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Vecna: Eve of Ruin

Vecna: Eve of Ruin

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.

Authors: Amanda Hamon, Makenzie De Armas, Ron Lundeen, Patrick Renie

Game System

Dungeons & Dragons 5e

Release Date

5/21/2024

Themes

Gritty Fantasy
Horror
Mystery
Survival

Details

4-6 Players
80-100 Hours
20-25 Sessions
Levels 10-20

Vecna: Eve of Ruin Reviews (13)

See what other Game Masters and players are saying about Vecna: Eve of Ruin

Brian Dombrowski avatar

Brian Dombrowski

New review

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.

GM Jorge - The Dungeon Dad avatar

GM Jorge - The Dungeon Dad

New review

Ran 58 sessions

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.

Andrew  avatar

Andrew

New review

Played 3 sessions

Great fun! Have finished, but I'm having a great time. My DM says that hes had to do a bit of set up for the outset to make more sense, as he felt it was pretty abrupt. But regardless, I'm having fun.

Rich avatar

Rich

New review

Played 23 sessions

Great Module. So much fun playing higher level characters

Belle avatar

Belle

New review

Ran 71 sessions

Vecna Eve of Ruin has a lot of potential. As written it is a nice way to show people who are new to dnd or have not played in many different adventure settings the different options out there. You get a taste of Spelljammer, Ebberon, Barovia, etc. However, these excursions are not very fleshed out as written and can feel a bit like fetch quests/pit stops on your journey to stop Vecna. With some extra work by the DM however, it can be a fun adventure that exposes players to new and exciting areas as they travel across the multiverse.

Lultharion Gm avatar

Lultharion Gm

New review

Ran 50 sessions

it's an epic high level adventure, but with a lot of needed modifications to the storyline. things are missing from the early and late game that were promised by previous adventures and are barely mentioned. most of the fixes can be made relatively easily. when running it. I made some changes in the beginning and the end for connecting it to some things that were floating around in previous campaigns. the original vecna statblock it's however very weak for a lvl 20 party. i put it in the tomb of horrors part (which was modified beyond that originaly in the campaign to be apropiate challenge) and it still lasted very little. i'm close to ending it with my very modified version but it was neede to improve vecna properly to make it feel like a lvl 20 final boss and an evil god of the multiverse. the idea and structure mostly work

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