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Vecna Eve of Ruin: Everything You Need To Know
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<blockquote data-quote="Retreater" data-source="post: 9339607" data-attributes="member: 42040"><p>Sure. Just keep in mind I haven't read the adventure myself, and this is just what I remember from the 2+ hour first look video posted by Roll for Combat.</p><p></p><p>[SPOILER="Supervillain"]</p><p>The party ends up in the Death House from Curse of Strahd (using the recycled maps from that adventure). After completing the quest, it's basically a repeat of what happened in the Death House during the CoS. Strahd then appears. If the party is traveling with a certain NPC, Strahd just hands over his piece of the Rod of 7 Parts and asks them to leave his domain.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Charisma check NPC"]</p><p>The party ends up in the Astral Sea and come across a Spelljammer vessel. The ship's captain has been injured defending her piece of the Rod - which is what is powering her Spelljammer. The party can make a DC 15 Charisma Persuade check to convince her to give up the piece - which leaves the ship derelict in the Astral Sea. She gives the party all the information to take the piece to get past traps and other encounters.</p><p>[/SPOILER]</p><p></p><p>There are other examples of why this adventure sounds like it misses the mark - most of it due to having 150 pages dedicated to actual adventure content that should span 10 high levels of play.</p></blockquote><p></p>
[QUOTE="Retreater, post: 9339607, member: 42040"] Sure. Just keep in mind I haven't read the adventure myself, and this is just what I remember from the 2+ hour first look video posted by Roll for Combat. [SPOILER="Supervillain"] The party ends up in the Death House from Curse of Strahd (using the recycled maps from that adventure). After completing the quest, it's basically a repeat of what happened in the Death House during the CoS. Strahd then appears. If the party is traveling with a certain NPC, Strahd just hands over his piece of the Rod of 7 Parts and asks them to leave his domain. [/SPOILER] [SPOILER="Charisma check NPC"] The party ends up in the Astral Sea and come across a Spelljammer vessel. The ship's captain has been injured defending her piece of the Rod - which is what is powering her Spelljammer. The party can make a DC 15 Charisma Persuade check to convince her to give up the piece - which leaves the ship derelict in the Astral Sea. She gives the party all the information to take the piece to get past traps and other encounters. [/SPOILER] There are other examples of why this adventure sounds like it misses the mark - most of it due to having 150 pages dedicated to actual adventure content that should span 10 high levels of play. [/QUOTE]
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Vecna Eve of Ruin: Everything You Need To Know
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