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Vecna - The Expanded Eve of Ruin Lv1-20
Vecna Eve of Ruin expanded into a full lv 1-20 campaign where the shadow of vecna lurks around the orcs and goblins of early levels.
TYPE
SYSTEM
LEVELS
LANGUAGE
EXPERIENCE
AGE
$25.00
/ Session
Details
Weekly / Friday - 1:00 AM UTC
Dec 19 / Session 27
Session Duration / 3–4 hours
Campaign Length / 40–45 Sessions
6 / 6 Seats Filled
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About the adventure
This campaign expands the sword coast into a full open campaign world, using multiple modules including, Vecna Eve of Ruin, Vecna nest of the eldritch Eye, Lost mines of phandalin and Dragons of Icespire Peak. Connecting these modules together have changed things so much that even if you played any of them before it would be a unique experience this time around. The goal is to create a unique motivation to be involved in with Vecna at 10th level, removing the well known "twist villain" from the module so If you have that spoiler its been removed. This is a very classic style of D&D orcs, goblins, dragons and dark gods are the baddies
Game style
Combat Heavy
Dungeon Crawl
Meet the Game Master
1 year on StartPlaying
149 games hosted
Highly rated for: Knows the Rules, Sets the Mood, Rule of Cool
About me
I bring your characters to life, I tie in your backstory to the NPCs to the world and the other players, any module I run is expanded with additional artwork maps and quests. And if you have chosen one of my homebrew world games than everything is original. As such I can handle any character concept for a game and use homebrew as needed if everyone at the table is comfortable with your homebrew concept. My focus is on getting everyone to play the character they want, and thats the corner stone on building great stories. I have few limits on what can work in a game. I used to think a full vampire would be off limits until BG3 came out, now that I have seen Astarion all it takes is a gimick to get you to walk in sunlight and then that becomes a viable character. But what is most important is what works for the game and for the group.
View Profile →Character creation
Creating your character
Characters will be finalized in session zero. There are campaign secrets that are distributed to characters in session zero that are used as hooks to attach your character to the campaign world. Some of these secrets have race requirements and may greatly influence your character concept, You have the option to turn in a secret that does not appeal to you. Before session zero I want to know your basic character concept, Race, Class subclass, multi-class plans weapons ect. I do try to craft a unique magic item for each player and leave it somewhere in the campaign world, often tied to your characters secret. The more info I have in the beginning the more time I have to plan these items.
What to expect
Preparing for the session
Message me with a character concept as early as possible. I pick and choose what versions of the 2014 or 2024 rules I want to let you know whats my interpretation of those choices. In addition I may have some unique homebrew for any character concept brought to me. For example I have expanded rules for Sword and Board fighting styles thats unique to my game and I do Two-weapon fighting a bit different than 2024. (IE you do not need multiple features, weapon properties, class features and feats in order to two-weapon fight, its written up as a single feature.
What DiceMaster brings to the table
Foundry VTT, full list in game music, customizable animations and sound effects, If you want to throw purple fireballs that quack that could be arranged. I expand all my campaigns with a host of maps and unique monsters. I lean towards rule of cool for actions taken in the moment. if I need to make any ruling on a rules interpretation, I write it up and place it in the foundry database so it can always be referred to and referenced It keeps everything I do very consistent.
Homebrew rules
I use a combination of 2014 and 2024 rules, picking and choosing what I think works best on a case by case basis. All of these choices are presented in Foundry so all players have ease of access to which wordings I'm using. I also include a a master link so players can read them when not in game. Homebrew options have been collected over the years at request of other players such as new spells, classes and subclasses. Anything I've used previously will be given as options to all players. Some popular homebrews have been Pugilist Fighter, Psionicist Class, Spy Rogue, Warlord Fighter, Juggernaught Barbarian, Future self Warlock (Modified from DnD Shorts version), Pacifist Cleric, WIldmagic Sorcerer (With my updated wild magic surge lists) My homebrew philosophy is too buff instead of nerfing, I rarely ban anything. Silvery Barbs is one of the few bans. Player damage is intentionally scaled up. If you have heard of the concept of DM's halving monster HP while increasing damage to make combat more exciting I do kind of the same thing giving players higher damage features. I retain features like -5.+10 from 2014 and avoid nerfs from 2024. Lots of little tweaks like shield and counter spell. When I make tweaks I only do so if using these powers against players would be no fun for the players. And if you have a suggestion for a concept. I can create a new subclass that is perfectly balanced in only a few days.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How DiceMaster creates a safe table
Respect and Common Sense go along way to avoid unsettling situations. I often don't say no to anything a character wants to do in the moment but if the situation is getting too involved in sex or torture for example I have the option to fade to black and say your character accomplishes your goal. I consider my games to be PG13 because I allow players to touch on any subject without getting to involved in them.
Content warnings
Safety tools used


