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 don't have the adventure yet, but I am a bit surprised that a design group that said the Dragonlance adventure drew inspiration from the old Gold Box CRPG Death Knights of Krynn didn't draw inspiration from Dark Queen of Krynn and use the high level enchanted draconoans from that game. They were a pain to deal with after dozens of combats, but a few here and there in a short adventure would work fine. The odd thing is that I don't see any 5e conversions of them anywhere, even on the DMs Guild. I might have to homebrew some at level-appropriate CRs...
 

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FitzTheRuke

Legend
I don't think so, and even if we did, idgaf about that complaint. I want lances.
Fair enough.

I think that there would be a great divide between people like you, who want Lances (and I think you all would have a great point, it being Dragonlance) and people who want to remain "true to cannon" with the Lance being both rare and in the hands of very specific people.

I'm not saying you're wrong and they're right, but I do think that we'd see complaints either way. But then, so what else is new?
 

Here are the enchanted draconian stats from the Dark Queen of Krynn journal

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They would have to be updated to 5e rules and match with the updated base draconians, some of which have different powers now, but they would definitely be interesting as foes for a higher-level Dragonlance story...
 

Parmandur

Book-Friend
My biggest complaint about 5e adventures, which I think are generally good either "at their core" or "on the surface" depending on how you look at it, is that they try to cram WAY too much into their page count, and wind up cutting out really important "breathing room".

If they tried to do LESS, well then, I believe that they could do MORE.
Well, their greatest strengths is that the overall structure is half-baked so it is easy to remove pieces for other purposes. But then their greatest weakness is that the structure is half-baked and not always easy to juat play out or the hate without some work.
 

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