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extended quest for the robe of vecna?


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... the dreaded Underwear of Vecna, with powers the mortal mind cannot begin to comprehend.

Would this be a new addition to the Pantaloons? :D

Yes. This component puts the "loon" back in "pantaloon"

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*walks in, looks around and backs quietly out of the room*

 

Perhaps the Lich in Ust Natha could have it, it makes a certain amount of sense that one ancient lich might seek the secrets of another. Perhaps Shangralar (or however you spell that) of the Twisted Rune might own Vecna's robe.

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*walks in, looks around and backs quietly out of the room*

 

Perhaps the Lich in Ust Natha could have it, it makes a certain amount of sense that one ancient lich might seek the secrets of another. Perhaps Shangralar (or however you spell that) of the Twisted Rune might own Vecna's robe.

shangy would make sense...after all, only another lich would be able to withstand the smell...

 

charname: ooo...robe...powerful too...

 

aerie: Your...your not going to put that disgusting thing on, are you??? (GAG!!!)

 

jaheira: urm...charname, can you stand down wind of us??? and take a bath when we get back to the mithrest inn??? you smell worse than the sewers under baldur's gate...a feat i would have thought impossible...

 

minsc: boo says charname's smell is so bad...charname now smells...evil!!! yes, charname is evil!!! (kick!!!)

 

charname: OW!!!

 

:D:D:D

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Well, you can walk around wearing the Cloak of the Sewers without any problems, and if you think about it, putting on boots, robes and various other stuff you've just picked from the dead bodies of your enemies is probably a bit unhygienic as well.

 

As for the robe; having an enemy spellcaster wear it might work, but that wouldn't really emphasise that it's a special item , it would only make it harder to get it. It's not just a powerful item, it also comes from another plane and has a great deal of history attatched to it (even if I sort of suspect that Bioware made up the cloak because they thought something of Vecna would be really cool but realized that they couldn't really use any of the official bits and pieces of him floating around), so a more involving quest might be in order.

 

Unfortunately, the only thing I can think of at the moment is some kind of "two powerful mages both want it and the PC can work for either of them and ends up with the magic item in the end" plot that's both a bit lame and a total Trademeet quest-ripoff.

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Unfortunately, the only thing I can think of at the moment is some kind of "two powerful mages both want it and the PC can work for either of them and ends up with the magic item in the end" plot that's both a bit lame and a total Trademeet quest-ripoff.

well, as long as the quest is written well, i don't think people will mind...

 

i mean everyone gets tired of grab item, bash monster, return to collect reward anyway... :D

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Joking aside, there is a problem with going to Ravenloft. Once you get in, you can't get out. It's kinda one of the major trademarks of the place.

One thing, the PC does not need to apear at major Darklords realm. So destroying a minor Darklord would not cause a problem. The planar sphere could be used to reach Ravenloft as for getting out.

Escaping Ravenloft

It is very difficult to escape from the demiplane of Ravenloft once you have been drawn into it. Spells that

normally allow travel across dimensions simply do not function there. In this adventure, there is no way for a party to escape the Shadowborn estate by the use of normal magic, until they defeat Ebonbane.

And some backround info and a example.

The adventure begins when the PCs are

transported from their home world (be it the

FORGOTTEN REALMS, WORLD OF GREYHAWK,

DRAGONLANCE, or another campaign setting) into the

dark demiplane of Ravenloft. Once there, they

encounter a vast wall that is not solid. Passing through

the wall, they find themselves on the grounds of the

Shadowborn estate. The wall to their backs suddenly

turns solid, and they are unable to escape.

As the PCs explore the estate, they gradually learn

that it was the home of a beautiful woman (Lady

Shadowborn). The party will also discover that

Shadowborn Manor is now something of a haunted

house. Although it is still home to the spirit of Lady

Shadowborn, it is under the control of a dark and

powerful magical artifact, the sword Ebonbane. A

number of clues scattered around the estate will reveal

that there are four “keys†that must be obtained to

destroy the evil sword and free the spirit of Lady

Shadowborn from her suffering and torment. Each key

is based on one of the four elements: air, earth, fire,

and water. While the PCs gather the pieces of the

puzzle, they must overcome the twisted wards and

guardians that the sword has positioned around the

manor to protect itself. If the PCs are able to defeat

Ebonbane and free the lady of the estate from her

dreadful curse, they will be returned to their original

campaign world.

EBONBANE

Ebonbane was crafted of a special cursed iron brought into the

world from another plane. In that realm, the metal was far less

powerful than it is in Ravenloft. Like all of the evil things drawn

into Ravenloft by the Dark Powers, Ebonbane's power has been

greatly enhanced. The following information details Ebonbane's

abilities when in its domain in Ravenloft.

Ebonbane's blade is deepest ebony and has been set with runes

of purest evil. These act as symbols (of whatever type Ebonbane

wishes); each symbol can be activated once per day. This weapon

has all the powers of a vorpal sword +4 and a flame tongue, as

well as being able to move about on its own (MV 9) and attack by

an innate form of levitation (at man height).

Ebonbane has an intelligence and ego of 17, is chaotic evil,

and can communicategibberlings3.netgibberlings3.net by both speech and telepathy. It can attack

once per round with a THAC0 of 10, inflicting a base 1–8 hp

damage. Anyone who tries to attack Ebonbane will find that it is

AC –10 and can only be harmed by magical spells and +3 or better

weapons. Any successful spell or weapon attack against it scores 1

hp damage (regardless of what that attack would normally inflict).

After 10 hits are inflicted, Ebonbane must make a saving throw as

appropriate for the type of attack used. If the sword fails its throw,

it breaks up and is destroyed. If it makes the roll, it is unharmed,

and an additional 10 hits must be scored before it must save again.

Multiple attacks from a single source (like a volley of magic

missiles) count as only a single attack in fighting Ebonbane.

Ebonbane controls the weather about Shadowborn Manor,

generating any effect the DM wishes from lightning to wind

storms. It can also command blades (any sword or dagger,

including artifacts) to animate and attack people (THAC0 10,

damage by weapon type); innate powers of such swords function

(such as vorpal or life stealing powers), but triggered powers do

not (e.g., sunray or wish-casting powers). Like all lords in

Ravenloft, Ebonbane is the absolute master of all that transpires in

its own domain. If it wants the walls of the manor house to bleed,

they bleed; if it wishes pillars of stone to rise up out of the earth,

then they arise.

Each round that a person grasps Ebonbane's hilt and attempts

to wield it in combat, the "Weapons Versus Characters" takes effect. If the wielder is

dominated by Ebonbane, his spirit is instantly consumed and

Ebonbane controls the ex-PC's body (this does not happen to those

struck by the blade). Resurrection of the PC is now impossible.

Such a body acts like a zombie-like zero-level human under the

control of the sword (death follows in 2–7 days). If the PC is not

dominated, he may use the weapon as a vorpal blade and flame

tongue.

Being an unnatural creature, Ebonbane sustains itself by

drawing off the life energies of living creatures in its domain. All

animal life has perished around Shadowborn Manor as a result.

Nonmagical healing cannot take place; spells, psionics, or magical

items must be used to recover from wounds suffered here.

Would this setting be hard and worthy for Robe of Vecna. :D

 

PS. If somebody is interested in info about Planes and Ravenloft let me know I have big e-libary on ADD material. :D

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That seems like a very pleasant quest. Though I think it would be better to gain this Ebonbane. Evil PCs really need a major artifact level weapon to balance the monster that the paladins can get.

 

Back to the main subject. I would suggest some form of cult leader possesing the Robe of Vecna, most likely a lich that is waitting for the PC to take out the shadow thieves and vampires.

 

After your first for second major quest in Amn is completed you notice a street urchin following you. You snag the kid off the ground, interogate him and find out that a shady character hired him to spy on you.

 

The guy is one of the lich/cultest's best minions(though you don't find this out till later). Fromthere you could either have some quests, which the guy offers, or you could beatthe guy down for spying on you.

 

If you do the quests somewhere along the lines you meet up withthe Lich and can either get in good with him or kick his rump. If you kill the guy that hired the spy the Lich and his minions attack you after you slay Bodhi.

 

.... something to poke and prod at.

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