D&D 5E Almost at the end of Vecna: Eve of Ruin

MerricB

Eternal Optimist
Supporter
Tonight, my players will play what I expect will be our penultimate session of Eve of Ruin.

Or maybe it might be their last. I'm not sure how long the last chapter will take. (Just reading it, I'm pretty sure it'll be two sessions).

Overall, the campaign has been "fine", with some excellent chapters and some absolutely dreadful chapters.

Just going through it chapter by chapter, here are my ratings:

Chapter 1: Fine.
Chapter 2: Poor.
Chapter 3: (Spelljammer) Good (well, one-third good. the rest forgettable).
Chapter 4: (Eberron) Good (with reservations).
Chapter 5: (Ravenloft) Poor.
Chapter 6: (Dragonlance) Poor.
Chapter 7: (Greyhawk) Excellent.
Chapter 8: (Planescape) Very poor (some nice touches).
Chapter 9: Blink and you miss it. Poor.
Chapter 10: Excellent. As in, seriously good.
Chapter 11: We'll see!

It has been notable how few magic items have been given out - enough that my players have commented on the lack. And that the one chapter with decent items makes the players feel like colonialist scumbags if they take them. In other words, that portion of the design is horrible.

The adventure "works". But it doesn't feel that inspired. The involvement of Vecna is pretty much non-existent. (In retrospect, this may be good for the character; not being involved is far better than being involved and misused).

You can see my enthusiasm in all the blog posts I haven't written about the experience. (Or D&D at all, recently).

It's not like there isn't good design in there. I'm really pleased with the structure of Chapter 10, which allows multiple ways through and some interesting player decisions. And the Greyhawk "tomb" section shows that good dungeons can still come out of Wizards of the Coast.

But it's mostly on the dungeon level where they function. None of the higher-level scenario design that we expect. It's a collection of short stories, without that linking thread that made a lot of the early 5E adventures stand out.

Oh well. We finish the Monday before the 2024 PHB goes live for early access. We'll switch over to Kobold Press's Empire of the Ghouls for the next campaign, and we'll leave Wizards' underwhelming scenario design for a time.

Cheers,
Merric
 

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ECMO3

Legend
Tonight, my players will play what I expect will be our penultimate session of Eve of Ruin.

Or maybe it might be their last. I'm not sure how long the last chapter will take. (Just reading it, I'm pretty sure it'll be two sessions).

Overall, the campaign has been "fine", with some excellent chapters and some absolutely dreadful chapters.

Just going through it chapter by chapter, here are my ratings:

Chapter 1: Fine.
Chapter 2: Poor.
Chapter 3: (Spelljammer) Good (well, one-third good. the rest forgettable).
Chapter 4: (Eberron) Good (with reservations).
Chapter 5: (Ravenloft) Poor.
Chapter 6: (Dragonlance) Poor.
Chapter 7: (Greyhawk) Excellent.
Chapter 8: (Planescape) Very poor (some nice touches).
Chapter 9: Blink and you miss it. Poor.
Chapter 10: Excellent. As in, seriously good.
Chapter 11: We'll see!

I am currently on the Dragonlance chapter as a player, honestly I like it the best of all so far. I liked Eberron the least. So go figure.
 



FitzTheRuke

Legend
We finish the Monday before the 2024 PHB goes live for early access. We'll switch over to Kobold Press's Empire of the Ghouls for the next campaign, and we'll leave Wizards' underwhelming scenario design for a time.

Are you going to play Empire of the Ghouls with D&D2024, then?
 



Faxfire683

Villager
We'll switch over to Kobold Press's Empire of the Ghouls for the next campaign
I hope you enjoy your next campaign! My players have liked Empire of the Ghouls thus far, although I've been adding additional Kobold Press content because I enjoy Midgard so much, so the campaign has meandered a bit. I implemented Uncharted Journeys from Cubicle 7 in a pointcrawl structure for overland travel through Midgard and it's been a hit too.
 

MerricB

Eternal Optimist
Supporter
I hope you enjoy your next campaign! My players have liked Empire of the Ghouls thus far, although I've been adding additional Kobold Press content because I enjoy Midgard so much, so the campaign has meandered a bit. I implemented Uncharted Journeys from Cubicle 7 in a pointcrawl structure for overland travel through Midgard and it's been a hit too.
I have an odd relationship with Uncharted Journeys. I've used it a bunch, but mostly I think the encounters are great, but the framework is very underbaked.

We'll see if I keep to my "run it as directly as possible" mode, or whether Empire of the Ghouls tempts me to add side material.

Cheers,
Merric
 

Clint_L

Legend
I started out making minor changes and that has evolved into radically redesigning the entire adventure.

Kas isn't in mine (Mordenkainen is Mordenkainen); neither is Miska (I just hate the creature design, TBH; I think the miniature would make my players crack up rather than see it as a huge threat). Vecna is not trying to remake the Multiverse, he's trying to merge his consciousness across his various incarnations to give him greater access everywhere (so it's way less apocalyptic). My starting and primary setting is Exandria. Krynn is replaced by Hawkins, Indiana, 1980s (Stranger Things). (All my players are only familiar with Vecna through Stranger Things and Critical Role).

I've altered most of the encounters and rewards (with way tougher challenges and much more interesting magic items that become more level appropriate). Basically streamlined the narrative, with lots of options for players to make different choices, deals, etc. Heck, they can ultimately make a deal with Vecna if they want, and it won't break the setting.

So, yeah, I love the concept of a multiverse adventure spanning D&D's history, but I don't love the way the story was built.
 

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