r/VecnaEveofRuin

Bringing children into DnD with Stranger things and Vecna

Ok so i have 2 younger brother 10 and 13, who enjoy stranger things and in turn become interested in DnD. They have recently asked me if I could teach them how to play and possibly DM for them. Which I don't have a problem with I have played DnD on and off since I was their age (28 now) and feel I could show them a good time. My problem is I noticed the Stranger Things: Welcome to the Hellfire Club is only levels 1-3, Vecna: Nest of the Eldritch Eye is level 3, and Vecna: Eve of Ruin is 10-20. I was curious on what the community would suggest to fill in the missing levels. I've considered starting with Welcome to the hellfire club to teach them the basics and how to play. Then go into the prequel. Followed by doing a "memory wipe" erasing their characters memory and starting them over at level 1 and starting Tombs of Annihilation and then going into Eve of Ruin. Is this a bad idea or would it work and keep the joy and interest high.

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u/Tyrvali10 — 5 days ago

Trimming down the campaign to finish it quicker - suggestions?

Hey!

I'm just starting to run this campaign as a follow-up to our Descent Into Avernus campaign. Unfortunately, it's looking like I'm going to be moving close to the end of the year, and I want to do what I can to keep this campaign succinct so we can ideally complete it before I move away.

I already have some enemies who will be working against the party that they have personal grudges with thanks to events of the previous campaign. I intend to have them, as a well as Kas, possibly, working against the party, to retrieve the rod pieces as well. I will use this to skip some chapters, namely Eberron and Krynn, as those have the least personal connections to our party. Have an encounter closer to the end where they will earn the other rod pieces, and leave that there.

Any other suggestions on ways I can speed along the campaign without losing some of the better moments? My party are never the type to get super distracted and are good at sticking to the objective, so for the most part as long as I can keep them on track we will likely move fairly quickly.

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u/legoindie — 6 days ago

Eve of Ruin - Mechanus Core (Final Battle)

Well, here it is. The final battle map for my (heavily homebrewed) Eve of Ruin Campaign.

The party is going to descend into the core of Mechanus, using the Rod of Order as an activation item for what's essentially a multiversal antivirus program to purge Vecna, who siphoned half of his soul out of his phylactery into the Plane of Order to try and make the entire multiverse his phlactery, and in the process making every creature in the multiverse an extension of himself. "The ritual in the Cave of Shattered Reflection was Plan A, but ultimately, why make the multiverse mine, when instead I could simply make the multiverse...me."

In order to do so, they will need to pass through demi-planes representing each of the realms they retrieved pieces of the Rod of Order from, using it to prime magical sigils (each of the players will be able to do so, utilizing different checks based on their skill sets) while also battling through what is essentially a boss rush of every major threat they've faced.

At the same time, Vecna will be using a physical avatar to battle them, one that can be killed but regenerated via Lair Action. Due to the amount of opponents and sheer length of the battle, each completed sigil will also grant some buffs, from partywide bardic inspirations, refreshes of class resources, healing and so on.

Hopefully this will give my party of 8 Level 20 Player Characters a challenge, though given how much the dice seem to love them, who knows! Regardless, I know that they're going to think it's rad as shit.

Images here are the map itself, and the map as it will look in Roll20 with Vecna, The Darkness of Eternity stationed at center stage.

And just for clarity, the demiplanes in order starting from bottom and going clockwise:

  1. Mechanus Core
  2. Toril (Underdark/Web's Edge)
  3. Astral Sea (Havok Interior)
  4. Eberron (Landro Interior)
  5. Ravenloft (Barovia Castle)
  6. Krynn (Draconic Fortress)
  7. Oerth (Tomb of Forgotten Souls)
  8. Avernus (Avernus Fields)
u/actorsAllusion — 9 days ago

Rerak seems too weak

My players did good about avoiding every fight in the tomb and didn't take a ton of damage from the traps and finished the session right as the crypt opened to see the Rerak on the throne.

Looking at the False Lich stat block and I'm convinced they will streamroll it so fast they won't get a chance to hear how unhappy he is.

I think I will use the Acererak stat block from ToA but remove a level 9 spell slot and his magic items.

I might also add in a lair action or two for funsies.

Anyone else do something like this and can offer tips?

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u/Logical_Door6704 — 13 days ago

Problem with the last battle

Ok here's my problem in a few words.

At level 20 the party will have a sorcerer with subtle spell and an archdruid which, if you don't know, will have the ultimate "I win" button:

Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

So, besides having infinite wildshapes (which is already incredible and not absolutely super OP), Vecna won't be able to use counterspell on him either. What do I do? Do you think it will be too easy for them? What do you recommend?

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u/Important_Ad_1126 — 12 days ago

Viable damage types?

Without spoiling the campaign, what’s a good way to think about damage types? Is a PC built around poison or necrotic going to be worthless? is doing radiant damage basically mandatory?

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u/DrRoguelove — 13 days ago