When Gods Fear What You Know - Vecna: Eve of Ruin
The god of secrets is moving, and the truth is no longer safe. Your choices will decide whether Vecna is stopped… or served.
$25.00
/ Session
Details
Weekly / Thursday - 1:30 AM UTC
Mar 12 / Session 6
Session Duration / 3–4 hours
Campaign Length / 35–40 Sessions
5 / 7 Seats Filled
Report Adventure
StartPlaying Money Back Guarantee
If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy
Schedule
About the adventure
The adventure begins with Nest of the Eldritch Eye, a tense investigative prequel where the first signs of Vecna’s influence surface—cult activity, forbidden lore, and truths that should never have been uncovered. What starts as a localized threat quickly spirals into a reality-shaking conflict that reaches far beyond a single world. This campaign blends eldritch horror, cosmic mystery, and epic fantasy, placing characters in situations where knowledge is as dangerous as any blade. Vecna is not a villain you simply charge at—he is a force of manipulation, secrets, and long-term consequences. Players will uncover hidden histories, confront powerful factions, and make choices that reshape not just the story, but the structure of the multiverse itself. My GM style emphasizes player agency and meaningful consequences. This is a choice-driven campaign: you are not locked into a single “correct” path. You may oppose Vecna directly, attempt to outmaneuver his schemes, or even be tempted to wield forbidden power for your own ends. Combat is tactical and challenging, exploration is dangerous, and roleplay is central—clever plans and strong character decisions matter as much as raw power. This game is ideal for players who enjoy high-level play, deep lore, moral ambiguity, and campaigns where failure is possible. Character death can happen, poor decisions carry weight, and the world does not bend to protect the party. If you’re looking for a cinematic, immersive campaign where secrets change everything and the stakes only rise, Vecna: Eve of Ruin is your invitation to see how far you’re willing to go… and what it costs to know the truth.
Meet the Game Master
Less than a year on StartPlaying
132 games hosted
Highly rated for: Creativity, Storytelling, Teacher
Average response time: 5 hours
Response rate: 100%
About me
Hi, I’m DM Asmo – I specialize in crafting custom campaigns tailored specifically to each group’s unique style and preferences. Over the years, I’ve developed a passion for designing immersive adventures where every session is personalized and memorable. My approach is collaborative and detail-oriented: I work closely with you to build a rich narrative and dynamic challenges that reflect your group’s play style. Whether you’re seeking a story-driven epic, a gritty survival quest, or a quirky, offbeat adventure, my custom campaigns are designed to keep every player engaged from start to finish. I bring extensive experience, a love for innovative storytelling, and a commitment to quality that ensures every campaign is as unique as the heroes who undertake it. Let’s work together to bring your next unforgettable gaming experience to life! I look forward to forging epic tales with you
View Profile →Character creation
Creating your character
Characters will begin at Level 6 and should be created using D&D Beyond with the 2024 ruleset. Once finalized, all characters will be imported into Foundry VTT before play begins. Ability scores will be rolled together during Session 0, following official rules. Session 0 will also be used to align character concepts, establish party dynamics, and connect characters to the campaign’s themes of secrets, forbidden knowledge, and multiversal consequences. Allowed materials: All official D&D 5e content published by Wizards of the Coast is permitted using the 2024 rules. No homebrew or third-party content is allowed unless explicitly approved by the DM. Players are encouraged to bring character concepts to Session 0 rather than fully completed builds, allowing the party to be shaped collaboratively.
What to expect
Preparing for the session
Before the first session, players will need to: Create a free Discord account for voice chat and game communication Have a D&D Beyond account for character creation Use a desktop or laptop capable of running Foundry in a web browser This game will be played using Foundry VTT hosted via The Forge. No Foundry purchase or setup is required on your end. Once you sign up for the game, you will receive: An invite link to the Discord server A Forge / Foundry access link A working microphone, stable internet connection, and headphones (recommended) are required.
What Pacts & Polyhedrals - Asmo brings to the table
This campaign is run as a high-level, high-stakes epic where secrets are dangerous and consequences are permanent. Character death is expected, and poor decisions or reckless exploration can result in devastating outcomes, including total party kills. The world does not scale to protect the party. I provide a fully immersive Foundry VTT experience, including extensive, high-detail maps with dynamic lighting, curated visuals, and atmospheric music and soundscapes. NPCs are portrayed with distinct character voices, and player backstories are woven directly into the narrative, creating personal arcs tied to Vecna’s schemes and the secrets you uncover. My GM style balances Rules as Written with Rule of Cool. Combat is tactical, challenging, and often deadly—especially at higher levels—but clever plans, investigation, and strong roleplay are consistently rewarded. Exploration and social encounters are just as important as combat, and not every problem can be solved with force. This is a choice-driven campaign. Players may seek to stop Vecna at all costs, manipulate his plans, or even embrace forbidden power and work within his designs. Multiple outcomes are supported, and if the group wishes, the campaign may continue beyond Level 10, exploring the long-term consequences of your decisions across the multiverse.
Homebrew rules
The following house rules are used to reinforce tension, reward roleplay, and keep combat fast and dangerous: Powerful Criticals: Natural 20s deal maximum damage. Critical Failures: Natural 1s may result in dropped weapons, self-inflicted harm, or collateral damage at the DM’s discretion. Potions: Drinking a potion yourself uses a Bonus Action Feeding a potion to an ally uses an Action Healing potions always restore maximum hit points Drinking more than one potion within an hour triggers Potion Toxicity, requiring a roll on the toxicity chart Combat Awareness: Simple skill checks (Perception, Insight, etc.) may be attempted as free actions during combat. Multitasking may impose disadvantage or other penalties. Inspiration: Inspiration dice can stack and are primarily awarded for committing to character traits, flaws, and roleplay—especially when doing so causes complications. Blind Death Saves: Death saving throws are rolled in secret, increasing tension when a character falls unconscious.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Pacts & Polyhedrals - Asmo creates a safe table
We will begin with a Session 0 to establish expectations, tone, and table norms before play begins. Instead of formal Lines & Veils documents, this game uses an Open Door Policy. Players may pause the game, step away, or raise concerns at any time—no explanation required. At the end of each session, we’ll use Stars & Wishes as a brief check-in and review. This gives players a chance to highlight what they enjoyed, express concerns, and suggest adjustments going forward. Communication is ongoing, respectful, and collaborative. Horror, high stakes, and difficult themes should be engaging—not uncomfortable—and adjustments can always be made to ensure the table remains a safe and welcoming space.
Content warnings
Safety tools used

