
Hurmferd |

As if Cauldron didn't have enough intrigue and politics and backstabbing going on already, I've begun working the Cult of Vecna into my Adventure Path campaign. The "Whispered One" will not be pleased that my players are working against his plans (e.g. thwarting Skaven Umbermead in the Kopru Ruins in the "Flood Season" module) and he will indirectly guide his cult to attack the players when they least expect it.
I intend to draw a wealth of information about Vecna and his cultists from the "Vecna Lives!" and "Die Vecna Die!" modules (published long ago by TSR and WoTC, respectively), and my players' ultimate battles against Vecna will provide other optional adventures as they rise in power.
Has anyone else expanded on the Cult of Vecna in their campaign schemes? I will need to convert many stats of the cultists (and extraplanar beings) from D&D 2e to V3.5 and, as I do that, it would be interesting to hear what other cultist plots are being hatched against unwitting players.
Hurm.