8/11/2023 0 Comments Vox machina vs vecnaVax’s goodbyes were heart-wrenching, especially his moments with his twin sister. The same day that she achieves the power to live another thousand years, her significant other dies. As a level 20 druid, her lifespan instantly increased 10-fold. Keyleth killed Vecna, sealing the death of the man she loved and leveling up as a result. In the end, the final moment was even more tragic than I imagined. Or Vox Machina fails, and they all die–except for Vax, who would go on living as long as Vecna did. So either Vox Machina wins, destroys their enemy, and Vax dies–the action of saving the world simultaneously destroying their friend. He’d made a pact that would see him live until the destruction of Vecna, and only until then. Because there were really only two outcomes, after Vax made a deal with his goddess. That deliciously twisted moment when he made his proposal, the capricious nature of an all-powerful being on full display…it was one of those things that stood out.Īnd there’s the beautiful tragedy of what this fight would cost our protagonists. What he did end up asking for had consequences both for the world, and for Vox Machina’s mental state. He could have asked for something they weren’t willing to agree to (though with the fate of the realm at stake, they were willing to agree to a lot). What they chose to do–seek out a powerful fey who could bend time for them–came with its own risks. Vecna could have ascended to the full might of his power and become God-Emperor of the world in the meantime. If they’d done it on their own, they could have arrived seconds after they’d left–or years. Traveling back from the Feywilds is risky. The gamble they took by going to the Feywilds was also a great moment, with multiple potential outcomes seriously affecting the story. And if it’d failed, they’d be forced into a difficult battle they hadn’t prepared for, after expending too many of their abilities. The moment when the team slips up and lets him know where they are, while fully avoidable, led to an awesome, tense scene where they have one chance–and only one chance–to retreat. Their reactions are amazing, the sheer urgency for them to get out from under his attention potent. Vox Machina hears his voice talking to them anytime they aren’t cloaking themselves from his view, and they’re completely freaked out by it. Instead, Vecna goes for the psychological aspect, throwing away a strategic advantage just to mess with the protagonists’ minds. Our heroes wouldn’t have stood a chance, and it wouldn’t have been as much fun. Imagine if he’d used his power to remotely spy on anyone strategically, not revealing that he was listening to everyone’s planning. I personally, was highly amused by how he opened the door to his own downfall–it was great. The enemy of the arc was Vecna, an aspiring god who dealt in secrets. The last leg of the story had some really cool stuff in it. The show itself will continue–I’m excited to see the players start a new journey with new characters–but these characters are done. 115 episodes and several years later, the story of Vox Machina has come to a close. The original campaign that launched Critical Role is officially over. The show streams live on the Geek and Sundry Twitch channel, Thursdays at 10pm EST–though since the campaign is over, the show will be streaming one-shots for the rest of the year and a new campaign next year. Verdict: I really do love this show–it’s unscripted, so it has its slow moments, but the dedication to character and storytelling always brings the story to fascinating places.Īvailable: All of the episodes are uploaded to the Geek and Sundry website. The story is brought to life by a cast of professional voice actors, and the ever-present chance that bad planning or bad dice rolling will end their journey forever. Synopsis: A party of adventures called Vox Machina has achieved near god-like power towards the end of the campaign–so it’s only fitting they must save the realm from an actual god.
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