Vecna: Nest of the Eldritch Eye

Vecna: Nest of the Eldritch Eye

Prequel to Vecna: Eve of Ruin This adventure takes place in the city of Neverwinter, where a sinister cult has crept into the city’s bowls.

TYPE

One-Shot

LEVELS

3

LANGUAGE

English

EXPERIENCE

Intermediate

AGE

All Ages
Request to join
Send a request to join this game. The Game Master will review your application and reach out with follow up questions to see if you are a good fit for the table.
3 NEEDED TO START
$25.00

/ Session

Details

Once / Friday - 10:00 AM UTC

Apr 17

Session Duration / 2–3 hours

0 / 5 Seats Filled

Report Adventure

Money Back Guarantee

StartPlaying Money Back Guarantee

If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy

This game will begin once 3 players have joined
About the adventure

The city of Neverwinter stands proudly on the Sword Coast, west and north of Dessarin Valley. Fifty years ago, the city was nearly destroyed by the eruption of Mount Hotenow. Today, the city stands mostly rebuilt. It bustles with skilled tradespeople, intrepid adventurers, and hardy townsfolk. Leadership in Neverwinter falls to Dagult Neverember, lord protector of the city—and your employer. The city lacks a formal militia, so Lord Neverember often hires mercenaries and adventurers such as yourselves to keep the city secure.

Game style

Roleplay Heavy

Rule of Cool (RoC)

Combat Heavy

Meet the Game Master
DMs Guild Writer
Neurodivergent
Published Writer
Artist
Teacher/Educator
Game Designer

Less than a year on StartPlaying

Highly rated for: Creativity, Inclusive, Storytelling

About me

I have been adventuring in Dungeons & Dragons since 2007, guiding heroes through perilous dungeons, strange realms, and stories that linger long after the dice stop rolling. With nearly two decades at the table, I bring the instincts of a seasoned storyteller and the calm hand of a director shaping an unfolding narrative in real time. I began my adult life as a filmmaker, learning how to craft tension, pacing, character arcs, and cinematic moments. That background still shapes every session I run: battles feel dramatic, discoveries feel meaningful, and the world feels like a living story rather than a static game board. I have a PhD in the arts, deepening my understanding of narrative, performance, and collaborative creativity. The result is a style of Dungeon Mastering that blends theatrical storytelling, improvisation, and thoughtful worldbuilding with the unpredictability of the dice. Mechanics exist to support the story, not suffocate it. Clever ideas, bold risks, and heroic nonsense are welcome at his table. If a player comes up with something brilliant, absurd, or spectacular, chances are the answer will be yes. Whether you’re a brand-new adventurer or a veteran hero, mygames are designed to be welcoming, dramatic, and unforgettable.

View Profile →
Character creation

Creating your character

Create a Level 3 Character on D&D Beyond

What to expect

Preparing for the session

Please ensure you have a D&D Beyond account, Discord, and a level 3 character.

What Brad brings to the table

I run games that feel like a living storybook you get to scribble in. Expect a strong focus on character-driven storytelling, where your backstory actually matters and the world reacts to your choices. I lean into immersion with character voices, distinct NPC personalities, and ambient music that shifts with the mood, from quiet tavern murmurs to the tension of a torchlit dungeon. Combat has weight, but it does not drag. I aim for encounters that are tactical and meaningful without becoming a slog, where positioning, teamwork, and creative thinking shine. I sit somewhere between Rules as Written and Rule of Cool. The rules provide structure, but if you come up with something clever, cinematic, or just plain fun, I will usually find a way to make it work.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Brad creates a safe table

“Lines and veils” is a simple safety tool used in tabletop RPGs to make sure everyone at the table feels comfortable with the story being told. Lines are hard boundaries. These are topics or content that will not appear in the game at all. If something is a line, it is completely off the table, no exceptions, no fade-ins, no surprises. Veils are softer boundaries. These are things that can exist in the world, but we do not describe them in detail. If they come up, the scene “fades to black” or cuts away. The idea is that the content is acknowledged without being lingered on. For example, a group might set a line on graphic violence toward children, meaning it never appears. They might set a veil on romance or intimacy, meaning it can happen but is not described explicitly. The goal is not to limit creativity. It is to build trust. When players know their boundaries will be respected, they are far more willing to engage, take risks in roleplay, and invest emotionally in the story.

Content warnings

Safety tools used

Frequently asked questions