When echoes of the multiverse's cataclysmic end reach the ears of some of D&D's most powerful archmages, what will they do to prevent catastrophe? Vecna: Eve of Ruin, releasing May 21, pits the almighty Vecna against your party and the forces of good as they scramble to foil his dastardly plans. But time is running out.
Let's learn more about who's weighing in on the good guys' team and will aid the party on their adventure across the multiverse: the Wizards Three!
- A Legendary Team-Up for a Legendary Threat
- Tasha, the Demonologist
- Mordenkainen, the Interplanar Archmage
- Alustriel Silverhand, the High Lady
Warning! This article contains spoilers for Curse of Strahd, Baldur's Gate: Descent into Avernus, and The Wild Beyond the Witchlight. If you don't want to spoil any surprises for these adventures, I suggest avoiding content hidden behind the "Spoiler" buttons.
Get Your Adventure Started with Vecna: Nest of the Eldritch Eye
Vecna: Nest of the Eldritch Eye is a prequel adventure to Vecna: Eve of Ruin for 3rd-level characters. This one-shot sets up Eve of Ruin by introducing your party to Neverwinter and the Whispered One's cultists.
To get this introductory adventure, preorder a digital copy of Vecna: Eve of Ruin. Nest of the Eldritch Eye is now available for those that have preordered, and can be purchased separately after Eve of Ruin drops on May 21!
A Legendary Team-Up for a Legendary Threat

You know those Marvel Team-Up comics where a hero would encounter a threat of such immense power that they had to team up with other heroes to take down the big baddie? That's essentially what's happening in Vecna: Eve of Ruin.
Vecna, the lich-god, has been preparing a ritual to unravel the multiverse. He's almost ready to unleash his stored power and use it to destroy everything, then reknit the fragments to his liking.
Along with your party of adventurers, three archmages have banded together to thwart Vecna's plans. Each of these powerful spellcasters has a storied past woven through the annals of D&D, which we'll cover below:
Tasha, the Demonologist

With an unusual upbringing and sketchy past, Tasha is the wild card of the Wizards Three.
She's gained fame across the multiverse for several spells she's concocted, like Tasha's Hideous Laughter, Tasha's Mind Whip, Tasha's Caustic Brew, and Tasha's Otherworldly Guise.
She is also the infamous author of the Demonomicon of Iggwilv, which is considered the most thorough and blasphemous tome of demon-related information in the multiverse.
Tasha's History in D&D
Born on Oerth, Tasha was adopted and raised by the hag Baba Yaga, who tutored her into becoming one of the most potent magic-users the realm has ever seen. Tasha, or Natasha as she was known back then, was raised alongside other hags who were daughters of Baba Yaga and jealous of Tasha's power and her position within Baba Yaga's coven.
Eventually, Tasha left Baba Yaga's hut and began to seek glory across Oerth. During her travels, she joined the Company of Seven, a famous Oeridian adventuring group. She also studied under the archmage, Zagig Yragerne.
During her exploits, she has worked with—and run afoul of—the wizard Mordenkainen on numerous occasions. Their encounters ranged from alliances against common threats to clashes over conflicting interests—and sometimes the occasional chess match.
Tasha famously consorted with various demons during her adventuring career. It has even been said that she and the demon lord Graz'zt had formed alliances to exchange power and knowledge. She's definitely flirted with evil, especially in her days as Iggwilv the Witch Queen. But isn't "evil" just a matter of perspective?
What Has Tasha Been Up To?
Speaking of perspective, Tasha has since learned that gaining absolute power at the expense of antagonizing demon lords is a dangerous game and has retreated to the Feywild to avoid the many deadly enemies she's made along her path to power.
Tasha was last seen in The Wild Beyond the Witchlight as Zybilna, the archfey ruler of Prismeer. It's worth noting that the Tasha you'll encounter in Vecna: Eve of Ruin isn't this version of Tasha. Instead, a Tasha from before her Witch Queen days has traveled into the present so Zybilna can keep her attention focused on her otherworldly domain.
Mordenkainen, the Interplanar Archmage

The second of the Wizards Three is Mordenkainen, another mighty Oeridian mage, and quintessential stern, mysterious, and dangerous wizard.
He's authored many spells that have come to see frequent use throughout the multiverse, such as Mordenkainen's Magnificent Mansion, Mordenkainen's Private Sanctum, Mordenkainen's Sword, and Mordenkainen's Faithful Hound.
One reason these spells are so well-known is Mordenkainen's tendency to traverse the planes in his Tower of Urm, a personal fortress with multiverse-traveling capabilities.
Mordenkainen takes a firmly neutral stance in the conflicts that wage across the planes. He believes in the universal balance between good and evil. But, as it happens, evil tries to usurp the balance more than good, so he often throws in with good-aligned forces.
Mordenkainen’s History in D&D
Mordenkainen was one of the first characters created in D&D. His inception can be traced back to 1973 when Gary Gygax began playing as the stern wizard in some of the first adventures that took place in the Greyhawk setting.
Since then, Mordenkainen has become one of the D&D multiverse's most powerful forces.
He founded the Circle of Eight, a group of powerful spellcasters who worked with Mordenkainen to maintain the cosmic scales of balance. Its members included Bigby, Mordenkainen's apprentice, as well as other well-known wizards like Leomund (from Leomund's Tiny Hut) and Otto (the one with the irresistible dance).
This cabal of wizards faced a version of Vecna before in the second edition adventure Vecna Lives, but they were unceremoniously defeated. Notably, Mordenkainen wasn't involved in this conflict and later resurrected his comrades before departing to explore the multiverse.
What Has Mordenkainen Been Up To?
During these interplanar explorations, Mordenkainen found himself in the Domain of Dread known as Barovia. Here, he encountered the vampire Strahd von Zarovich, who tyrannically ruled over the people of Barovia. Seeking to free the land's citizens, Mordenkainen confronted Strahd but was thwarted and driven mad by the realization that he could not overcome Strahd's power.
Mordenkainen was eventually freed from his madness by a group of adventurers in Curse of Strahd. Now recovered, he has retreated to his Tower of Urm and traverses the multiverse, researching magical theory and the forces that drive the conflict between good and evil.
Mordenkainen was most recently seen in Avernus, the first layer of the Nine Hells, in the adventure Baldur's Gate: Descent into Avernus. Here, he studies the effects of the Nine Hells on the various schools of magic.
Alustriel Silverhand, the Shining Lady

The daughter of Mystra, the god of magic, Alustriel has been a force for good across the Forgotten Realms for centuries. Due to her divine parentage, she is bestowed with immortality and incredible power with arcane magic, which she uses to protect the Weave—Toril's primary incarnation of magic.
Alustriel's History in D&D
Alustriel and her six sisters were born to the human noble Dornal Silverhand and the half-elven sorceress Elué Shundar. It was later revealed that Elué Shundar was Mystra in disguise, which explains why Alustriel and her sisters were all born with incredible talents.
Even as her keen knack for the arcane arts developed into a potent power, Alustriel always tried to inspire peace and well-being in her adventures.
She led a successful adventuring career, after which she became Silverymoon's High Mage, where she dedicated herself to the city's protection, fostering a culture of inclusivity and cooperation among its diverse inhabitants.
For centuries, she ruled over Silverymoon, the capital of the Silver Marches, and was the driving force behind its establishment as a haven of peace and prosperity.
Since leaving her responsibilities as the High Mage of Silverymoon, she has continued work as a force for good across the multiverse.
What Has Alustriel Been Up To?
Alustriel has not appeared in any fifth edition adventures, but it stands to reason that she has been traveling across Toril and the multiverse, aiding the forces of good in their plight against evil.
Can Your Party and the Wizards Three Thwart Vecna?
In this corner, standing at 6 feet nothing and weighing a desiccated 100 lbs., is Vecna, the lich-god. And in this corner, the best archmages the multiverse has to offer and your party of adventurers!
Vecna: Eve of Ruin brings your party toe-to-toe with one of D&D's greatest villains. Even assisted by the Wizards Three, will they be enough to save the multiverse before it's too late? There's only one way to find out! Preorder your digital and physical copy of Vecna: Eve of Ruin today! Or, pick up the book early by visiting select stores participating in the Local Game Store Early Access Program!
Upon release, this book will be integrated into D&D Beyond Maps, so Master-tier subscribers can effortlessly prep and run their adventures with the help of this VTT. Maps syncs to your D&D Beyond account, so you can add maps and tokens with a few clicks and then invite your players to run your session!
This article was updated on May 2, 2024. It previously stated that digital + physical bundle preorders receive early access to the adventure on D&D Beyond. Only preorders for digital + physical bundles made before April 30 are eligible for early access.

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 partner, and tending the veritable jungle of houseplants that have invaded his house.
🔥 reference lol
This has been brought up a couple times, but this post contains spoilers for the mentioned campaigns that are written outside of the spoiler blocks, including major campaign plot points. Please amend this post to either properly tag all spoilers, or edit the warning at the top to clarify that there are spoilers outside of the blocks.
Clarification for Tasha (if you don't know what I'm talking about...maybe don't read):
Tasha's identity is *the* final plot point of WBtW, and it kinda sucks to see so many official things completely ignore that for this. Will the campaign still be fun if the players know? Probably, yeah. But it's putting extra work on the DMs to warn their players away from these official posts/videos and account for them potentially already having the knowledge.
It's possible the other two wizards have spoilers in their text as well, but I chose not to read them because I know I'm in campaigns with those NPCs.
I kind of want an option to assist Vecna. What happens if he's successful? Those are far more interesting settings than the ones where the good guys save the day. What do heroes do when the bad guys already won?
Strahd had home turf advantage and Barovia is in the Shadowfell where high level magic that stems from the weave can be hard to cast.
Sounds like running this adventure would be a very difficult balance to avoid making it feel like 1. These incredibly powerful, legendary NPCs are completely are completely overshadowing the party and the players may as well not be there. 2. These incredibly powerful, legendary NPCs are actually complete jokes / aren't even trying to help stop the universe ending threat. Not to mention if the NPCs actually help in any fights, running those fights will be way more work for a GM to run both sides with what are presumably very complicated stat blocks. And if they don't help in any fights and they only do things off-screen it will be that much harder to avoid problems 1 & 2. I hope it's very carefully written to provide players an opportunity to see contributions of the 3 wizards which must be significant, while still leaving space for important duties to (logically) fall to the players.
"the universal balance between good and evil" what does this even mean?
Cool
Perhaps this is the old "good cannot exist without evil and visa versa" concept, you know, the "we can't utterly destroy evil because without evil there can be no good," etc...
Alternatively, his universal-neutrality means that he can't be bothered to push any kind of agenda but because those naughty-evil evil-people keep doing naughty-evil evil-things, he does do things which might be described as/affiliate him with "good" to redress the balance. I think it kind-ah also means that if some good-two-shoes (say some PCs) began to affect the balance across the universe (by "destroying" an iconic evil such as - say - Vecna), he'd happily spell-nuke them out of existence to maintain equality and equilibrium in the universe.
Maybe the climatic finale of this adventure isn't defeating the lich-god Vecna, maybe it's a betrayal by an insane Mordenkainen who laughs in an evil-maniacal manner whilst stroking his goatee as he pooh-poohs Bigby again for being reincarnated (is that the spell I mean? Edition confusion!) as a Gnome! (Don't forget, in MofM he was quite sarcastic about the size of Bigby's spell books!)
Now that I've written that, looking back at the main picture of the Wizards Three, old shifty Mordy is looking at Tasha in a "I'd happily stab you in the back" kind-ah way.
Brother, how many questgiver NPC's do you want to have in an adventure?
We have the three above who def deserve the spotlight, and in every world, there probably will be others we can hang out with. From a DM standpoint, there is absolutley no need for a group of 7 NPC's to chaperon the party. I get that people have the big feels about their favorite characters, but at the end of the day, it's an adventure for the players. Not for us to DM every damn named character in the worlds.
Thank you for taking the time to read and comment on my thoughts, much appreciated.
Personally, I quite like the idea of campaign settings that makes you believe there's an "infinite" number of potential questgiver NPCs. (Remember that time you rescued Mildra Merkel and some other hostages and in the official adventure their name was like 50% of what you knew about them, now a couple of sessions later, it turns out that your favourite minimal-info orc farmer thinks they've got undead roaming their wheatfields - help!)
The old Wizards Three had someone representing Oerth, Faerûn and Krynn and, in this particular adventure, the publicity say we're going to them-there places, so the idea of a wizard from the multiple mentioned universes individually realising the danger and coming together to face a multiverse threat resonated with me and the person I was talking to at the time. So in a backstory/background capacity, I'm thinking of someone like Dr. Hans Zarkov from the 1980's Flash Gordon movie - no-one believed him that it was "aliens" causing the "unexplained phenomena" damaging the Earth but he knew it and he was going to do something about it! When no one in their universe believed in the danger, each of those wizards reached out across the multiverse in desperation and found the few other people who were willing to believe the danger was real.
Most of what I wrote was sharing my thoughts about someone else's comments about why Dalamar (the Krynn/Dragonlance representative) wasn't in the line-up/team-up of this adventure's Wizards Three in 5e. Like this article says the Wizards Three Re-Assembled! I've also tried to be a bit "humorous" (insane, I know) about what the dynamic of the current Wizards Three might be like. Just because I've commenting a lot about Dalamar, doesn't mean that I'm not interested in seeing what the current Wizard Three bring to the story, or that I dislike them. I don't know their full involvement in the story, the book isn't out yet, so I - nor anybody else not involved in creating this adventure - don't know how amazing / confusing / miscast / disappointing / ground-breaking / game-changing any of them are yet. But I can't wait to find out!
Actually, my only criticism of the current line-up of Wizards Three is that I'd have liked one of them to have been a bit more obviously non-human, perhaps rocking an ancestry from MotM.
Again, thanks for commenting an this oldies thoughts, and enjoyed reading your take on things. Sláinte!
Alustriel? It does not make sense. The Simbul should be in her place. Bring her back.
"Perhaps the greatest living human master of magic, the Simbul is also one of the most experienced planar travelers in all Faerûn."
True
Tasha is also the biological mother of Iuz. A cambion. So yeah she consorted with Demons all right. The retcon is strong in this article.
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What is? (This is a reply to comment #69.)
I'd love if she were brought back, though that would mean significant changes to Faerûn - her absence is what allowed Red Wizards to become such a success and a threat that they've spread all the way to the Sword Coast. She was the one thing keeping Thay in check in the 3rd Edition Days, if I recall correctly.
Conversely, I'm all for the surviving sisters getting some content, even if I feel like Elminster's absence - though very refreshing - is wrong.
Very PG way to say they did the nasty and have hellspawn running around the multi-verse lol.
Man I can’t wait to kill that demon loving tasha or whatever she calls herself these days. That POS is dead before this adventure is over.
Guys, I think we found Tenser's D&DBeyond Account. That or