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WotC Vecna Eve of Ruin: Everything You Need To Know

WotC has posted a video telling you 'everything you need to know' about Vecna: Eve Of Ruin.

WotC has posted a 19-minute video telling you 'everything you need to know' about Vecna: Eve Of Ruin.
  • Starts at 10th level, goes to 20th.
  • Classic villains and setting, famous characters, D&D's legacy.
  • Vecna wants to become the supreme being of the multiverse.
  • Vecna is a god of secrets and secrets and the power of secrets are a theme throughout the book.
  • A mechanical subsystem for using the power of secrets during combat.
  • Going back to Ravenloft, the Nine Hells, places where 5th Edition has been in the last 10 years.
  • It would be a fun 'meta experience' for players to visit locations they remember lore about.
  • Finding pieces of the Rod of Seven Parts, pieces throughout the multiverse.
  • Each piece in one of seven distinct planes or settings.
  • Allustriel Silverhand has noticed something is wrong, puts call out to Tasha and Mordenkainen, who come to her sanctum in Sigil.
  • The (10th level) PCs are fated to confront Vecna.
  • Lord Soth and Strahd show up. Tiamat is mentioned but doesn't appear 'on screen'.
  • Twists, turns, spoilers.
  • It's a 'love letter to D&D'.

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I like it so far, but I'm a little disappointed his pre-lich backstory isn't fleshed out in any more detail than we've already had available. I like the inclusion of the artwork depicting the human Vecna and Kas, but I was imagining something quite different than what is captioned--- they appear to be adventurers or perhaps in the employ of a royal court. Obviously, a romantic relationship has been suggested, but the book is pretty silent on any specifics.
 


Reynard

Legend
Supporter
It has one main path. But there are multiple options in various chapters.
I guess what I was asking is this: The table of contents suggests that each chapter is sort of a mini-adventure along the way. Do they have to be played in order? And must the completed in one particular way for the party to move forward. Do choices made throughout the adventure have an impact on how the final showdown looks, or even if there will be a final showdown?
 

I guess what I was asking is this: The table of contents suggests that each chapter is sort of a mini-adventure along the way. Do they have to be played in order
The rod always points to the next piece. The DM could change the sequence, but what would be the point?
And must the completed in one particular way for the party to move forward
The players have to get the McGuffin, but there is some flexibility as to how they do it.
an impact on how the final showdown looks, or even if there will be a final showdown
TPK Vecna wins is an option. But if you mean “can a PC get off with one of the archmages?” that would be up to the DM to add.
 

Reynard

Legend
Supporter
The rod always points to the next piece. The DM could change the sequence, but what would be the point?
Player agency.
The players have to get the McGuffin, but there is some flexibility as to how they do it.
Cool
TPK Vecna wins is an option. But if you mean “can a PC get off with one of the archmages?” that would be up to the DM to add.
I mean, can they do something in Chapter 7 (or whatever) that significantly impacts the final showdown?
 

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