time in the grand scheme of things, especially for a deity) wouldn't his cult have already been set up beforehand? Yes being trapped would hamper him and keep him from directly affecting things but, from my perspective, there's no reason he wouldn't already have whorshipers doing his bidding already. Unless I misunderstood you, you're saying that he didn't even form his cult until he was trapped in the Maze. Saying his cult is 200 or less years old means there are longer lived people like dwarves or elves that can remember a time in their life before Vecna even had a cult, which seems a bit problematic. That would mean Vecna is a relative newcomer and kind of unestablished compared to other deities (and even some dragons). Fraz'Urb'luu was imprisoned under Castle Greyhawk for "hundreds of years" and it was a big inconvenience but basically just angered him and caused him to have to retake the layer he was ruling before his imprisonment. Or maybe I just don't understand the timeline? I'm not trying to be overly critical, I'm just confused mainly.
biggest thing to keep in mind is that this is from my homebrew world(s). While I take a major chunk of lore from official canon, what I present is simply how it will work best at my table to coincide with the story.
That said.. even in the official timeline, Vecna never created his own cult. Around the year -1142 is when Vecna and Kas did their battle and kas was flung out into the multiverse and all that was left was the hand and eye of Vecna. Vecna's kingdom collapsed at this time, however, for the next 550 or so years the Cult of Vecna began to form and in 581 CY they started their attempts to elevate him to god status. it was in 591 CY that he was cast to Ravenloft. He broke free from Ravenloft and absorbed the power of luz and that absorbing is what granted to him the power of a greater god.
While Sigil is normally shut off in allowing gods and deities to enter, Vecna "countered the Lady of Pain's wards" and found a way to enter. When pressed about how this could possibly happen, the two guys that wrote Die Vecna Die!, Bruce Cordell and Steve Miller said "he was able to enter Sigil because we wanted him to."
Thus in my timeline homebrew, at the end of Die Vecna Die, the lady of pain imprisons Vecna into the maze and he is trapped there for about 200 years.
@@gamemasters thank you for the clarification. In the end we must all do what's best for our individual game. That's honestly one of favorite things about D&D.
100%! That's also part of why I tried to provide the exact sources that I use when I'm homebrewing, that way folks can follow along or reference the source material and alter it to what best suits them.
@@gamemasters it's appreciated.
Vecna OCD?
pretty much, but as mentioned, that's what we are playing through right now, so.. it's kinda on my brain.