D&D Vecna: Eve of Ruin
D&D Vecna: Eve of Ruin
Dungeon Masters and players alike will unlock their full potential in this epic high-level Dungeons & Dragons adventure for characters level 10-20.
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The hook is that Mordenkainen, Tasha, and Alustriel Silverhand have noticed something is wrong in the multiverse and have deduced Vecna is the culprit. They cast a Wish spell to try and stop/slow him down, but unexpectedly, it summons the PC's, who have some kind of intrinsic tie to Vecna. The players then have to go from setting to setting to collect pieces of the Rod of Seven Parts to stop Vecna.
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Secrets are going to be a big part of the campaign, with a mechanical subsystem for using the power of secrets in combat to get an edge over Vecna and his forces
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The Nine Hells will be visited again, along with settings that were already confirmed to appear (Eberron, Dragonlance, Ravenloft, Greyhawk, Planescape, Spelljammer)
Who will save existence? The notorious lich Vecna is weaving a ritual to eliminate good, obliterate the gods, and subjugate all worlds. To stop Vecna before he remakes the universe, the heroes work with three of the multiverse's most famous archmages, travel to far-flung locales, and rebuild the legendary Rod of Seven Parts.
Vecna: Eve of Ruin(TM) is a high-stakes Dungeons & Dragons adventure in which the fate of the multiverse hangs in the balance. The heroes begin in the Forgotten Realms(R) and travel to Planescape(R), Spelljammer(R), Eberron(R), Ravenloft(R), Dragonlance(R), and Greyhawk(R) as they race to save existence from obliteration. For use with the fifth edition Player's Handbook(R), Monster Manual(R), and Dungeon Master's Guide(R).a