Vecna’s back, and, as always, he’s up to no good.Vecna: Eve of Ruin will take your players from levels 10 to 20 as they attempt to stop the legendary lich’s ritual to remake all of existence.
This climactic adventure will whisk you and your players across the multiverse, from the Forgotten Realms to Eberron, Dragonlance, Planescape, Greyhawk, and more, as they track down the means of thwarting the Whispered One.
Let’s take a look at what this epic adventure has in store:
Play the Prequel Adventure Today!
In Vecna: Nest of the Eldritch Eye, you'll investigate a nefarious cult preparing a deadly ritual. This adventure will introduce your party to Neverwinter, the starting point for Eve of Ruin, and may even offer a glimpse into Vecna's evil plots.
You can get your copy today in the D&D Beyond marketplace for $4.99!
What to Expect in Vecna: Eve of Ruin

This 256-page book contains everything you need to run a desperate, plane-hopping race against time for high-level adventurers. On top of the included story, Dungeon Masters will be armed with over 30 stat blocks for new, challenging monsters, plus lore-filled dossiers on legendary D&D figures that can be used in this campaign and future adventures.
DMs with a Master-tier subscription will even get access to all 32 maps and monster tokens in D&D Beyond Maps. This means you can spend more time with your party in a daring struggle against evil, rather than prepping for your sessions.
Archmages, Assemble!
When the Lich-God Vecna shows up to destroy the entirety of existence, you can bet that legendary heroes will set aside their own goals to contest the Undying King.
DMs will not only get to control this all-powerful lich as he attempts to bend the multiverse to his will, but they will get to take up the mantle of famous archmages as they work with the party to foil Vecna's ritual.
Play as High-Level Heroes
Vecna is a major league villain, which is why characters from this adventure will start at 10th level and need to get to 20th level to have any hopes of taking him on. These levels are where heroes turn from masters of the realm to legends of the multiverse. By the end of the adventure, they will need all of the abilities at their disposal to confront Vecna.
Visit Legendary Locations
This adventure will take players on a whirlwind tour of the multiverse in search of pieces of the legendary Rod of Seven Parts. Revisit the Planescape, Spelljammer, Eberron, Ravenloft, Dragonlance, and Greyhawk campaign settings, and come up against familiar and new foes.
Celebrate 50 Years of D&D
There’s no better way to celebrate 50 years of Dungeons & Dragons than by embarking on one of its most epic quests yet. This adventure pits your party against one of D&D's most prominent villains as they race across the multiverse to assemble parts of a legendary weapon. Along the way, the party will come across a treasure trove of callbacks to beloved NPCs, iconic locations, and fan-favorite monsters.
Who Is Vecna?

Vecna is the biggest, baddest news. There’s a reason he’s called the Whispered One; he’s so evil that even saying his name could direct his attention toward you, which is a death sentence for most people.
The lich’s tale began in the first edition of D&D as a pair of magic items—the Eye and Hand of Vecna. Since then, his dark conquests across Oerth and the multiverse have been unveiled in ever more daunting detail.
Achieving immortality through lichdom, Vecna built a vast empire, only to be betrayed by this regent, Kas. During the battle that followed Kas' attempt to usurp his master, he was thrown across the multiverse and landed in the Domain of Dread known as Tovag. Vecna survived Kas’ betrayal but lost his left eye and hand in the conflict.
The lich has since continued his plight for power and immortality across the multiverse, eventually accomplishing his goal of ascending to godhood. Now, Vecna seeks to fulfill an even loftier ambition: to rule over all the multiverse.
Do You Dare Confront Vecna?
Vecna: Eve of Ruin celebrates the cumulation of 50 years of Dungeons & Dragons adventures. You will get to visit legendary locations, rub shoulders with famous archmages, and face off against one of the most deadly villains of all time.
The time of Vecna is nigh. Gather your party and prepare to save the multiverse!
Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.
GET HERE FASTER!!!!!!!!!!!!!!!!!!!!!!!!!
Just getting into the final stages of a Rime of the Frostmaiden campaign and (spoiler alert - don’t read on if you’re playing or wish to play that module!) at the end is an option for time-shifting and universe-tinkering… and this now fits in perfectly! I’ll finish them at Level 10. Great… 😁👍
We need more high level adventures!
I am ready for Die Vecna Die 2: Die Harder
i love this
I am of the opinion that DND should stop publishing anthologies but instead make small one shot adventures sold inexpensivley and individually, kinda like how the free adventures work but with physical release as well, for example, the one shot preorder bonus would be cool to actually buy
He is a God, they can never truly die, at most we might be able to seal him away for a time but unless we are gods our selves or erase him from existence (which cannot be done due to infinite multiverses) he will always come back
Pretty sure it'll be another disappointment like spelljammer and Planes cape. Hopefully they at least put Obyrith demons in it. Doubtful.
I seem to recall previously that the crystal sphere (if you want to call it that) of Ebberon is located in the Deep Etheral.
Remember when you could buy content piecemeal from the book offerings? I do. It was incredibly helpful to only buy what I needed, and it made it much more likely I would come back and buy the book at a later time. Now? Now I'm more likely to just ignore new content because I can throw my money to third party creators for VTT compatible content instead of buying a whole book I don't even want.
I love the Dragonlance campaign so much and I'm over the Moon about it being in this amazing adventure.
I think it’s just rather hard. In Eberron: Rising from the Last War, it says that Eberron is a separate reality, which is not a a splinter off the First World. It doesn’t say that going between there and other worlds is impossible, just hard. For example, if you know the teleportation circle sequence of a teleportation circle in Eberron, you could probably teleport there just fine. It’s just really hard to find something like that.
Also, YES!, Eberron is such a good Campaign Setting! Especially Sarlona.
Can’t wait. I only just got the Vecna Dossier last Christmas (D&D Adventure Calendar), and now He has His own adventure! this is great.
I hope it includes: Bigby, Tasha, Mordenkainen, and Volo. Did I miss anyone?
Yeah Xanathar.
There's a lot of asumptions but we don't really know how they are going to manage the Vecna plot in the campaing and the final confrontation. The CR and the comparison with other editions here are only especulations and maybe can't help us to envision this properly.
Ao could't stop the Spellplague and needed almost one hundred years to reapair what happened with the sundering. This threat is a multiversal one, very similar to the one in Die Vecna Die, or even greater. Ao can't do anything, only mitigate damage and reapair whatever is possible.
The essence of the gods still reamins in the new vessels and thus in some way they are not dead. The realm's people still worship Mystra as the same one before Midnight. We can assume that in some way the person trascends even their own identity and mortality to become an specific god. The Gods never truly dies, they reamain dormant and forgotten in husk form in the Astral Plane for the most part. Or they have mysterious ways to maintain their essence in some way.
So they can always come back.
Vecnas God of information sometimes you got to be savvy every night and then you got to work against the grain and work with God you might not because God can kill a god the person can talk to a god say less
Huh, he has his Hand back.
That means canonically, Arkhan The Cruel is dead since severing the hand kills the host.
Cool.
Not exactly, Vecna is a God so he can appear in whatever form he wishes, so he chooses to appear in the form of his pre-Kas form, before he lost his hand
So, you're assuming that the writers for this adventure knew that Arkhan The Cruel exists/existed?
I mean he canonically had the Hand in Descent into Avernus if I recall, he even has a statblock