So I am planning on running Die Vecna die after the current campaign arc (curse of strand) 5e. I was wondering after stopping Vecna from ascending to godhood what can I possibly follow that up with so it doesn't feel like they've gone from "a save the world quest to bring this hay to Farmer Debby quest". I know that the whole module ends with the planes in turmoil which I guess I could play off of that but I feel like it's very hard to top such an adventure. Also was thinking of having that be the ending point for this group of characters and have them roll up a new party of heroes to deal with the effects of the end of the module.