Hey folks! I'd like to weigh in as well. Our group is excited to play a game that actually goes to level 20 so I finally read through this adventure, and my opinion is: it's
bad.
I actually like that it feels like a Disney Theme Park ride through Avengers Endgame But D&D. The issue is that it's a veritable what's-what of bad adventure design: hyper-railroaded plot, idiot villain, zero personal stakes, dumb twist 2ndary villain, NPCs as signposts, the whole campaign is a fetch quest for an item that isn't needed - I mean it goes on and on, and the lack of player agency is frustrating. (I read one review that noted it should be easy to defeat most of the locations via dimension door - assuming you don't see through the dumb twist villain in chapter 2 and just skip to the end.) And having just finished the Tiamat campaign - another poorly written and extremely railroady game - where my players very nearly killed Tiamat in about 3 rounds, I was very wary of the stat blocks presented for the level 20 characters to face. BIG thanks to
@dave2008 for some well-crafted updates! (I wish I had seen that Tiamat before finishing the last campaign!)
Also, one of the top google results for Eve of Ruin is a WONDERFUL reddit post about how to transform the entire campaign into even
more of a time-travel plot except that it actually ties together and the macguffin is required. They are assembled and fight Vecna at the beginning, fail, and then have to go get the rod specifically to stop him, and Kas is openly helping them (and betraying them too). Vecna can interfere along the way, and even be defeated multiple times, but once they reassemble the rod they can go BACK to the "final" battle to stop him again.
So here's what I'm going to do:
lean in to the Avengers Endgame But D&D, and make it
personal. Instead of a theme park ride through different settings, my players are going to have a multiversal jaunt through many of our past campaigns, including Ravenloft, Witchlight, and homebrew stuff. Some of us have played together for over 20 years, so there's a lot to choose from - and not all of them are D&D! We've dabbled in Vampire, a Shadowrun-style Apocalypse World game, Delta Green, Mouseguard - and there will be at least a little bit of all of them. I've kept every player sheet that's ever been in a game I've run, so I still have all their names, classes, species, etc. The chapters can be reskinned or replaced, and there will be tiny snippets here and there of others.
Also, to help solve some of the other issues, I'm restructuring the plot like this:
Chapter one is about a rival cult that is trying to find out more about the cult of Vecna, and establishing that conjuration magic is weakened and doesn't work well. (Vecna's cult would never kidnap people and draw attention to themselves when they can just charm them, read their minds for secrets, and no one would be the wiser.) Fighting that cult leads to information that helps them find the Vecna ritual, and when that is stopped the group is shunted to the centralized base (a place in one of my games that is more personal than Sigil).
The assembled group of powerful NPCs (that are actually important to the party, instead of the Wizards Three, although one is still Tasha) let them know that Vecna has been compiling secrets for eons; he learned the secret that other worlds, even universes exist - and he's discovered that in exactly one of these, he rules supreme and all the other gods are dead. He has been gathering enough secrets on how this all works that he believes he can unmake the entire multiverse and keep only the universe where he is the only god, his rule is eternal, and he was never defeated.
The NPCs were trying to create a spell that would stop him but in the end it only summoned champions from across different universes. Fortunately one was Kas and he knows where Vecna would be: the Cave of Shattered Reflection on the plane of Pandemonium. It is the central vortex of all chaos. So the whole group goes there to stop him, because his victory is eminent! When they arrive, the battle starts, and they are completely wiped: but before they can all finally die, one important NPC manages to fly into the vortex and break the timeline (and destroy herself). This shunts them all back to the base.
At this point Kas reveals that he had a backup plan, based on what he knows about Vecna and his plans: re-creating the Rod of Seven Parts. It is the ultimate form of Law on multiple universes, so it should be enough to stop the ritual, which is the ultimate form of chaos. However, Vecna foresaw this of course and shattered it into 7 parts, each of which was flung into various universes and timelines. The casters get together and start to research where these parts may be; they believe the NPC's sacrifice gave them enough time to put it all together before Vecna can recreate the timeline he was just in. They're trying to figure out where all the parts are; the party is free to go about this however they want, but everyone else has been severely weakened and several of their universes are crumbling. The party is from a newer universe and it hasn't been completely mined of secrets by Vecna yet, so they still have the ability go on. Once the rod has been re-created, they can use the remaining bits of their combined powers to send the party back to the same point in the battle - without their help this time - and they can try to stop Vecna again.
The big problem with all this, though, is that teleportation magic has been locked down across the multiverse; Vecna has foreseen that someone might try to reassemble the parts and has stolen part of the Weave - the core of all time and existence - that aligns with conjuring. However, Tasha realizes that there's one way to travel that doesn't rely on conjuration: fey magic. Fey magic works on belief and whimsy, and not a fundamental law of the universe. She is able to use her future self to send the Witchlight carnival to their base, which can take them to all the places they need to go. They roughly choose the order, based on how their NPC allies are discovering the locations, and are occasionally ambushed while traveling by one of Vecna's incarnations that will end up shunting them into side universes from which they need to find a way out. Also, the other NPCs are gradually removed as they return to their timelines... which are fading away.
Once the party gets the rod, Kas will do his betrayal shenanigans, and once that's settled they can head back to the "final" battle. However, even beating Vecna here isn't enough: they know he'll just reform and probably try the whole thing again sometime in the future. The only way to make sure they stop him for good is to find his phylactery - and that must be located in the one place where Vecna would know it would still exist: in the universe where he is the only god. Fortunately conjuration magic has been restored, so the party can immediately head to the ultimate domain of Vecna for the REAL final showdown, and then destroy his phylactery once and for all.
It's corny and still a little railroady, but just as cinematic and much more personal. Just throwing this out into the ether for anyone who wants it!