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Wizards Goes Big with Vecna: Eve of Ruin

For its first book of D&D's 50th anniversary year, Wizards is going big with a multiverse-spanning, multiverse-threatening adventure where players will face off against one of the game’s most legendary villains.

For its first book of D&D's 50th anniversary year, Wizards is going big with a multiverse-spanning, multiverse-threatening adventure where players will face off against one of the game’s most legendary villains. Designed for characters level 10-20, Vecna: Eve of Ruin is a 256-page book that takes players from the Forgotten Realms, Spelljammer's Astral Sea, Eberron, Ravenloft, Krynn, Greyhawk, Avernus, Pandemonium, and Sigil for a grand adventure.

Vecna Alt Cover Front Back Hydro74 cropped.png

Very High Stakes​

While the Vecna from Stranger Things is firmly a villain in the horror mold, V:EoR is more a high stakes – very high stakes – adventure with horror elements. It's also a ticking time-clock adventure, so while players will visit many D&D realms, they won't have time for the scenic tour.

V:EoR is a little different than many 5E adventures, though. First, it doesn't have any new options for players. Because the adventure is so big and player characters can be from any setting, including homebrew, there already is a wealth of options.

Second, the entire book is under a spoiler warning, with this admonishment right at the beginning: “The information in this book is intended for the Dungeon Master only. If you’re planning to play through the adventure with someone else as your DM, stop reading now!”

As a result, I'm going to go lighter on describing the story than I usually would because putting this entire review under a spoiler mask seems a little excessive. But I will discuss things about the initial premise and a few major points that have already been revealed in the Wizards' own promotional videos.

Aside from the story, V:EoR has 43 monster stat blocks, some quite creepy like the mirror shade and the spiderdragon. It also has nine stat blocks for the 11 famous NPCs in the Character Dossier. Why only nine? D&D 5E does not stat out gods, though it makes an exception for Vecna, since he's the big bad.

Tasha gets a new stat block from the one she has in The Wild Beyond the Witchlight because she sends a younger version of herself from her timeline to help – more on that in a minute. So V:EoR features Tasha the Witch, with early versions of the spells she is so famous for with a lower CR stat block. Strahd also gets a new stat block.

The Character Dossier ensures that even newcomers to D&D or returning DMs, will have the information they need about iconic characters at their fingertips. It includes Miska the Wolf-Spider's first 5E stat block. I'm purposely not naming all of the characters in the dossier to avoid spoilers.

Mirrorshade from Pandamonium cropped.png

A Vecna Refresher​

If you think Vecna is just the psychic bad guy from Stranger Things, you're missing out. The “real” Vecna is one of the most infamous villains in D&D.

Vecna began in the earliest days of the game as a brief comment about magical artifacts called the “Hand and Eye of Vecna” in 1976's Eldritch Wizardry by Brian Blume. Vecna was likely inspired by Michael Moorcock's first trilogy of short novels about the eternal hero Corum: The Knight of the Swords, The Queen of the Swords, and The King of the Swords. Corum is the last survivor of his race, a vaguely elf-like people hunted by humans. Corum himself is captured but escapes, but not before the humans torture him by gouging out his left eye and chopping off his left hand. As for Vecna's name, it's an anagram for Jack Vance, who was hugely influential on D&D's magic system.

Vecna started out in Greyhawk as a wizard so evil, Orcus, the demon prince of undeath, taught him the spell to become a lich. Later, however, Vecna gave Kas, the warrior at his right hand, an evil intelligent sword that helped to turn Kas against Vecna, or just accelerated his betrayal.

In an epic battle, depicted in art within V:EoR, Kas cut off Vecna's hand and eye, which became the infamous artifacts. But despite being gone for centuries, Vecna was not dead but gathering strength to re-emerge. The devotion of his cultists led to his ascension as god of secrets.

Wizards Three by Irina Nordsol.jpg

Starting a High-Level Adventure​

If your party is already at or near 10th level, your group can switch over to V:EoR fairly easily or with a precursor adventure to fill the gap between their current level and 10th. The current setting for your group doesn't matter due to how the adventure begins, and they'll be traveling between realms anyway.

If you're starting entirely fresh, pick an adventure to run first (assuming you don't want to just jump to 10th level), that will take the characters from 1st to 10th. Curse of Strahd is one option, since the players will end up at Death House and face off against Strahd. Having some history between them could be interesting, especially since Strahd doesn't necessarily have to be defeated for the V:EoR to succeed in their objective.

And, of course, another option would be a sort of mashup approach. Pick a combination of shorter adventures from anthologies like Candlekeep Mysteries, Keys from the Golden Vault, and Journeys Through the Radiant Citadel; any of these adventures can set the stage for V:EoR.

V:EoR
also provides instructions on how to run the first chapter for characters that are 7th, 8th, or 9th level, which is a bit of a preamble for the characters before they know Vecna's involvement. This way if you have established characters short of 10th level but want to dive straight into V:EoR, you can.

Eberron by Claudio Pozas.PNG

Vecna's Scheme​

Alustriel Silverhand, one of the Seven Sisters and daughter of Mystra, goddess of magic, makes her first appearance in 5E in V:EoR. Closely connected to the weave of magic, she has noticed something is very wrong and that Vecna is involved. She summons her allies Tasha and Mordenkainen to her sanctum in Sigil, the City of Doors.

Together, the three wizards discover that Vecna is trying to rewrite the entire multiverse to his will, so they cast a wish spell in the hopes of reversing his progress and revealing the location where he is performing the ritual. The trio is surprised when the player characters appear before them.

While the wizards have been working to uncover Vecna's plan, the player characters have been pursuing the culprit behind the kidnappings of notable people in town. This segment is set in Neverwinter, with some juicy political secrets, but it wouldn't take much effort to relocate to an equivalent city in another D&D realm or your own homebrew campaign. It's also fairly easy to keep the action in Neverwinter yet work out why characters from Eberron, Spelljammer, etc. are there, if you wish.

A “Purpose in Neverwinter” table provides ideas for why the characters are in the city. A “10th Level Backstory” table also provides inspiration if needed.

What the players discover is that Vecna's cultists are behind the kidnappings, magically pulling the secrets from their victim and transferring that power to their lich god. Vecna, in turn, plans to use the power of those secrets for his Ritual of Remaking to recreate the multiverse.

rod of 7 parts.PNG

Thwarting a God​

It is during their rescue attempt that the wizards' wish spell takes effect while the players are disrupting a ritual to send Eldon Keyward's secrets to Vecna. This creates a psychic link between Vecna and the player characters, which makes them the perfect heroes to thwart Vecna's plans.

Because of this Link, the party are literally the only people in the multiverse who can stop Vecna and save the multiverse. Even better, Vecna is unaware of the link. Since Vecna is the god of secrets, the players gain the Vecna's Link benefit. It allows them to collect and “spend” secrets to gain a boon. Any unspent secret at finale of the adventure can be used in the fight against Vecna.

Meanwhile, Mordenkainen has figured out where the first piece of a very powerful artifact is, one he says has defeated Vecna in the past. The Rod of 7 Parts is a legendary magic item, first appearing in a 2nd Edition module called The Rod of 7 Parts. The back of the alternate V:EoR cover by Hydro74 depicts symbols for each of the seven parts.

The rod was created by the Wind Dukes of Aaqa, a.k.a. the Vaati, beings of ultimate law, to fight a demon lord called Miska the Wolfspider. The Rod, then known as the Rod of Law, was used by the Wind Dukes used it to imprison Miska in a demiplane. But the Rod shattered into seven pieces and scattered throughout the multiverse.

Most of the adventure consists of traveling from realm to realm to collect the seven pieces, through combat or other means. The D&D team didn't skimp on imagination for these excursions. For example, the Eberron portion mostly takes place inside a gigantic, ancient, bipedal warmachine.

Recreation of Dragon Magazine 402 cropped.png

Art & Maps​

Wizards gave V:EoR a larger art budget than usual, and it shows. From magic item illustrations by Couple of Kooks that almost look like you could pick them up, to epic artwork of Kas and Vecna's legendary fight by Chris Rahn (or a perversely cheery piece of art of the then-living Vecna and Kas plotting to take over Oerth by Lily Abullina), and everything in between, the book looks great.

Monster art ranges from the appropriately creepy Miska the Wolf-Spider by David Auden Nash to the unnerving Mirror Shade by Zuzanna Wuzek. The portrait artwork of the NPCs, like one image of Tasha, Mordenkainen, and Alustriel by Irina Nordsol, presumably after they realize the scope of Vecna's plans, is just lovely.

Both versions of the cover are very effective for setting the mood. The regular/mass market cover by Kieran Yanner is Vecna in “rage-enta” tones, furious, vile, and intimidating. The metallic gold and silver inks on matte black of the limited release cover for game stores by Hydro74 is striking.

The maps by Francesca Baerald and Dyson Logos are detailed and complex without sacrificing clarity. Baerald made full-color maps that are eye catching, including one for a magical sailing ship from the Spelljammer section. Logos' work is just as impressive, though in different ways. For example, his map of the damaged Eberron warmachine features fluid dripping down through the structure, an imaginative and almost whimsical choice that adds flavor to the map. His redo of the CoS Death House maps are faithful yet fresh.

Greyhawk NPC by Nikki Dawes.PNG

Is It Worth It?​

Overall, I like V:EoR. It has a grand sweep appropriate for the 50th anniversary of the game and the 10th anniversary of 5E. As a high-level adventure for an edition that rarely went above 10th level, it works well, with some epic fights at the end. Yet the book doesn't rely only on combat. It has a nice mix of moral dilemmas and juicy role-playing opportunities. And while the initial setup seems straightforward, there's enough mystery and betrayal to keep players guessing.

I really like that lead designer Amanda Hamon and the team thought about little details that make the adventure more playable. The Character Dossier provides much-needed background material instead of having to root through D&D wikis or older books. A Secret Tracker helps manage that mechanic. The tables to help explain why the characters are in Neverwinter and possible backstories are also helpful.

But I hate the ticking clock aspect of the adventure. I understand the game design purpose for it, and I think it works much better here than it did in Tomb of Annihilation, but I still find "progress clock" scenarios annoying. I'm also not fond of Vecna as a villain or a plot device.

And yet Vecna: Eve of Ruin is a really well-crafted adventure. I rate Vecna: Eve of Ruin as an A-. If you're a fan of Vecna and don't mind progress clock mechanics, it might be an A.
 

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Beth Rimmels

Beth Rimmels

Echohawk

Shirokinukatsukami fan
They were the examples that seemed to get the most pushback from what I could see, which was an attempt to illustrate the point that it's mostly the unhinged stuff that people call out.
I'm mostly a fan of WotC's overall custodianship of D&D, but honest enough to acknowledge that there have been plenty of missteps warranting criticism, so I'm totally okay with criticism of WotC. I prefer honest criticism that doesn't rely on "facts" which are entirely made up or which are from unreliable sources, but I don't mind criticism of WotC that is entirely opinion, as long as it isn't trying to pass itself off as objective or based on facts. Everyone is entitled to an opinion!

However, I'm much less okay when people use a thread about a particular product (like this one) as an opportunity to (again) post general criticism of WotC that is entirely unrelated to the product under discussion. By all means, tell me that you don't like the approach or style of Vecna: Eve of Ruin in this thread. But if you insist on bashing WotC for things that have nothing to do with this book, please go do it in a different thread!

And, just to make sure that I'm practicing what I preach, I have to say that I'm disappointed by the almost complete lack of Vecna lore in an adventure supposedly all about Vecna. The small bit of Vecna's backstory we get doesn't tell us anything new, and if anything, confuses some of what we've already been told about Vecna in fifth edition. I also don't really like the overall linear structure or patron twist of Eve of Ruin. But, despite that, there is plenty I do like about this book. The Eberron chapter is wonderful, and easy to repurpose as part of a completely different campaign. I also love the idea of the demiplanar unrealities that Vecna has created as trial runs for his efforts to reshape the multiverse. That's totally something I'm stealing for future use.

For me, Vecna: Eve of Ruin falls into the same category as almost every other fifth edition large adventure: There are lots of ideas, encounters, locations, NPCs and monsters that I can mine and use in my own campaigns, but I would not want to run the actual adventure.
 

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MNblockhead

A Title Much Cooler Than Anything on the Old Site
There have been lots of attempts. And they've failed pretty spectacularly. And it's because RPG adventures are doing more things than you expect.

They need to be read before being played. And then they need to be usable at the table.

An adventure that reads very poorly before being played doesn't get played. The potential DM has to think it's worth it.

So they have to read well. And that often conflicts greatly with being playable at the table.

But it's not just that it - a DM has to understand how the adventure fits together. That is again a competing goal against making a single encounter easy to run. The larger and more complex the adventure, the more difficult this becomes.

The D&D adventures today ARE clearer than the early attempts, but there isn't all that much difference between them because the basics laid down in the early years were indeed correct. There are a few styles of adventure that you can divert from this structure, but there are always tradeoffs.

Cheers,
Merric
Yeah. True. This gives me another perspective of the potential value of what Beadle and Grim are doing. I thought of them as mainly bling for whales, and they are, but from what I've seen in reviews and photos, they do seem to make aids to help run the adventures buy breaking up the book into bookless (have the monster and NPC stats in a separate folio), cards, and other play aids. If I could buy the play aids and reformatted adventure material without the premium props, I would would consider it. I have found some of the DM aids for adventures on DMs Guild helpful. But it adds to the cost of running the adventure. I don't see WotC publishing separate quick lookup booklets and aids for their adventures because then people would be upset with them because it should be in the adventure.
 

I'm mostly a fan of WotC's overall custodianship of D&D, but honest enough to acknowledge that there have been plenty of missteps warranting criticism, so I'm totally okay with criticism of WotC. I prefer honest criticism that doesn't rely on "facts" which are entirely made up or which are from unreliable sources, but I don't mind criticism of WotC that is entirely opinion, as long as it isn't trying to pass itself off as objective or based on facts. Everyone is entitled to an opinion!

However, I'm much less okay when people use a thread about a particular product (like this one) as an opportunity to (again) post general criticism of WotC that is entirely unrelated to the product under discussion. By all means, tell me that you don't like the approach or style of Vecna: Eve of Ruin in this thread. But if you insist on bashing WotC for things that have nothing to do with this book, please go do it in a different thread!

I totally agree, your second paragraph was what I was trying to get at.
I feel like it's the negativity that has nothing to do with the product at hand that gets the most pushback.
It can also undermine genuine criticism when it's just the same broken records playing the same tunes why they hate WotC, ad nauseam.
 

TheSword

Legend
That crowd definitely came out of the woodwork for this thread: D&D General - Bob World Builder Recreates WOTC's "Do You Like Me?" Survey!
Well that was a pretty much a hatchet job since the moment it came out. I particularly like how his outcome video mentioned how biased the numbers were going to be because of the way it was promoted while simultaneously calling the video ‘Player Data Doesn’t Lie’. He also had a banal grin on his face as he was relaying the data his video had garnered, like it was a really good thing that he thought people hate WotC?

Then came the kicker… Oh wow… another streamer trying to sell their own Kickstarter. Quelle Surprise. Now I understand the grin.

Ironically I disagree with many of WotCs design decisions. I was thoroughly turned off by a two year window around Strixhaven or so where I though adventures we’re drifting away from what I enjoy.

I do however defend their right to run a company like a company. I also believe that trying things and in some cases making mistakes as a company is a way to learn and improve. While many in the community seem to think making mistakes is an unforgivable crime deserving of hatred.

I judge each product on the merits in front of me and Planescape, Golden Vault have both been spot on for me. I’m strongly suspecting I’d feel the same about Phandelver and Vecna except I’m not reading them as I hope to be a player.
 


Remathilis

Legend
Well that was a pretty much a hatchet job since the moment it came out. I particularly like how his outcome video mentioned how biased the numbers were going to be because of the way it was promoted while simultaneously calling the video ‘Player Data Doesn’t Lie’. He also had a banal grin on his face as he was relaying the data his video had garnered, like it was a really good thing that he thought people hate WotC?

Then came the kicker… Oh wow… another streamer trying to sell their own Kickstarter. Quelle Surprise. Now I understand the grin.

I'm sure there are lots of unbiased opinions in the RPG sphere, but I tend not to believe they are unbiased when their first is telling me what is wrong with WotC and in the second selling me the cure with a Kickstarter.
 

Umbran

Mod Squad
Staff member
Supporter
I'm sure there are lots of unbiased opinions in the RPG sphere

There are probably lots of opinions in the RPG sphere that don't have some specific bias we might care to name - say, not biased by a strong judgement for or against the company overall coloring the report on the adventure.

But, that same person who is neither highly for, nor against, WotC in general will have other opinions (about playstyle, or themes, or whatever) that are likely to bias their thoughts.

Asking for no biases is an unreasonable request.
 

Remathilis

Legend
There are probably lots of opinions in the RPG sphere that don't have some specific bias we might care to name - say, not biased by a strong judgement for or against the company overall coloring the report on the adventure.

But, that same person who is neither highly for, nor against, WotC in general will have other opinions (about playstyle, or themes, or whatever) that are likely to bias their thoughts.

Asking for no biases is an unreasonable request.
Maybe that was a poor choice of words. I meant to say voices with no ulterior motives behind them. That is to say they aren't giving an opinion they are getting paid (directly or indirectly) for. That is as true for influencers who are on WotC's payroll to shill products (while hiding that affiliation) as it is for people running independent blogs that trade in salacious gossip and harsh criticism for clicks and to promote their own projects.

Bias I can handle as long as it's honest about it. But there are too many in the RPG sphere (or any sphere for that matter) that aren't giving an honest assessment, but a financial investment.
 

Mournblade94

Adventurer
But I'm rolling my eyes hard on stuff like, "What? WotC has no respect for fans of older settings! I mean, really, werewolves in Krynn!?!?!"
Its not that. Nobody working on these books has any knowledge of settings. And it shows. That's the thing. They fired Mike Mearls, and then quietly moved him off of D&D Development before that because people on Twitter were upset for nothing.

If youre going to do a Dragonlance adventure is it that hard to realize Werewolves aren't in the setting? That's a BASIC level of expectation. I don't think WOTC hates older players. Chris Perkins is too busy to police this sort of thing and new freelance creators just don't know the setting.

This is why, I am anticipating Greyhawk for 5e is going to be a map with names and nothing more. The new creators don't care about the older settings, and WOTC is putting no monetary requirements on them to do so by letting Canon errors go by.

Canon is important to hobbyists and if they are giving you their money pay attention to it.
 

Well that was a pretty much a hatchet job since the moment it came out. I particularly like how his outcome video mentioned how biased the numbers were going to be because of the way it was promoted while simultaneously calling the video ‘Player Data Doesn’t Lie’. He also had a banal grin on his face as he was relaying the data his video had garnered, like it was a really good thing that he thought people hate WotC?

Then came the kicker… Oh wow… another streamer trying to sell their own Kickstarter. Quelle Surprise. Now I understand the grin.

Ironically I disagree with many of WotCs design decisions. I was thoroughly turned off by a two year window around Strixhaven or so where I though adventures we’re drifting away from what I enjoy.

I do however defend their right to run a company like a company. I also believe that trying things and in some cases making mistakes as a company is a way to learn and improve. While many in the community seem to think making mistakes is an unforgivable crime deserving of hatred.

I judge each product on the merits in front of me and Planescape, Golden Vault have both been spot on for me. I’m strongly suspecting I’d feel the same about Phandelver and Vecna except I’m not reading them as I hope to be a player.
Yeah. I have only bought five adventures since 2014 from WoTC. I tend to prefer home brew but occasionally will use some 3PP material. But I never feel the need to make it personal like they aren’t making adventures for old school players (I am almost 40 and have been playing since the mid 80s). I just buy what I like and understand that not everything fits my tastes.

But it isn’t just WoTC. I bought almost everything KP published until they started focusing on ToV and all but abandoned Midgard material. There is an ebb and flow to all things and I don’t have to hate on anyone just because my taste may diverge from what they publish for a spell.
 

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