Vecna: Eve of Ruin
Authors: Amanda Hamon, Makenzie De Armas, Ron Lundeen, Patrick Renie
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 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 and travel to Planescape, Spelljammer, Eberron, Ravenloft, Dragonlance, and Greyhawk as they race to save existence from obliteration.
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Vecna: Eve of Ruin Reviews (15)
See what other Game Masters and players are saying about Vecna: Eve of Ruin
As a long-time D&D fan, I really enjoyed the concept behind Vecna: Eve of Ruin. It feels like a 50th-anniversary whirlwind tour through some of the most important people, places, and ideas in the game’s history. The book leaves plenty of creative freedom for a DM to adapt and make it their own, which I appreciated. It’s rare to find a campaign that lets players start at such a high level, and that alone makes this one worth experiencing. It gives players the chance to really feel the full potential of their characters, to wrestle with moral decisions, and to interact with legendary figures in unforgettable ways. With the right DM, this adventure becomes an incredible experience. If you’re looking for a high-stakes, high-level adventure with lots of room for creativity, this is absolutely worth playing.
Lot of great dungeon crawls and potential in this adventure. Each of the realms feel unique from one another, the new monsters are vast and deadly. Though some of the bosses in each section leave a lot to be desired, including Vecna himself. If you get a DM who's not afraid of making homebrew, it's a grand time for friends.
Vecna is designed to be the epic conclusion to all your 5.0 campaigns. It brings you back to many of the worlds you might have already seen, making it a nice nostalgia tour. Starting at level 10 makes it the perfect follow up to almost all of the official 5e modules which tend to end between level 9-12. I recommend adding some Cult of Vecna encounters to your campaign prior to its conclusion to foreshadow the transition to Eve of Ruin. As a stand alone adventure, I recommend running a series of lower level one shots that put the party in conflict with the Cult of Vecna and drops some basic lore that the PCs should probably know even if the players don't. Levels 3, 5, 7, and 9 are well suited for such one shots as they give the players a chance to learn their PCs before the official campaign begins.
Vecna: Eve of Ruin is an epic, plane-spanning adventure that delivers high-stakes action, rich lore, and unforgettable locations. From the ruins of fallen civilizations to the depths of the Astral Sea, the campaign is packed with jaw-dropping moments and thrilling encounters. The influence of Vecna looms large, making for a compelling villain with truly terrifying ambitions. However, while the adventure’s scope is impressive, it sometimes lacks depth when it comes to player motivation. The pacing feels rushed at times, and certain plot points could use more development to fully engage the party. Fortunately, a skilled Dungeon Master can bridge these gaps, adding personal stakes and expanding on the story’s emotional weight. Overall, I highly recommend this adventure. With some careful adjustments, it has the potential to be one of the most memorable campaigns you’ll ever play.

