r/VecnaEveofRuin

This Saturday my party will face Vecna

This Saturday my party will face Vecna

We’ve been playing since December 2024.

I had to change many elements from the book to adapt it to the story I wanted to tell.

For Saturday, I increased Vecna’s HP and raised the save DCs.

I’ll also allow him to teleport throughout all the Cave.

I think these are important changes to increase the difficulty of the final encounter, considering that my players are experienced and love pulling off wombo combos.

Image generated by AI.

u/Unhappy-Sale-5742 — 2 days ago

A murder mystery in Sigil – Alternate Web’s Edge

Following a previous post here that explains the basis of this adventure. Of course, you may use this as standalone too.

https://www.reddit.com/r/VecnaEveofRuin/comments/1tih997/dmgnups_modified_and_expanded_veor/

My players are now alone in the Sanctum of Sigil with almost full access to it and the city too.

After a couple of days of expected exploring and frolicking, two letters arrive at the Sanctum, brought by a person working at a shop with magical pastries owned by Mordenkainen (Mordenkainen’s Magnificent Munchies, idea by mimir.net).

The following letters were made to fit their supposed writer’s style by AI and then cleaned up for inconsistencies and nonsense.

Mordenkainen,

I trust this reaches you before some well-meaning fool decides it ought not.

A curious matter has presented itself. A name has gone missing from the world, though not, it seems, from the world itself. Conversations slide away from it, records refuse to hold it plainly, and most minds—otherwise respectable minds—behave as though the absence were natural.

I would have dismissed this as some fashionable collective delusion, were it not for an item I recently acquired which I believe was meant for your attention. It is an old text, unremarkable to most eyes, yet it insists upon a single subject no one else appears capable of reading correctly. You would recognize the name immediately.

I find myself wondering whether you have noticed the same absence, or whether I am being afforded the rare privilege of singular inconvenience.

If your memory remains your own, I would appreciate the courtesy of confirmation.

—A’kin

And this is the second letter.

Mordenkainen,

You have not yet called at the shop, nor has my previous note disappeared, which I take as a rather poor sign.

I have continued my inquiries, discreetly where possible. The results have been less than encouraging. Certain names produce not ignorance, but discomfort—as though the mind recognizes a wound even when it cannot recall the blade.

That alone would be troubling enough.

Tomorrow, I have arranged to meet a githzerai psychic by the name of Dravax Thorn at the Styx Oarsman. He claims some talent for identifying injuries of memory and the sort of tampering polite company prefers not to discuss. I am not in the habit of trusting such claims, but one works with the tools available.

If you receive this and retain sufficient interest in the continued integrity of reality, I suggest you join us.

Try not to be late. It encourages optimism in the wrong people.

—A’kin

A’kin, the Friendly Fiend is an arcanaloth and owner of a magic shop introduced at Uncaged: Faces of Sigil book, from 2e and very popular in Sigil campaigns ever since. In this case he actually succeeded in locating and acquiring the Eye of Vecna. Knowing better than to use it, he has sealed it in a secret vault under his shop. He was protected by the effects of the Great Occluding and still remembers Vecna, which has actually earned him the attention of a cult cluster hiding in the Undersigil.

The Styx Oarsman is essensially the Sigil hangout for creatures from the hells. You will find enough info to populate this tavern on mimir.net

The PCs arrive to the Oarsman to find it besieged by two squads of Harmonium agents, mostly baring their teeth but not daring to act on their words, not with the bouncer being an actual cambion. The reason, there has been a murder in the Oarsman.

The players may choose to diffuse the situation and they can actually enter with a proper bribe. Tieflings and other demonic races enter freely, of course.

Otherwise, the arrival of Third Mover Special Investgator Harvm Ghex (yep, that’s also a NPC from mimir.net) changes the mood. Ghex is much more subtle, he tells the Hardheads to go away and claims jurisdiction over the case. He then has a talk-and-bribe with the bouncers and enters, while taking the players with him, especially if they mention A’kin.

Inside, they find the githzerai A’kin was supposed to meet, murdered.

- The gith is sitting on a chair with their back to the wall. They have fallen on the table.

- Medicine checks show they bear a puncture wound to the chest, probably dagger or bolt (the size of the table indicated it would be hard to reach them with a dagger from the other side while seated)

- Medicine and Poisoner’s checks indicate the presence of powerful poison. Something akin to dragon bile but also akin to spider venom. Unidentifiable.

- A hard investigation check reveals deep strap marks on the right forearm of the deceased.

- The barman claims A’kin arrived first. He also thinks they were seated on the opposite sides when he served the drinks. If the players miss this clue, Ghex might mention that it is strange for A’kin to enter the establishment and choose a seat that has him facing the wall instead of the room. He is after all an overly cautious demon. Which means there was probably a switch-up.

The next place to investigate is A’kin’s shop:

The front part of the shop has many magical objects and baubles, scrolls, contracts, potions. Valuable things are locked in chests. When foreign hands touch the chest a snout appears on the lid warning "I wouldn't do that if I were you, berk." The chests are obviously trapped.

The back of the shop is even more serious. It is protected by a magically locked door with multiple locks (to protect against the “Knock” spell, its important). When someone attempts to open it, the snout appears on the door saying "Its locked, master. Are you sure you are supposed to enter?" Beneath lies half a golden tray embedded in the door.

• The players may enter if they place Akin's letters to Mordenkainen on it. It simply opens without a word.

• If things from the shop are placed, the answer is "That's mine and not yours, cutter."

• If another person's belongings are placed It says "No. Not interested in things that are yours and not mine."

• If money is placed it says "You can buy many wonderful things here. But nothing as wonderful as entrance to a forbidden room."

• If trash or other disgusting things are placed: "Do you often find such antics to open doors for you, berk?"

As soon as they manage to enter the locked office they find the following clues:

• white feathers behind some furniture (Ghex will confirm A'kin has an erinyes assistant)

• a wrist crossbow on top of the main desk. The straps match the marks on the dead gith's arm. The crossbow has clips to hold two bolts on its body (artisan's tools check) but none of the bolts are present.

• specific books are left on the office desk or seem disturbed in their position on the otherwise neat bookcase. These involve different kinds of dragons, a couple of books on mundane poisoncraft and an oppened box with an infernal symbol on it (symbol of the Red Shroud, non identifiable from someone who is no expert on demons). The item is missing from the velvety interior. (A’kin is currently investigating the poison’s origins and is visiting a Red Shroud agent. The players might follow this trail to find him but I have not written anything on that direction yet).

• inside a locked display case lies a book about Vecna (the book A’kin spoke of in his letter). An arcana check reveals the case is trapped by an alarm spell. (A'kin will know if anyone opens the case)

I thought these clues were enough to solve the murder case. My players had a really hard time and eventually did not solve it, so part of the reason I made this post is to see what people think of it.

What follows is the solution of this case so read no further if you would like to think about it first.

A’kin met with the githzerai psion at the Styx Oarsman without knowing the gith was an agent of Vecna. The gith only wanted to confirm that A’kin remembers Vecna and tried to shoot him with a poisoned crossbow bolt from the wrist crossbow strapped on his arm and hidden in his sleeve. A’kin, always suspicious and always ready, reacted by using transpostion and swapping places with the gith (this idea came from an ability given to arcanaloths by Conflux Creatures). The gith took the bolt and died instantly while A’kin stole the crosbow as well as the spare bolt on it and set off to find the poison’s origins. Let me note the origin of the poison is actually Ker’Arach the spiderdragon, hiding in a cult of Venca hideout in the Undersigil instead of the Underdark.

As I said, my players did not even get close to this. I intended to let them simply reach the hypothesis that A’kin swapped places with the gith and Ghex was ready to offer a way to confirm that. Arranging a meeting with Shemeshka the Marauder (the only other permanent resident arcanaloth in Sigil) and subtly forcing her to use that ability.

In the end, my players decided to exclude any magical solutions because “the possibilities are too many”. I had Ghex solve the case, to everyone’s disappointment, including mine.

Before moving to the second part of this adventure, where I explain how the players were supposed to have Shemeshka reveal her abilities and what happens when they try to follow after A’kin who by this point has tracked the cult of Vecna into the Undersigil, I would like to ask for everyone’s opinions on this mystery. I feel like it has enough depth but my players really struggled with it and it could surely be better without becoming too easy.

u/Gnunups-216 — 2 days ago

Considering Running VEoR as a Mystery: Thoughts?

Hello all! I'm planning to run VEoR for the first time for my group and am wondering if I should run it as a mystery. Is this a good idea? Has anyone tried this? If not, how would you do it? (I obviously won't give them the actual name of the module, lol.)

Here are my thoughts: instead of being immediately linked to Vecna and learning about his plan, the players and the Wizards Three are made aware of something tearing apart the fabric of the multiverse, but aren't sure what. The campaign would be them following up on villainous leads (Lolth, Strahd, Takhisis, Acererak, Tiamat, etc.) while also searching for the rod pieces at Mordenkainen/Kas' suggestion, to "help maintain the balance of the multiverse."

The existing secrets in the module (which are very weak IMO) would be replaced with secrets about the villains, giving esoteric lore and possible motives for why they would want to rewrite reality. Maybe secrets about the Wizards Three as well, throwing suspicion on them and giving them MO's. Secrets about Vecna would surface in settings tied to him, like Greyhawk or Ravenloft. This way they won't cause undue suspicion, but still give the players a chance to learn more and potentially solve the mystery early.

I've also seen several suggestions in the sub to play up the "reality is gradually breaking apart" angle, with multiversal glitches becoming more prevalent and severe as time goes on. I think this would be great for establishing stakes and a ticking clock--it could also take the place of an active Vecna in the campaign so the players still have something to react to.

All that said, I'm not sure about this mystery idea yet. Could be interesting and give my players something to conspire about, but not having a clear and present BBEG could weaken the central conflict. What do you think?

reddit.com
u/dinnerpartydan — 3 days ago

Need help connecting Nest of the Eldritch Eye and Eve of Ruin!

Hello,

I DM for my brothers and am planning to run Nest of the Eldritch Eye and then something else because I don't like the idea of jumping. Is there another module you recommend running in the middle that I could slowly connect as well? I was thinking of purchasing the new Ravenloft, the Horrors Within and running like an anthrology and saying that the dread lords are connected to the cult/servants. I also don't want to reveal to the players that Vecna is the main villain at least for a bit. Any help would be appreciated thank you!

reddit.com
u/wrightyrights — 4 days ago

My plan to run Vecna Eve of Ruin

****SPOILERS AHEAD****

DMs - there has been a lot of great dialogue around making VEoR a better adventure for the players. Special thanks to GM Carlos (VEoR Remix), Leandro De Oliveira & Diego Lisboa (Companion), Christopher Hamwell (Evernight & Cult), & Dan Kahn (Tovag) and countless others i read, maps I bought, ideas shared.

Following is the high level plan. Any and all feedback is welcome!

-          Vecna already cast the Ritual of Remaking – the gods were unaware, and became aware when the ritual began, whereupon they are working to stop this

-          The Lady of Pain has been able to keep Sigil unaffected by the ritual

-          The power source behind the ritual, fed by secrets, must be disrupted to stop the Remaking; Vecna and his cult will protect this at all costs

-          Vecna needs his Eye & Hand to complete the Remaking – his cult is working to get these

-          Mystra empowered Alustriel to cast the Wish in Sigil, which she did as a ritual with Tasha & Mordenkainen to secure help to revert the multiverse back to what it was before the ritual

-          The Wizards Three disagree on what needs to happen: Alustriel wants the location of the power source, Mordenkainen wants the Sword of Kas, and Tasha wants the Rod of Seven Parts.  They each have their own reasons for wanting these.

-          Kas the Betrayer is trapped in Tovag, but his top lieutenant is Malaina.  She will figure out how to subvert the Well of Many Worlds in Sanctum while the adventures complete Tovag (now Chapter 8), enabling the Chapter 9 reveal

The goal is for the party to have agency to get the artifacts they believe will best help, for their to be disagreement among the Wizards Three leading to conflicting goals, and for Kas to still bust out and go after Vecna, oh and for multiple factions to be competing for everything.  All the while the multiverse is changing into Vecna’s new vision… Thanks for your feedback!

reddit.com
u/Dodge-or-Parry — 6 days ago

Ideas on tweaking the Eberron portion

This is going to be a bit more free form/speculative, as i haven't gotten nearly far enough in my running of this module to be thinking about eberron, but I've been having IDEAS and I need to share them with someone to see if they sound as good as i think they do (and also if the encounter would be as balanced as I'm hoping)

Basically, from what I've been seeing, of all the sections of this book, eberron feels like it's had the most thought put into it, and for that reason, most of the things I'm tweaking are AROUND the dungeon, and not the dungeon itself. I've been going through and trying to flesh out every location the players visit to make them feel more alive/true to their source- I've got THOUGHTS on the Krynn chapter but that's for another day- and in my mind, you can NOT include a chapter where the players explore the bowels of a giant mech that actually has a stat block in the eberron book and then just NOT follow through with a thing like that. So my idea is to just change the location from mount ironrot to Metrol, the capital of Cyre, and my reason for that is twofold. Firstly, the Colossus that's inactive there is just kinda leaned against a wall instead of phased into a mountain, so it will serve a much easier explanation of how they get it operating, and the second reason, I'll get to later. But metrol has a big lake right in the middle of it, so I'm thinking they get into the colossus, they find the rod piece, and then a literal kraken bursts out of the water, and then it's fantasy pacific rim.

And then, when they find out they have to go to barovia, they're conveniently located in the exact city where Cyre 1313 shows up occasionally.

There's a lot more I need to do to make it coherent, but anything that leads to piloting a fantasy Jaeger and fighting a massive water creature is worth it to me

reddit.com
u/JakeWalker102 — 6 days ago

Ideas to enhance Vecna campaign

TL;DR: Requesting feedback on some ideas I had to enhance the campaign.

I'm preparing to run Vecna: Eve of Ruin as my next campaign, and I'd love some feedback from other DMs because I'm heavily restructuring parts of it.

My previous campaign was Phandelver and Below: The Shattered Obelisk, I plan to have the players be asked by the Weavers to go on a mission again Vecna. The PaBTSO party will work in the background while the new party (same players) will start the new campaign.

Because of that, the new party will be introduced directly through the “3 archmages casting Wish” setup.

I’m also skipping Nest of the Eldritch Eye entirely.

Since the party is starting at level 12, I’m thinking of either:

  • condensing/skipping portions of the early VEoR chapters
  • heavily buffing encounters and enemy design so the early campaign still feels threatening.

One of my biggest goals is making Vecna feel MUCH more present throughout the campaign instead of mostly becoming relevant later on.

My Current Core Idea: “Relics of Vecna’s Past”

Instead of the PCs being random heroes, each character starts with a mysterious relic tied to Vecna’s history across older editions/modules of D&D (like DragnaCarta did on Curse of Strahd Reloaded). Those relics are tied to previous books of Vecna and represent the history of the lich.

The idea is that Vecna recognizes these relics because they represent failures in his control over reality.

Example Relics:

  • The Blade of the Lost Name: A fragment tied to Vecna’s original mortal identity before godhood.
  • The Shield of Broken Oblivion: A relic tied to defenses once used against Vecna’s reality-warping influence.
  • The Orb of Forbidden Truth: A remnant of the multiversal/cosmological events of Die Vecna Die!
  • The Cloak of the Erased Witness: A relic representing events Vecna tried to remove from history entirely.

Narrative Goal I want the relics to:

  • generate backstory hooks collaboratively with players
  • tie specific PCs emotionally to specific worlds in VEoR
  • create long-term investigation/mystery gameplay
  • make Vecna react dynamically to what the players learn

One player in particular LOVES investigation/mystery campaigns, so I’m trying to turn VEoR into more of a “multiversal conspiracy” campaign where:

  • clues repeat across worlds
  • history contradicts itself
  • Vecna actively rewrites reality
  • the players slowly reconstruct the truth

Forbidden Magic Mechanic

I’m also considering adding “Forbidden Magic”:

  • lost spells from older editions of D&D
  • difficult ritual casting
  • morally gray requirements
  • corruption mechanics

Examples: - sacrificing memories - permanent scars - soul fragments - reality instability

Using forbidden magic could: - attract Vecna’s direct attention - increase corruption - trigger visions/interference - make Vecna counterspell or manipulate reality around the party

Additional Idea: Feywild Expansion

I'm also considering to add a Feywild section, as one of my players really want to play that setting.

Would love feedback on:

  • whether this structure sounds sustainable long-term
  • possible issues with player agency
  • ideas for making Vecna feel omnipresent without being unfair
  • balancing level 12 start with VEoR
  • investigation/mystery structures that work well in long campaigns
  • whether the relic idea sounds compelling or overcomplicated

Any thoughts are appreciated!

reddit.com
u/theMarrow1 — 8 days ago

Death house question

My group are rapidly approaching the death house, and in my research and readings it seems that RAW this is somewhat disappointing.

My group are a hit first and ask questions through torture type group, and as such have done well at rolling through most situations presented to them, so Death House would be interesting I think.

However, I am worried about how to effectively make it a challenge, especially with two barbarians in a group of 4 players.

I had two questions if someone wouldn't mind giving me their opinions?

  1. If ran as it is, how could I effectively make it more challenging than just giving bigger hp pool or harder hitting?

  2. How about running the original death house, but the mists have dropped the group down to level 2 players instead?

Any and all advise guidance or thoughts would be appreciated 👏

reddit.com
u/Okish_DM — 8 days ago
▲ 67 r/VecnaEveofRuin+1 crossposts

Dragon's Pride [22x33]

Hi!

I have finished this map from chapter 8. here's the link for a higher-quality version for free on my Patreon : Dragon's Pride Map

I plan to make all the maps of this campaign. Don't hesitate to take a look and join the crew to see what's coming!

Have fun ^^

u/lumoel-astine — 9 days ago

How to make it feel like things matter/raising the stakes?

There's a sense of urgency to this campaign, where the search for the Rod needs to follow in short sequence of each other while the party tries to save the world. I"m not seeing much reflected of that in the world around it, however.

My party is invested in the storyline but I personally find consequences a little barren. What did all of you do to reflect the actions of Vecna on the world/the party? How should I go about him slowly unraveling reality in order to be remade? Or should I keep it all veiled in secrets and shadow?

TLDR; I need a way of showing that for example the Vecna cultists make actual moves, that the urgency the party has, has reason (more than pretty much Vecna waiting it out till they have the actual means to banish him)

reddit.com
u/Hiraethnightmare — 8 days ago

Timeline regarding Day of Mourning

Hello everybody!

Currently running the Chapter 4, and in the L2 in Landro, it says recently deceased humans. When does the chapter take place in regards to the Day of Mourning?

reddit.com
u/ChingyLegend — 8 days ago

The Riddle of the Rod

Given that the Rod itself serves as little more than a MacGuffin in the overall plot, I had thought about adding a point where the party has to make use of its powers.

My group is currently stalking through the corridors of Citadel Cavitius, and I thought I'd replace the Mirror Dance (from Vecna Reborn) with a series of seven trials/puzzles that while not being as simple as 'cast spell from rod' would at least be inspired by the individual parts.

Obviously, puzzles related to 'reverse gravity' and 'find the path' are fairly obvious, but I was having a little stumbling block over some of the others. Anyone out there got a suggestion or two to oil the gears of my rusted brain?

reddit.com
u/Shakalooloo — 9 days ago

Item Ideas!

Hello Glorious Hivemind!

I am starting an Eve of Ruin campaign with some of my regulars and I’m just wondering what kind/how many items you allowed them to have when making their characters?

We’re just doing the Eldritch Eye introductory one-shot at the moment so they’re only running level 3 characters that haven’t been fully fleshed out yet.
So was just wondering what you all let them have when making the level 10 characters.
Rares? Uncommons? Potions? Etc.

We’re doing a 1-3 year time skip between the one shot and the start of the actual campaign, so they’ll be pretty ‘established’ adventurers by the time we start for real.

Thanks for your input!

reddit.com
u/ChaoticGroot — 9 days ago