vecna time travel dnd

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Legends & Lore

Learn more about the mysterious Whispered One from the Dungeon Master’s Guide .

WHO IS VECNA

Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards who forged a great empire through dark magic and conquest. For all his power, Vecna couldn’t escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.

Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the first and greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion.

So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower. Some say that Vecna’s lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King’s rule to an end in a terrible battle that left Vecna’s tower a heap of ash.

Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One’s will in the world.

vecna time travel dnd

Machinations

Vecna's spirit survived his physical destruction, spending eons languishing across the planes and slowly gathering power from the surviving members of his cults.

Through his vile artifacts—the Eye and Hand of Vecna —his evil continues corrupting others.

His cults and dark secrets, still scattered across existence, corrupt anyone foolish or ignorant enough to find them.

Watch More on Vecna

vecna time travel dnd

Who is Vecna and why is he one of the most dangerous foes in D&D? Chris Perkins and Todd Kenreck talk about one of the most famous liches in D&D.

vecna time travel dnd

Read More on Vecna

Read further content exploring Vecna! The following articles can be found on D&D Beyond.

vecna time travel dnd

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vecna time travel dnd

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Vecna DND: Stats, Mechanics, and Ultimate Guide

This comprehensive guide will provide you with detailed information on Vecna, one of the most iconic and notorious villains in the Dungeons & Dragons (DND) universe.

Here’s what you need to know about Vecna in DND .

Who Is Vecna in DND? (The Grand Overview)

Vecna Lich god in DND - Vecna DND

Vecna is an ancient and powerful lich, who has ascended to godhood.

As the god of secrets, the undead, and dark magic, he is a primary antagonist in many D&D campaigns. This section will take an in-depth look at Vecna’s history, powers, relationships, and the artifacts associated with him.

Vecna DND Stats

Physical description.

Vecna is an undead lich with a skeletal appearance.

He has a single eye socket, as he lost his left eye, which became the infamous artifact known as the Eye of Vecna. Additionally, he lost his left hand, which became the Hand of Vecna.

Vecna’s body is typically clad in ancient, tattered robes, and he exudes an aura of power and darkness.

Vecna DND Personality

Vecna is cunning, intelligent, and ruthless.

His primary goal is to accumulate knowledge and power, with an ultimate aim of controlling the entire multiverse.

As a deity of secrets, he prefers to work from the shadows, manipulating events and individuals to further his dark plans.

Vecna is known to betray even his closest allies if it suits his purposes.

Divine Realm

Vecna’s divine realm is known as Cavitius.

This exists in a twisted and dark plane of existence located within the Negative Energy Plane.

This plane is a desolate wasteland, filled with ruined cities, undead creatures, and other monstrosities.

Vecna’s citadel, the Serpent’s Coil, serves as his primary residence and stronghold in this bleak landscape.

As a god, Vecna possesses a vast array of divine powers.

Some of his most notable abilities include:

  • Divine spellcasting. Vecna has access to all spells and can cast them without the need for material components.
  • Immortality. Vecna cannot be permanently killed, as he will simply reform in his divine realm.
  • Necromancy. Vecna is a master of necromancy, able to create and control vast hordes of undead minions.
  • Telepathy. Vecna can communicate telepathically with any creature within his line of sight.
  • Shapechanging. Vecna can assume any form he desires, often using this ability to deceive and manipulate others.

Possessions

Vecna is associated with several powerful artifacts, most notably the Eye of Vecna and the Hand of Vecna.

These ancient relics hold immense power and are highly sought after by adventurers and villains alike.

Additionally, Vecna possesses numerous other magical items and weapons, many of which are unknown or hidden throughout the multiverse.

Relationships

Vecna has few allies, as he is known for his treacherous nature.

However, he has been known to work with other evil deities and powerful beings when it suits his goals.

Some of his occasional allies and other relationships include:

  • Luz, the cambion demigod of pain, suffering, and oppression.
  • The Cult of Vecna, a secretive organization that worships the god of secrets and works to further his aims.
  • Kas, Vecna’s former lieutenant and vampire, who betrayed him and is now a sworn enemy.

Main Enemies

Vecna has many enemies, both among deities and mortal beings. Some of his most notable adversaries include:

  • The Raven Queen, the goddess of death, who opposes Vecna’s mastery over undeath.
  • Ioun, the goddess of knowledge, who seeks to preserve and share information, opposing Vecna’s hoarding of secrets.
  • The Circle of Eight, a group of powerful wizards led by Mordenkainen, who work to maintain balance in the multiverse and resist Vecna’s schemes.

Major Activities

Vecna is constantly plotting and scheming to further his goals.

Some of his major activities include:

  • Amassing knowledge and secrets, often through his followers or by manipulating events from the shadows.
  • Expanding his influence in the multiverse by subverting organizations, governments, and other powerful entities.
  • Seeking out powerful artifacts and relics to increase his own power.

Worshipers & Followers

Vecna’s worshipers are typically individuals who seek:

  • Forbidden knowledge
  • Necromancers
  • Other practitioners of dark magic

The Cult of Vecna is his primary following, a secretive organization that works to further his goals and bring about his ultimate vision of a multiverse ruled by secrets and darkness.

Places of Worship

Vecna’s temples and shrines are often hidden or disguised, as the worship of Vecna is generally frowned upon or outright forbidden in most societies.

These places of worship can be found in:

  • Remote locations
  • Hidden chambers
  • Within seemingly innocuous buildings in bustling cities

For a detailed and engaging exploration of Vecna in DND, I highly recommend watching the following video on YouTube:

History of Vecna in DND

Vecna’s history is a long and dark tale, filled with betrayal, ambition, and dark magic.

Mortal Life

Vecna was once a mortal wizard who sought to unlock the secrets of immortality.

Through his relentless pursuit of forbidden knowledge, he discovered the path to lichdom and willingly underwent the dark ritual to transform himself into an undead creature.

Rise to Power

As a lich, Vecna continued to amass power and knowledge, eventually conquering a vast empire on the world of Oerth.

His rule was marked by terror and oppression.

He became one of the most feared beings in existence.

Vecna is also responsible for the creation of the powerful artifacts called the Eye and Hand of Vecna, which were severed from his own body and imbued with a portion of his power.

Death and Ascension

Vecna’s reign came to an end when he was betrayed by his most trusted lieutenant, Kas the Bloody-Handed, who sought to usurp his master’s power.

In the ensuing battle, Vecna was defeated, and his empire crumbled.

However, Vecna’s spirit endured, and he managed to ascend to godhood, becoming the deity of secrets, the undead, and dark magic.

Vecna Dies, Again

Vecna was defeated several times by powerful heroes and rival deities.

Each time, however, he has managed to return.

He returned either through the machinations of his followers or by sheer force of will, ensuring that his dark influence is never fully eradicated from the multiverse.

Travels Through Time

Vecna’s power and influence extend beyond the boundaries of space and time.

He has been known to manipulate events throughout history, as well as appearing in various alternate realities and timelines in order to further his dark schemes.

Rumors & Legends

Due to his secretive nature and long history, there are countless rumors and legends surrounding Vecna.

Some believe that he has hidden caches of forbidden knowledge and powerful artifacts throughout the multiverse, while others whisper of secret rituals and spells known only to his most devoted followers.

These tales serve to enhance Vecna’s mystique and ensure that his name remains synonymous with fear and power.

What Does Vecna Do in D&D?

In a D&D campaign, Vecna can serve as a powerful and enigmatic antagonist.

He manipulating events from behind the scenes.

Also, he is often acting as the ultimate threat that the players must confront.

He can also be used as a source of forbidden knowledge or dark power.

For example, to offertempting rewards to those who are willing to risk their souls in the pursuit of his secrets.

Vecna’s Influence on Magic and Necromancy

Vecna’s mastery of arcane secrets and his transformation into an immortal lich has made him one of the most influential figures in the fields of magic and necromancy.

His followers and enemies alike have sought to replicate or harness his power.

This leads to numerous developments in magical theory and practice:

  • Dark schools of magic . Vecna’s influence has led to the creation of numerous secretive schools and academies dedicated to the study of necromancy and other dark arts. Students and practitioners of these forbidden disciplines risk persecution, but the lure of power and immortality often proves too great to resist.
  • Magical texts and tomes. As the god of secrets, Vecna has penned countless texts containing arcane knowledge and dark spells. These tomes are highly sought after by scholars and adventurers alike, and often serve as powerful plot devices or McGuffins in D&D campaigns.
  • Necromantic innovations . Vecna’s influence can be seen in the development of new and powerful necromantic spells and rituals. His followers constantly seek to expand their knowledge of the dark arts, leading to the creation of more potent undead creatures and new methods of achieving immortality.
  • Magical corruption . DND Vecna’s touch can corrupt magic and twist its practitioners, turning once-benevolent mages into dark and twisted beings. In a campaign, players might encounter individuals who have succumbed to Vecna’s influence, their magic warped by the god’s dark power.

Vecna’s Influence on Politics and Intrigue

As a god of secrets, Vecna’s influence extends far beyond the realm of magic.

His machinations often involve political intrigue, manipulation, and the accumulation of power through subterfuge.

  • Secret societies . Vecna’s followers often form secret societies and clandestine organizations, working behind the scenes to further their god’s goals. In a campaign, players might uncover a hidden cabal of Vecna worshipers working to manipulate world events.
  • Espionage and intelligence. As a master of secrets, Vecna’s followers excel in the arts of espionage and intelligence gathering. In a campaign, players might find themselves embroiled in a web of deception and intrigue, as they attempt to unravel the schemes of Vecna’s agents.
  • Political manipulation . Vecna’s followers often seek positions of power and influence, using their abilities to manipulate and control those around them. In a campaign, players might encounter a powerful politician or noble who is secretly a follower of Vecna, working to advance the god’s agenda from within the halls of power.
  • Betrayal and treachery . Vecna’s worshipers are notorious for their willingness to betray friends and allies in the pursuit of power. In a campaign, players might find themselves the target of a former ally’s treachery, as they are drawn into Vecna’s web of deception.

Vecna’s Influence on Religion and Faith

Vecna’s dark power and enigmatic nature make him a fascinating figure in the world of D&D, as his presence can be felt in various aspects of religion and faith.

Here are a few ways Vecna can influence religion and faith:

  • Schisms and heresies . Vecna’s secretive nature and pursuit of forbidden knowledge can lead to schisms and heresies within religious organizations. In a campaign, players might encounter a splinter sect that has embraced Vecna’s teachings, leading to conflict with the mainstream faith.
  • False gods and prophets . As a master of deception, Vecna has been known to create false gods and prophets, leading worshipers astray and furthering his own agenda. In a campaign, players might uncover a seemingly benevolent faith that is secretly under Vecna’s control, using its followers to further the god’s dark plans.
  • Religious conflict . Vecna’s followers often come into conflict with other religious organizations, particularly those dedicated to the forces of good and the preservation of knowledge. In a campaign, players might find themselves caught in the middle of a conflict between Vecna’s followers and a rival faith, each side vying for power and influence.
  • Divine rivalries. Vecna’s machinations and lust for power have made him many enemies among the gods. In a campaign, players might be drawn into a cosmic conflict between Vecna and another deity, as the gods use their mortal followers as pawns in their divine struggles.

Vecna’s Impact on D&D Worldbuilding

Vecna’s presence can have a significant impact on the worldbuilding aspects of a D&D campaign.

He can shape the history, politics, and culture of the game world.

  • Ancient empires and lost civilizations . Vecna’s long history and pursuit of power can be seen in the rise and fall of ancient empires and lost civilizations. In a campaign, players might uncover the remnants of a once-mighty nation that was brought low by Vecna’s machinations or explore the ruins of a forgotten city that was destroyed by the god’s wrath.
  • Legendary figures and heroes . Vecna’s influence has shaped the lives of countless legendary figures and heroes throughout history. In a campaign, players might learn of a storied hero who was corrupted by Vecna’s power or encounter a legendary figure who fought against the god’s dark influence.
  • Cursed lands and blighted regions . Vecna’s dark power can leave a lasting mark on the landscape, creating cursed lands and blighted regions. In a campaign, players might venture into a haunted forest tainted by Vecna’s necromantic energies or explore a desolate wasteland where the god’s wrath was once unleashed.
  • Forbidden lore and secret societies . Vecna’s pursuit of forbidden knowledge and power has led to the creation of numerous secret societies and hidden libraries filled with arcane secrets. In a campaign, players might delve into a hidden archive filled with forbidden lore or infiltrate a secretive cabal dedicated to Vecna’s teachings.
  • Divine politics and cosmic struggles . As a powerful deity, Vecna’s presence can have a significant impact on the politics and struggles of the divine realms. In a campaign, players might find themselves drawn into the machinations of the gods, as they attempt to navigate the treacherous world of divine politics and cosmic power struggles.

Vecna’s Role in DND Adventures

Vecna’s enigmatic nature and wide-ranging influence make him a versatile figure to include in D&D adventures.

Both as a central antagonist and as a background element.

  • Quests for forbidden knowledge . Vecna’s secrets and hidden knowledge can serve as a powerful motivator for adventurers. In a campaign, players might be tasked with uncovering one of Vecna’s lost tomes or deciphering a hidden code to thwart the god’s plans.
  • Exploration of ancient ruins. Vecna’s long history and influence on the world of D&D can be seen in the numerous ancient ruins and forgotten temples scattered throughout the game world. In a campaign, players might explore these mysterious locations in search of powerful artifacts or to uncover the god’s hidden secrets.
  • Battles against undead forces . As a master of necromancy, Vecna’s forces often include powerful undead creatures and dark magic. In a campaign, players might find themselves facing off against hordes of undead minions or confronting a powerful lich in the service of Vecna.
  • Intrigue and deception . Vecna’s mastery of secrets and manipulation makes him an excellent figure for campaigns centered around political intrigue and deception. In a campaign, players might be drawn into a web of lies and deceit as they attempt to uncover Vecna’s hidden influence and thwart his insidious schemes.
  • Divine intervention . Vecna’s status as a god allows for the potential of divine intervention and the use of powerful divine magic. In a campaign, players might be granted divine assistance in their struggle against Vecna, or find themselves battling against the god’s own divine pwoers and avatars.
  • Moral dilemmas . Vecna’s pursuit of forbidden knowledge and power can present interesting moral dilemmas for players. In a campaign, players might be faced with the choice of using Vecna’s dark power for their own ends or rejecting it in favor of a more righteous path.
  • Artifact hunts . Vecna’s powerful artifacts, such as the Hand and Eye of Vecna, can serve as central plot devices in a campaign. Players might be tasked with finding and securing these powerful relics before they can be used to further Vecna’s dark agenda.
  • Hidden cults and conspiracies . Vecna’s secretive nature lends itself well to campaigns centered around hidden cults and conspiracies. In a campaign, players might find themselves unraveling the mysteries of a secret society dedicated to Vecna, working to thwart their plans and expose their hidden agenda.

Who Does Vecna Work for in D&D?

Vecna serves no one but himself, pursuing his own goals of power and knowledge.

He is occasionally known to ally with other evil deities or powerful beings, but these alliances are always temporary and usually end in betrayal or mutual destruction.

The Symbols of Vecna DND

There are three well-known symbols of Vecna in DND:

  • Eye of Vecna
  • Hand of Vecna
  • Symbol of Vecna

What Is the Eye of Vecna?

The Eye of Vecna is an ancient and powerful artifact that was once Vecna’s left eye.

It grants its wielder incredible powers, such as the ability to see through illusions, read minds, and cast powerful spells.

However, using the Eye comes at a terrible cost.

It slowly corrupts the user’s soul and binds them to Vecna’s will.

What Is the Hand of Vecna?

The Hand of Vecna is another ancient artifact, created when Vecna’s left hand was severed from his body.

It grants its wielder immense strength and the power to inflict terrible wounds with a touch.

Like the Eye, the Hand corrupts its user, eventually turning them into a pawn of Vecna’s dark designs.

What Is the Vecna Symbol?

Vecna’s symbol is an eye within a pyramid.

The pyramid represents his omnipresent gaze and his pursuit of secret knowledge.

This symbol is often used by his followers as a means of identifying one another, as well as a focus for their dark rituals and spells.

How Can I Include Vecna in My D&D Campaign?

Here are 50 ideas to help you include Vecna in various capacities, from subtle hints and background elements to making him the primary antagonist:

  • Introduce a secretive cult that worships Vecna and seeks to further his goals. The players could uncover their activities and work to thwart their plans.
  • Have the players discover one of Vecna’s lost artifacts, such as the Eye or Hand, and become embroiled in a struggle between various factions seeking to control its power.
  • Incorporate Vecna as a behind-the-scenes manipulator, pulling the strings of other villains or corrupt organizations that the players must confront.
  • Create a high-level campaign where the players must ultimately face Vecna himself in a climactic battle to save the multiverse from his dark influence.
  • Introduce a series of puzzles or riddles that the players must solve, each revealing a fragment of Vecna’s history or a secret related to his artifacts.
  • Have the players encounter a mysterious figure who shares forbidden knowledge in exchange for a steep price, ultimately revealed to be an agent of Vecna.
  • Include a powerful necromancer who is trying to uncover the secrets of Vecna’s lichdom, which could lead to a dangerous confrontation.
  • Let the players discover a hidden library filled with forbidden knowledge and dark spells, guarded by the undead minions of Vecna.
  • Have the players encounter a seemingly unrelated villain who is secretly furthering Vecna’s goals, either knowingly or unknowingly.
  • Introduce a powerful artifact that the players must destroy, only to learn that doing so would actually further Vecna’s plans.
  • Create a subplot where Vecna’s followers infiltrate a powerful organization, such as a mage’s guild, in order to gain access to arcane secrets.
  • Include a series of prophetic dreams or visions related to Vecna’s past, present, or future schemes.
  • Have the players come across a seemingly innocuous item that bears Vecna’s symbol, hinting at a larger plot.
  • Introduce a rival group of adventurers who are also seeking to thwart Vecna’s plans but have different methods or motives.
  • Create an encounter with a powerful undead creature that is revealed to be a former servant of Vecna, cursed to wander the world for eternity.
  • Introduce an ancient tome containing dark prophecies related to Vecna’s return or ascension.
  • Have the players learn of a powerful artifact that can help them defeat Vecna, only to discover that it is a trap laid by the god of secrets himself.
  • Create a race against time as the players try to prevent a ritual that will summon Vecna into the world.
  • Introduce a character who claims to be a former servant of Vecna, seeking redemption and offering valuable information in exchange for the players’ help.
  • Create a subplot involving a long-lost descendant of Vecna who is being hunted by the god’s followers.
  • Have the players encounter a powerful ally who is secretly working for Vecna, potentially leading to a dramatic betrayal.
  • Introduce an ancient prophecy that predicts Vecna’s eventual defeat, providing the players with clues about how to stop him.
  • Create a series of encounters with Vecna’s lieutenants, each possessing a unique power or ability granted by the god of secrets.
  • Have the players discover a hidden vault containing powerful magic items and artifacts related to Vecna’s history.
  • Introduce a subplot involving the reemergence of Kas, Vecna’s former lieutenant, who now seeks to destroy his former master.
  • Create an adventure in which the players must traverse Vecna’s divine realm, encountering its twisted inhabitants and treacherous landscape.
  • Introduce a powerful curse that is connected to Vecna’s influence, which the players must find a way to break.
  • Have the players encounter a seemingly ordinary NPC who, upon further investigation, is revealed to be a hidden follower of Vecna.
  • Create a quest where the players must decipher a code or message that reveals a hidden plot orchestrated by Vecna.
  • Introduce an ancient order dedicated to combating Vecna’s influence, which the players may join or assist in their efforts.
  • Have the players discover a hidden shrine to Vecna, where dark rituals and sacrifices are performed.
  • Create a subplot involving a magical plague or curse that is traced back to Vecna’s influence.
  • Introduce a faction of Vecna’s followers who are attempting to create a powerful undead army in the god’s name.
  • Have the players uncover a conspiracy involving a seemingly unrelated villain, only to learn that Vecna is the true mastermind behind the events.
  • Create an adventure where the players must travel back in time to prevent Vecna’s rise to power.
  • Introduce a morally ambiguous character who seeks to use Vecna’s power for their own ends, potentially putting the players in a difficult position.
  • Have the players encounter a town or city that has been secretly infiltrated by Vecna’s followers, leading to a tense game of intrigue and deception.
  • Create a quest where the players must uncover the location of one of Vecna’s hidden caches of forbidden knowledge, while competing with rival factions seeking the same prize.
  • Introduce a seemingly ordinary object that is revealed to be a powerful artifact linked to Vecna, which the players must decide how to use or dispose of.
  • Have the players encounter a group of rival adventurers who have been corrupted by Vecna’s influence, leading to a deadly confrontation.
  • Create a subplot where the players must track down a powerful relic that is being sought by Vecna’s followers in order to prevent its misuse.
  • Introduce a character who is plagued by nightmares or visions related to Vecna, potentially leading the players to uncover a hidden plot.
  • Have the players encounter a mysterious figure who claims to have information on how to permanently destroy Vecna, but may have their own hidden agenda.
  • Create an adventure where the players must navigate a deadly labyrinth filled with traps and puzzles designed by Vecna himself.
  • Introduce a powerful artifact that can potentially weaken or banish Vecna, but comes with its own set of risks and dangers.
  • Have the players encounter a group of Vecna’s followers who are attempting to resurrect the god’s mortal form, potentially leading to a deadly confrontation.
  • Create a subplot involving a powerful mage who seeks to uncover the secrets of Vecna’s lichdom in order to gain immortality.
  • Introduce a character who is the target of a deadly prophecy connected to Vecna, which the players must work to prevent from coming to fruition.
  • Have the players uncover an ancient conspiracy involving Vecna’s influence on the world’s history, leading to a dramatic revelation about the god’s true goals.
  • Create a grand, epic adventure where the players must assemble a coalition of allies and enemies alike in order to stand against Vecna’s overwhelming power and put an end to his dark machinations once and for all.

Vecna DND FAQ

In this section, we’ll answer some of the most frequently asked questions about Vecna DND.

How Strong Is Vecna in D&D?

As a god, Vecna is an immensely powerful being, capable of shaping reality to his whims and commanding vast legions of undead minions.

His full power is difficult to quantify.

But it is clear that he is a force to be reckoned with, capable of challenging even the most powerful heroes and rival deities.

What D&D Campaign Is Vecna In?

Vecna has appeared in several D&D campaigns and settings.

Most notably in the Greyhawk setting, where his influence is most pervasive.

However, due to his godlike status and ability to traverse the multiverse, he can potentially appear in any campaign setting where the Dungeon Master deems it appropriate.

Is Vecna in Stranger Things From D&D?

In the popular television show Stranger Things, the character Will Byers creates a campaign for his friends, which includes a villain named the “Mind Flayer.”

While this character is not explicitly Vecna, it shares some similarities with the god of secrets.

Such as its manipulative nature and affinity for dark magic.

Additionally, the show is heavily influenced by D&D and includes numerous references to the game, so it’s possible that the creators drew inspiration from Vecna when creating the Mind Flayer.

Can Vecna Be Defeated?

While Vecna is an immensely powerful deity, he is not invulnerable.

Throughout his history, he has been defeated several times by powerful heroes and rival gods.

Permanently destroying Vecna is a daunting task.

Especially since his spirit can endure and reform in his divine realm.

To truly defeat him, the players may need to find a way to sever his connection to the multiverse or bind him in a prison from which he cannot escape.

What Are the Consequences of Using Vecna’s Artifacts?

Using the Eye or Hand of Vecna can grant the wielder incredible power, but it comes at a terrible price.

The artifacts are inherently evil and corrupting.

They gradually twistthe user’s soul and aligning them with Vecna’s goals.

Over time, the wielder may become a thrall of Vecna, losing their free will and becoming an instrument of his dark designs.

Final Thoughts: Vecna DND

Vecna is a complex and enigmatic figure in the world of D&D.

You can now bring the dark and mysterious world of Vecna to life in your D&D games, creating thrilling stories filled with intrigue, betrayal, and dark magic.

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Forgotten Realms Wiki

Time travel

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ChronomancerTimeTravel

A spellcaster uses time travel to escape from his enemies.

Time travel was the means by which an individual, a group of people, or even an entire city could travel backward through time to experience a previous year in any time decades or even centuries prior. They could see their home as it was years past or even visit an ancient civilization of which they were only somewhat familiar. [note 1] It was an extremely difficult and demanding feat that came with great risk to anyone involved. [1] [2]

Time travel was distinctly different from seeing into or predicting the future, a power that was granted by magical school of divination . [3]

  • 1.1 Restrictions
  • 1.2 Consequences
  • 3.2 Portals
  • 3.4 Psionics
  • 5.2 Further Reading
  • 5.3 References

Description [ ]

Restrictions [ ].

Time travel was strictly regulated by deities of the Realms . In the ages before and up to the fall of Netheril , Mystryl , the ancient goddess of time and magic, allowed no being to change the "stream of time". This law generally held, save for a single manner of her choosing, the time conduit , and was omniscient to any anomalous events that attempted to bypass her law. [1]

Limitations on time travel continued under the goddess' successors, the two incarnations of Mystra , and her allies Oghma and Deneir , for at least the next 1700 years. [4] Mystra lent certain powers to her daughters, the Seven Sisters , along with a select few of her Chosen and other great spellcasters , to empower them to help monitor chronomancers in Faerûn and prevent them from changing or creating any new timelines. [5] It was unknown what role if any Chronos , the Orvan god of time, played in this role. [6]

It was impossible for a being to travel in time on another plane of existence , specifically the Demiplane of Time , and then return to the crystal sphere of the planet Toril , or its predecessor Abeir-Toril . [1]

Consequences [ ]

Many sages believed that if an individual altered a crucial or decisive event, they could alter the "stream of time" and begin the formation of a new timeline, one that could be markedly different from the one they have known. [1] Some believed that travel from one timeline to another was wholly impossible even for the gods , as they could not perceive of such different realities. [4]

Some scholars believed there was some unperceived power greater than the gods that scrutinized these alternate timelines and made it their duty to ensure their wholeness. [4]

Chrono5

A chronomancer moves through the Temporal Prime.

Time-manipulation and time travel were often used by chronomancers, practitioners of arcane magic that focused on their own specific school of magic called chronomancy . These individuals tapped into the Temporal Prime , [7] a collection of timestreams, where one timestream represented a single reality. It was possible to travel from one reality to another via these timestreams, usually via temporal vortices. [8]

Most chronomancers native to the Realms were devotees of either the goddess of Mystra, or of the deities of history, Deneir and Oghma. In most instances they were devout guardians of historical knowledge and used their powers solely to gather information. [5]

The spacefaring illithid race was said to have traveled back from the "very end of time" when their civilization was on the brink of complete annihilation, to various different cosmologies across the multiverse. [9]

Means of Time Travel [ ]

The primary magical means of time travel was time conduit , an ancient chronomancy spell created by Mystryl that opened a temporary portal to another time. [1] The caster and their allies could venture through the conduit to a time and realm with which they were at least moderately knowledgeable, under the safeguards placed forth my Mystryl. Their journey would last for the duration of one year exactly, beginning on the year's first day and ending on its last. No individual could later return to that same year, lest the anomaly be detected and they were violently shot back in time up to an entire century, hundreds of miles away. [11] [12]

The time conduit spell required specific knowledge of the year or era during which the destination time occurred. As such, there were no signs it could be used to travel forward in time. [1] [11]

While it was believed by some that there were magical means to bypass the restrictions of the time conduit , [2] a spell originating form ancient Netheril belayed that notion. The transmutation spell teleport through time allowed a select group of people to travel back in time thousands of years, albeit with some temporal shift in their exact desired destination. It was possible that a being casting teleport through time could even encounter another version of themself in the same timeline. The explanation for this apparent exception to Mystryl's precise temporal rules remained unexplained as of the 14 th century DR . [13]

While not time travel per se , practitioners of chronomancy were able to temporarily cease the movement of time for a select number of beings using spells such as temporal stasis or time stop . [14] [15] [16]

Portals [ ]

The Realms were home to at least five time gates , permanent portals that allowed for time travel, [2] [17] and two very different portals that allowed for some limited form of time travel. [18] [19] As was demonstrated in at least one specific occurrence, the knowledge to create new portals was not entirely lost to time. [13]

Three time gates were recorded by the ancient of scholars of Mystryl, whose studies back to the time of ancient Netheril : [2] [17]

  • A cave set deep within the Spine of the World mounts in the North . [2] [17]
  • Atop the toppled apex of Misken's Peak , frozen beneath the Great Glacier . [2] [17]
  • In a cave within Mount Andrus in the Vilhon Reach ; current whereabouts unknown due to an erroneous transcription of the locale as "Andrio's Peak". [2] [17]

The fourth time gate known only by ten elves of the city of Chrysalis : [2]

  • Within a cave beneath a waterfall that fed Mirror Lake in Synnoria . [2]

A fifth time gate reconstructed by the Imperial Society of Historial Study for use in their study of ancient history: [20]

  • Hidden inside a monastery set deep within the Orsraun Mountains in Turmish . [21]

The constantly moving whirlpool associated with the goddess Umberlee :

  • The mysterious vortex called Umberlee's Fist was actually a traveling undersea portal that transported vessels across great distances, and due to its poor temporal anchoring, occasionally back in time. [18]

Finally, a malfunctioning portal created by an unnamed and unconventional wizard : [19]

  • Found in Triel , the one-way portal operated by Conrath Isthan would sporadically and repeatedly send its "passengers" centuries in the past to a singular moment, the summoning forth of a balor somewhere on Toril. [19]

At some unknown time and place, a group of powerful spellcasters known as the Weavers crafted the first of the black obelisks , powerful magical artifacts that were capable of transporting an entire city back in time. [note 2] The knowledge of their creation eventually passed down to the arcanists of ancient Netheril, who crafted a number of them for use on their great flying cities . [22] Mystryl's restrictions did not appear to affect this mode of time travel, as it was entirely possible to travel back directly to the beginning of Spring in some past year. [23]

After the fall of Netheril , the remaining black obelisks remained scattered across the Realms. [22] Known locations of their discovery included the Tomb of the Nine Gods in Chult , [24] the great dungeon-complex of Undermountain , [25] within the tunnels beneath Gracklstugh in the Underdark , [26] the ruined necropolis of Ythryn beneath the Great Glacier, [22] and even out on the open lands of the Sword Coast North . [27]

Psionics [ ]

Psionicist practitioners of the psychoportation discipline were capable of reversing or moving forward time in a limited scope for a matter of seconds, using powers such as time regression and time hop . It was unknown how if at all these powers were affected by the rules of limitation placed forward by Mystryl. [28]

History [ ]

At some point in history the Weavers created the original black obelisks, devices that had the power to change time and reality in profound ways. They were subsequently removed from all known existence by the being known as Vecna , and the knowledge of their creation remained only with the Oerthian lich -god. [22]

The legendary arcanist Jeriah Chronos was born in the in the −2207 DR , a date birth marked the beginning Netheril's Golden Age . The vain arcanist would formulate and craft his first time-manipulation spell a mere 68 years later , and begin the school of magic that carried on his name and legacy. [note 3] [29] Over the course of his life he became increasingly concerned about the arcanists' collective arrogance, believing that it would be the undoing of their great magocratic empire. [30]

At some point during the first three millennia of the Age of Humanity , the arcanists of Netheril recovered the specifications of the black obelisks originally created by the Weavers. They crafted a number of these powerful artifacts as a means to circumvent any catastrophic consequences they may have befell their empire. There was no recorded evidence that any of the obelisks were successfully used in that manner. [22]

The last known journey to recover one of the time gates was recorded to have occurred in the Year of Withered Flowers, 404 DR . [17]

Appendix [ ]

  • ↑ For the purposes of this article, time is referred to how it exists on the Prime Material Plane except where otherwise noted. Time is experienced differently on certain planes of existence .
  • ↑ Page 262 of Icewind Dale: Rime of the Frostmaiden refers to "reset(ing) the world to a previous time", but for the purposes of this wiki is not taken as a literal statement.
  • ↑ According to page 62 of the 2 nd edition sourcebook Chronomancer magical school of Chronomancy was "discovered" by a number of different beings at a myriad of different locations across time and space. While its name may be attributed to its founder in the Realms, in other instances it may be mere coincidence.

Further Reading [ ]

  • Dragon magazine 430

References [ ]

  • ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Steven E. Schend and Kevin Melka  (1998). Cormanthyr: Empire of the Elves . ( TSR, Inc ), p. 4. ISBN  0-7069-0761-4 .
  • ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Steven E. Schend and Kevin Melka  (1998). Cormanthyr: Empire of the Elves . ( TSR, Inc ), p. 6. ISBN  0-7069-0761-4 .
  • ↑ Jonathan Tweet , Monte Cook , Skip Williams  (July 2003). Player's Handbook v.3.5 . ( Wizards of the Coast ), p. 173. ISBN  0-7869-2886-7 .
  • ↑ 4.0 4.1 4.2 Steven E. Schend and Kevin Melka  (1998). Cormanthyr: Empire of the Elves . ( TSR, Inc ), p. 7. ISBN  0-7069-0761-4 .
  • ↑ 5.0 5.1 Loren Coleman  (1995). Chronomancer . Edited by Matt Forbeck . ( TSR, Inc ), p. 88. ISBN  978-0786903252 .
  • ↑ John Terra  (November 1997). Four from Cormyr . Edited by Kim Mohan . ( TSR, Inc. ), p. 79. ISBN  0-7869-0646-4 .
  • ↑ Loren Coleman  (1995). Chronomancer . Edited by Matt Forbeck . ( TSR, Inc ), p. 17. ISBN  978-0786903252 .
  • ↑ Loren Coleman  (1995). Chronomancer . Edited by Matt Forbeck . ( TSR, Inc ), p. 4. ISBN  978-0786903252 .
  • ↑ Richard Baker , James Jacobs , and Steve Winter  (April 2005). Lords of Madness: The Book of Aberrations . ( Wizards of the Coast ). ISBN  0-7869-3657-6 .
  • ↑ Clayton Emery  (November 1996). Dangerous Games . ( TSR, Inc. ), chap. 12. ISBN  0-7869-0524-7 .
  • ↑ 11.0 11.1 Steven E. Schend and Kevin Melka  (1998). Cormanthyr: Empire of the Elves . ( TSR, Inc ), p. 5. ISBN  0-7069-0761-4 .
  • ↑ slade , Jim Butler  (October 1996). “The Winds of Netheril”. In Jim Butler  ed. Netheril: Empire of Magic ( TSR, Inc. ), p. 13. ISBN  0-7869-0437-2 .
  • ↑ 13.0 13.1 Robert Wiese (2003-04-16). “The Portal Through Time (Part 3)” . Perilous Gateways . Wizards of the Coast . Archived from the original on 2003-08-03. Retrieved on 2018-12-05.
  • ↑ Jonathan Tweet , Monte Cook , Skip Williams  (July 2003). Player's Handbook v.3.5 . ( Wizards of the Coast ), p. 293. ISBN  0-7869-2886-7 .
  • ↑ Jonathan Tweet , Monte Cook , Skip Williams  (July 2003). Player's Handbook v.3.5 . ( Wizards of the Coast ), p. 295. ISBN  0-7869-2886-7 .
  • ↑ Mike Mearls , Jeremy Crawford  (2014). Player's Handbook 5th edition . ( Wizards of the Coast ), pp. 209–211, 283. ISBN  978-0-7869-6560-1 .
  • ↑ 17.0 17.1 17.2 17.3 17.4 17.5 slade , Jim Butler  (October 1996). “The Winds of Netheril”. In Jim Butler  ed. Netheril: Empire of Magic ( TSR, Inc. ), p. 14. ISBN  0-7869-0437-2 .
  • ↑ 18.0 18.1 Robert Wiese (2003-04-23). “Portals in Time: Umberlee's Fist” . Perilous Gateways . Wizards of the Coast . Archived from the original on 2003-08-03. Retrieved on 2018-12-05.
  • ↑ 19.0 19.1 19.2 Robert Wiese (2003-04-30). “Portals in Time: The Mishap-Prone Portal” . Perilous Gateways . Wizards of the Coast . Archived from the original on 2003-08-03. Retrieved on 2018-12-05.
  • ↑ Robert Wiese (2003-04-09). “Portals in Time: The Portal Through Time (Part 2)” . Perilous Gateways . Wizards of the Coast . Archived from the original on 2003-08-03. Retrieved on 2018-12-05.
  • ↑ Robert Wiese (2003-04-02). “Portals in Time: The Portal Through Time (Part 1)” . Perilous Gateways . Wizards of the Coast . Archived from the original on 2003-08-03. Retrieved on 2018-12-05.
  • ↑ 22.0 22.1 22.2 22.3 22.4 Christopher Perkins  (September 2020). Icewind Dale: Rime of the Frostmaiden . Edited by Kim Mohan . ( Wizards of the Coast ), p. 255. ISBN  978-0786966981 .
  • ↑ Christopher Perkins  (September 2020). Icewind Dale: Rime of the Frostmaiden . Edited by Kim Mohan . ( Wizards of the Coast ), p. 262. ISBN  978-0786966981 .
  • ↑ Christopher Perkins , Will Doyle , Steve Winter  (September 19, 2017). Tomb of Annihilation . Edited by Michele Carter , Scott Fitzgerald Gray . ( Wizards of the Coast ), p. 130. ISBN  978-0-7869-6610-3 .
  • ↑ Christopher Perkins  (November 2018). Waterdeep: Dungeon of the Mad Mage . Edited by Jeremy Crawford . ( Wizards of the Coast ), p. 286. ISBN  978-0-7869-6626-4 .
  • ↑ Christopher Perkins , Adam Lee , Richard Whitters  (September 1, 2015). Out of the Abyss . Edited by Jeremy Crawford . ( Wizards of the Coast ), p. 80. ISBN  978-0-7869-6581-6 .
  • ↑ Christopher Perkins , et al . (September 2016). Storm King's Thunder . Edited by Kim Mohan , Michele Carter . ( Wizards of the Coast ), p. 20. ISBN  978-0-7869-6600-4 .
  • ↑ Bruce R. Cordell , Christopher Lindsay  (April 2006). Complete Psionic . ( Wizards of the Coast ), p. 75. ISBN  0-7869-3911-7 .
  • ↑ slade , Jim Butler  (October 1996). “The Winds of Netheril”. In Jim Butler  ed. Netheril: Empire of Magic ( TSR, Inc. ), p. 109. ISBN  0-7869-0437-2 .
  • ↑ slade , Jim Butler  (October 1996). “The Winds of Netheril”. In Jim Butler  ed. Netheril: Empire of Magic ( TSR, Inc. ), p. 8. ISBN  0-7869-0437-2 .
  • 3 Lathander

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Vecna: Eve of Ruin DnD Campaign (First Look)

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Legendary villain will appear in upcoming high-level Dungeons & Dragons campaign

When it comes to Dungeons & Dragons villains, there are few names as iconic as the undead sorcerer Vecna. Appearing in countless adventure modules over the decades, he’s also inspired his very own Stranger Things villain of the same name.

Now, proving that you can’t keep a lich down for long, it appears that Vecna will be remerging from the shadows in the form of a new D&D 5e adventure coming out on May 21st, 2024 and which is available for pre-order now on D&D Beyond and Amazon .

So just what can we expect to see from everyone’s favorite magical despot? Below we break down everything we know so far about the new D&D Vecna campaign.

Table of Contents

What is Venca: Eve of Ruin about? Who is Vecna? What is the Hand of Vecna? What is the Eye of Vecna? What is the release date for Vecna: Eve of Ruin? How much is Vecna: Eve of Ruin? Are there alternate covers and a collector’s edition? What other tie-in products will be available?

The front and back cover of the upcoming DnD campaign book "Vecna: Eve of Ruin."

What is Vecna: Eve of Ruin about?

Venca: Eve of Ruin is an upcoming campaign for DnD 5e designed for Level 10 to 20 characters. The story focuses on the legendary arch-lich Vecna who is attempting to complete a dark ritual that will obliterate the gods and subjugate all worlds to his will. To stop Vecna before can remake existence in his image, players will have to work with three of the multiverse’s most famous archmages: the witch Tasha , the wizard Mordenkainen and the powerful sorceress Alustriel Silverhand.

To defeat, Vecna, the party will have travel across the planes of existence themselves and rebuild the legendary Rod of Seven Parts (with each part in a different location). Notably, the adventure begins in the Forgotten Realms, with players then traveling to Planescape, Spelljammer, Eberron, Ravenloft, Dragonlance and Greyhawk as they race to stop Vecna’s ritual.

New artwork from the upcoming DnD campaign book "Vecna: Eve of Ruin," featuring the arch-lich sitting on a throne surrounded by skulls.

Recently, the Wizards of the Coast design also confirmed the return of several well-known DnD villains, including the vampire lord Strahd von Zarovich (master of the dread domain of Barovia) and Lord Soth (the vicious Death Knight of Dragonlance and Ravenloft fame). Notably, the new art released by WotC also showed what appears to be Lolth , the Spider Goddess of the Forgotten Realms and longtime nemesis of Dark Elf ranger Drizzt Do’urden , although the team has not yet confirmed if she will make an appearance.

The design team also hinted that other familiar DnD characters may appear as well from various campaign settings, including Avernus, which suggests that Asmodeus may also make an appearance at some point in the campaign).

New artwork from the upcoming DnD campaign book "Vecna: Eve of Ruin," featuring the Spider Goddess Lolth, who is a blend of giant spider and beautiful drow priestess.

The book itself is 256 pages in length and will include:

  • A double-sided poster map
  • 30 new monsters from across the multiverse
  • Detailed NPC dossiers

If you pre-order the book from D&D Beyond. you’ll also get early a copy of Vecna: Nest of the Eldritch Eye , which is a one shot prequel adventure. You’ll also receive a digital dice set, 11 frames and 4 backgrounds – all of which are for use on D&D Beyond.

New artwork from the upcoming DnD campaign book "Vecna: Eve of Ruin," featuring a group of cultists summoning the spirit of Vecna from a fire.

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Who is Vecna?

First appearing in the 1976 D&D supplement Eldritch Wizardry , Vecna was created by designer Brian Blume for use in the Greyhawk D&D campaign setting . The name of Vecna was an anagram of fantasy author Jack Vance, whose work was a major influence on the magic system of Dungeons & Dragons.

Blume originally provided little detail on the character, describing Vecna only as a powerful lich who had been defeated long ago by his trusted Lieutenant (a warrior named Kas the Bloodyhanded) leaving behind two magic items known as the Hand of Vecna and the Eye of Vecna (both of which were inspired by author Michael Moorcock’s Eternal Champion series which featured two powerful artifacts knonw as the Hand of Kwll and the Eye of Rhynn).

New artwork from the upcoming DnD campaign book "Vecna: Eve of Ruin," featuring the arch-lich facing down an adventurer with a glowing blue sword.

Vecna’s backstory would later be fleshed out in the AD&D 2nd edition Vecna Lives! which was published in 1990 and once again took place in Greyhawk. It was revealed in that adventure that Vecna was once a mighty king who transformed himself into a lich so powerful he threatened even the gods themselves. His physical body was later destroyed, leaving beyond only his Eye and Hand, two unholy relic of unimaginable power. Vecna, however, would return before eventually being banished to the realm of Ravenloft , appearing in the 1998 adventure Vecna Reborn .

Vecna would later escape from the Domains of Dread and appear in Die Vecna Die! , a three-party adventure published in 2000 that linked together the Ravenloft, Greyhawk and Planscape campaign settings. In the adventure, Vecna eventually ascends to the rank of minor godhood, becoming an even more powerul threat to the D&D multiverse.

In June 2022, Wizards of the Coast released the  Vecna Dossier   as a digital exclusive on D&D Beyond. This included background information and a 5th Edition statblock for Vecna in the updated style of the edition. This iteration is of Vecna as an archlich before his ascension to godhood.

The D&D villain Vecna holding up one golden hand that is covering part of his face.

What is the Hand of Vecna?

Appearing in every single edition of D&D since the late 1970s, this incredibly powerful and evil artifact grants its wearer a range of powerful magical abilities. Visually, the unholy relic appears a hideous, mummified left hand. In order to use its powers, however, the wielder must cut off their own left hand at the wrist and press the  Hand of Vecna  against the wound. The artifact then magically grafts itself onto its wearer and became a functioning limb that can only be removed with the death of the wielder.

Once attuned to the  Hand of Vecna , the wielder gains supernatural strength, as well as the ability to cast spells including finger of death ,  sleep ,  slow , and  telepor t (each of which recharges at dawn). Using the artifact, however, is not without its risks as it warps the user’s alignment to neutral evil. What’s more, casting a spell with the Hand magically compels the user to immediately commit an evil act afterwards.

Notably, the Hand of Vecna appeared in the first Critical Role campaign in 2019, when actor Joe Manganiello’s character, the dragonborn oathbreaker paladin Arkhan, infamously stole the relic , an event that later become official D&D canon when Arkhan appeared as an NPC in Baldur’s Gate: Descent into Avernus .

A shadowy figure attaching the Hand of Vecna to their arm.

What is the Eye of Vecna?

Like the Hand of Vecna, the Eye is also a powerful relic that has existed since the early 1970s. To wield it, the wearer must willingly pluck out their own eye and replace it with the unholy relic. The item then magically grafts itself into the user’s eye socket, assuming a golden coloration and a vertical pupil similar to a cat’s. Once attached it cannot be removed without killing the wearer in the process.

Once attuned to the Eye of Vecna, the user is granted the ability to see through walls (not unlike x-ray vision) as well as possessing truesight. In addition, the Eye allows its wearer to cast spells including clairvoyance, crown of madness, disintegrate, dominate monster, and eyebite (recharging each day at dawn).

A wizard screaming as the Eye of Vecna fuses to their face.

Using the Eye, however, also has its risks. Like the Hand of Vecna it also alters the wearers alignment to neutral evil. Additionally, each time it is used to cast a spell there is a chance that the restless spirit of Vecna will devour the wearer’s soul and possess their body for himself.

Notably, if a user attunes to both the Hand and Eye of Vecna they receive a number of additional benefits, including immunity to disease and poison, premonitions of imminent danger, regeneration and the ability to cast wish once every 30 days.

New artwork from the upcoming DnD campaign book "Vecna: Eve of Ruin," featuring  two adventurers standing outside a temple filled with eerrie purple light.

What is the release date for Vecna: Eve of Ruin?

Vecna: Eve of Ruin will be released on May 21st, 2024. If you pre-order from D&D Beyond , however, you’ll have access to the digital copy on May 7th, 2024. Local game stores will also be fulfilling physical copies of the book on May 7th for customers who pre-ordered it.

It’s worth noting that customers who pre-order will also receive access to the digital one shot adventure, Vecna: Nest of the Eldritch Eye , on April 16th, 2024 (as noted earlier, this is a digital-only one shot adventure that serves as a prequel to Eve of Ruin ).

Notably, French, German, Italian, and Spanish versions of the book will also be available in November 2024.

New artwork from the upcoming DnD campaign book "Vecna: Eve of Ruin," featuring two cultists drawing an evil spirit out of the body of a dead adventurer.

How much is Vecna: Eve of Ruin?

Physical print copies of Vecna: Eve of Ruin will retail for $59.95 USD (which is a comparable MSRP to what we’ve seen with other recent other DnD 5e books and in line with Wizard of the Coast’s recent price increases). The print and digital bundle will retail for $69.95 USD on D&D Beyond and $59.95 USD on Amazon.

Art from the new 2024 DnD campaign "Vecna: Eve of Ruin," featuring the legendary villain surrounded by screaming souls trapped in purple glass.

Are there alternate covers and a collector’s edition?

There is indeed an alternate cover to Vecna: Eve of Ruin which is available for the same price as the standard version (you can see what this looks like below). Sharp eyed fans have pointed out that the three grey symbols appearing on the back of the alternate cover are associated with past DnD campaigns (from top left going clockwise): Baldur’s Gate: Descent into Avernus, Curse of Strahd and Spelljammer . This suggests that the campaign may indeed tie into previous published materials and storylines.

The front and back alternate covers for the upcoming DnD campaign book "Vecna: Eve of Ruin."

Popular third-party publisher Beadle & Grimm’s (which has published collectors editions for various Wizards of the Coast products in the past) will also be releasing a new Platinum Edition of Vecna: Eve of Ruin . This will include additional items, art work and content that isn’t available in the official WotC book.

The Platinum Edition will be released in August 2024 and retails for $509 USD (plus shipping). It will include the following:

  • The full module of Vecna: Eve of Ruin broken out into five booklets
  • D&D Beyond code for the full digital version of the module
  • 3 original Beadle & Grimm’s Bonus Encounters
  • 17 Secret cards
  • 18 WizKids minis
  • 7 aluminum pieces that assemble into the Rod of Seven Parts
  • 16 battle maps
  • 4 area maps for players and 8 annotated maps for DMs
  • 10 player print handouts
  • A custom Vecna DM screen
  • 5 custom coins and 1 temporary tattoo
  • 54 monster and NPC encounter cards

The platinum edition box set of "Vecna: Eve of Ruin," which is available exclusively from Beadle & Grimms.

What other tie-in products will be available?

Given the popularity of Vecna, it’s likely we’ll see a number of free and paid tie-in materials via D&D Beyond. In the meantime, WizKids has released several new miniatures , which are featured in the campaign. This includes the Bone Roc (which retails for $69.99 USD) and the Spiderdragon (which retails for $39.99 USD). Both are currently available for pre-order are are expected to launch this summer.

You can also pre-order a copy of the book for Roll20 via DMsGuild , which brings the official campaign materials to the popular virtual tabletop platform.

Two new Vecna: Eve of Ruin miniatures from WizKids: the Bone Roc (which appears as a giant skeletal bird) and the Spiderdragon (which is a  hideous combination of dragon and spider).

Final Thoughts

We’ll be keeping a close eye on any updates on the new Vecna campaign in the days ahead and will update this page as we learn more. In the meantime, you can pre-order the book now on D&D Beyond and Amazon .

Below is recent video from Wizards of the Coast which offers more details on the campaign. You can also learn more on a recent blog post published on the official DnD website.

See Our Complete D&D Book Coverage

Visit our D&D Books page for more reviews of the latest novels and game books.

vecna time travel dnd

Ollie Delano is a Staff Writer who lives in Chicago, Illinois where he majored in Journalism at Northwestern University’s Medill School of Journalism. He’s been playing Dungeons & Dragons for over 10 years and currently plays in a weekly game group where he rolls way too many natural 1s and chugs way too much Mountain Dew. His favorite D&D campaign setting is Eberron and his favorite character to play was a Tiefling rogue named Draxiss who enjoys both literal and figurative backstabbing.

*We are a member of the Amazon Affiliate marketing program, which provides us with a small commission on any sales at no additional cost to you the consumer.

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Vecna: Eve of Ruin is the dessert course for those who’ve feasted on D&D’s best campaigns

A high-level adventure for 5th edition’s real ones

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Share All sharing options for: Vecna: Eve of Ruin is the dessert course for those who’ve feasted on D&D’s best campaigns

Over the last decade, Wizards of the Coast has rolled out a series of elaborate campaign books for 5th edition Dungeons & Dragons , each one customized for low-to-mid-level characters. At most, those products have topped out at around level 13, leaving fans to make their own way toward the game’s level 20 cap.

Next month, the publisher is raising the stakes with Vecna: Eve of Ruin , an adventure that begins at level 10 and goes to level 20. But it’s more than just a series of high-level encounters. It’s a celebration of everything that’s come before, and the opportunity for the franchise’s most dedicated fans to run a well-earned victory lap.

In a recent briefing, Wizards shared a few highlights from Eve of Ruin . The whirlwind tour included a surprising amount of spoilers, but before we get anywhere close to those, let’s first discuss the broad strokes.

What’s a Vecna?

The cover page for Eldritch Wizardry shows a black-and-white drawing of a wizard with a pointy hat. Tentacles reach from the earth below him.

Stranger Things fans’ ears likely perked up when they saw that players would be taking on Vecna, but they should temper their enthusiasm a bit. Wizards isn’t sneaking in a way to crack Max out of the intensive care unit in Hawkins, Indiana. That’s Netflix’s problem. Instead, it’s reintroducing the original Vecna, a powerful undead villain from Dungeons & Dragons lore.

“The first mention of Vecna dates all the way back to 1976,” said senior game designer Amanda Hamon, referring to Eldritch Wizardry , a supplement for first edition D&D that Brian Blume wrote with the game’s co-creator, Gary Gygax. “[Blume] mentions the Hand and the Eye of Vecna as artifacts. There’s only one line about Vecna himself: It says he’s a lich of great power and evil [...] who can only affect people who have put on his hand and his eye.”

Hamon added that, allegedly, not even Gygax himself knew anything more about the lich that Blume had added. It was one of those open-ended bits of lore that was purposefully added at the margins so that at-home players had jumping-off points for their own adventures. And it was largely through the work of those at-home adventurers, like with the kids in Stranger Things , that the legend of Vecna began to grow. Only later, in second and third edition, would developers flesh out the character by turning him into a godlike nemesis looming over the game’s entire multiverse.

An armored figure stands on an alien purple landscape. Above them art two halves of a tall-masted ship lodged in a large pink wall at odd angles.

Where we droppin’?

[ Ed. note: The following contains spoilers for Vecna: Eve of Ruin. ]

Wizards said that Vecna’s nefarious scheme in Eve of Ruin has to do with gathering up secrets and using them as magical fuel to somehow bring about the destruction of the multiverse. To defeat him, players must gather up the scattered pieces of The Rod of Seven Parts, an ancient artifact used once before in a bygone time to banish Vecna. And though the road to finding the disparate pieces of this particular MacGuffin is long and winding — 256 pages long, in fact — the journey will be at least partially familiar if you’ve rolled a die in anger playing D&D these last 10 years.

That’s right, kids, we’re going on a road trip.

First up, players will be swept off to Sigil, the City of Doors, to get a read on the whole situation. Players likely visited that location in the 5th edition adventure called Turn of Fortune’s Wheel , which was published inside the three-volume set Planescape: Adventures in the Multiverse . Expect Sigil to serve as the hub world, opening pathways to all the other dimensions players will need to visit in their quest to reassemble The Rod of Seven Parts.

Three wizards cast a powerful spell in a large piece of art from Vecna: Eve of Ruin.

One of those places will absolutely be Ravenloft, Hamon confirmed. Dedicated players likely visited the mist-shrouded realm either during Curse of Strahd or in a homebrew campaign based on Van Richten’s Guide to Ravenloft . Either way, that’s where they’ll come upon the latest incarnation of the vampire Strahd von Zarovich, who must be either bargained with or taken down before moving on.

Also on the docket is a trip to the Astral Sea, home to the beloved Spelljammer setting that last took center stage in 2022’s Spelljammer: Adventures in Space , yet another well-regarded three-volume set for 5th edition. There, players will need to contend with the horrifying prospect of navigating a starship lodged in the side of a dying god, as well as a whole cast of characters that formerly crewed the ship.

Strahd steps through a mist to grasp part of The Rod of Seven Parts

Fans of Dragonlance are likewise in for a treat, as another aspect of the adventure takes them back to the world of Krynn, which players also visited in 2022 with Dragonlance: Shadow of the Dragon Queen . Here, they’ll have the opportunity to team up with a pack of lycanthropes working against Lord Soth and his minions.

“This is one of the most intense fights,” Hamon said, “[since it’s against] a character that just won’t give up.”

Yet another chapter in Eve of Ruin will take characters to Greyhawk’s Isle of Serpents. There they’ll deal with an underling of Acererak, the magical engineer behind the legendary Tomb of Horrors — yet another location from the history of D&D that was updated for 5th edition in Tales from the Yawning Portal . But rather than be put through that particular meat grinder, players will explore an all-new dungeon called the Tomb of Wayward Souls.

What about D&D’s big revision?

“This adventure is meant to be [as] off-the-rails, as high-level as we can get,” Hamon said. “[Especially since] it’s a potentially multiverse-ending storyline.” Of course, this isn’t the end for 5th edition, either. The most popular version of D&D ever made is getting a bit of a reboot later this year thanks to a newly revised Player’s Handbook (2024) and Dungeon Master’s Guide (2024) . Those two books are expected to arrive in September and November, respectively.

But won’t that make Vecna: Eve of Ruin obsolete mere months after its release? Absolutely not, assured Hamon.

“We all hope [ Vecna: Eve of Ruin ] is very indicative of this adventure moving on into the future,” she said, “a high-level adventure that people can play for many years to come. With the remastered core books coming out, it was a really good time to show we can make an adventure that is this scope, and have it be good for the previous version of the rules and also [for] many years to come.”

Vecna: Eve of Ruin , like all new books for D&D these days, has a fairly complicated set of release dates. Those who purchase directly from Wizards will spend a little more for their pre-order, but they’ll get their digital content two weeks early — on May 7 — plus a free low-level introductory adventure titled Nest of the Eldritch Eye . The release at local game stores is also set for May 7, and will include an opportunity to get the book with a special alternate art cover by Hydro74 . Otherwise, you can find the book for sale online at places, including Amazon , where the wide release is set for May 21.

vecna time travel dnd

Vecna: Eve of Ruin

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  • $60 at Amazon

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Dungeons & Dragons: 10 Things You Didn't Know About Vecna

Who knew that a lich obsessed with secrets would have a few of his own?

  • Vecna is a lore-rich villain with incredible powers, including sensing secrets that impact many lives.
  • His evil mother raised him with cruelty and occult practices, shaping Vecna into a twisted figure with no reliance on others.
  • Vecna's mysterious mortal life, rivalry with the Raven Queen, and ability to corrupt others make him a formidable and sinister entity.

Vecna is one of the most famous villains in all of Dungeons & Dragons ' 50-year-long history. Originally introduced in 1976 through a first-edition supplement called Eldritch Wizardry, Vecna first appeared as no more than a piece of history that explained the existence of two artifacts: the eye of Vecna and the hand of Vecna.

Dungeons & Dragons: How To Run A Secret Villain As DM

In this book, we were told that Vecna was an ancient and evil lich whose destruction left behind only his eye and left hand. Fifty years later, Vecna is one of the most lore-rich villains in the game. Perhaps this only makes sense, though, as Vecna's portfolio as the god of evil secrets lends itself to forgotten knowledge as well as stories of the most horrific sort.

10 He Can Sense Secrets

Or at least the ones that matter most.

In addition to all of the regular powers granted to him by lichdom, including a paralyzing touch, powerful spellcasting, and eternal life, Vecna's status as the deity of secrets allows him to sense whenever a secret that could affect the lives of five hundred or more people is passed on to another.

While this ability doesn't immediately reveal the secret to Vecna, knowledge of its existence is likely more than enough for Vecna to chase the secret down. Whether by employing his cronies or visiting the secret holder himself, the secret won't likely remain unknown to Vecna for very long.

9 His Mother Was Evil

We'd still take evil mom over karen mom.

If you've ever wondered how a being as evil as Vecna might come to exist, it takes an entirely evil mother's touch. Vecna's writings reveal that the woman who bore him practiced all sorts of occult activities, including animal sacrifice and visiting with monsters.

Beyond that, she was cruel to her son in all things and taught him that the only person he could ever rely on was himself. There's nothing quite like a mother's love, even when it comes to raising one of the most twisted figures in D&D's many worlds.

8 His Mortal Life Is A Mystery

Fitting for the god of secrets.

While Vecna has spoken about his mother in his writings, the remainder of his life among the living is unclear. Generic information, including that he was a powerful wizard originally from Oerth, is largely agreed upon; however, the details of this backstory are shrouded in mystery.

It's also said that Vecna is the first mortal to achieve lichdom. Conflicting stories are told concerning exactly how Vecna achieved this feat, but the truth is probably more difficult to swallow than any of the common tales.

7 The Raven Queen Is His Rival

Why is the raven queen so cool.

Thanks to the events of Critical Role, the Raven Queen is one of the most popular deities in Forgotten Realms lore. What's lesser known is that she is a vehement opponent of Vecna as the god of evil secrets wishes to claim her portfolio so that he might gain the power to harvest knowledge from passed souls.

While Vecna has largely abandoned this plot, if the opportunity presented itself to overthrow the Raven Queen, Vecna would seize it in an instant. After all, siphoning knowledge from harmless souls is much easier than interrogating the living.

6 Nothic Cults Worship Him

Nothics are also known as wizards who didn't pay attention in class.

Many a wizard has chased after the secrets that Vecna holds seeking to muster power for themselves. Unfortunately, most fall prey to the overwhelmingly intelligent lich's traps. More often than not, these traps turn the wizards into nothics that serve Vecna as spies.

Dungeons & Dragons: 10 Best Ways To Become A Lich

The god of evil secrets can see through his nothic's eyes at all times, and they also make for great additional defenses to Vecna's many trap-riddled tombs.

5 He Authored The Book Of Vile Darkness

A masterclass in being a bad guy.

The Book of Vile Darkness is the most evil tome in all of existence and holds no shortage of evil secrets, including the true names of various fiends, extraordinarily foul spells, precious information, the methods to creating undead, and more.

While it's rumored that Vecna was the original author, the book has passed through the hands of many terrible mages. In their vanity, most owners have made additions to the book to help future servants of the darker powers in their endeavors.

4 Acererak Was His Apprentice

Not all master-apprentice relationships end well.

If you're familiar with the written adventure Tomb of Annihilation, chances are you've heard of Acererak. In case you're not, you have likely still viewed him before, as Acererak is the lich printed on the front of the Dungeon Master's Guide.

Before he became a lich, Acererak was a half-demon who worked as Vecna's apprentice. During this time, Acererak saved Vecna from certain doom at the hands of clerics of Pelor. However, Vecna later learned that the whole ordeal was constructed by Acererak himself so that he might gain his master's favor.

3 He Has Traveled Through Time

Time travel always complicates things.

Strange objects known only as black obelisks exist in many of the official adventures published for Fifth Edition. As it turns out, these obelisks were originally created by a mysterious group known as the Weavers.

Dungeons & Dragons: Who Is Vecna And How Did He Become A Deity?

The reason the Weavers are so mysterious is thanks to Vecna. The god of secrets supposedly used one of the obelisks to travel back in time and annihilate the Weavers, as well as all knowledge of them, from existence. Exactly why Vecna did this remains a mystery to this day.

2 He Successfully Invaded Sigil

Might he do it again in vecna: eve of ruin.

Sigil, also known as the City of Doors, is known as the most impregnable metropolis in the D&D multiverse. Even so, Vecna alone has managed to successfully invade and take over the city though it did require centuries of planning.

Unfortunately for the god of evil secrets, a group of adventurers managed to remove him from the city thanks to the Lady of Pain's help. Since then, Sigil has been even further fortified against outside incursions.

1 His Evil Corrupts Others

No one is above vecna's corruption.

It should come as no surprise that a being as evil as Vecna corrupts all who open their hearts to his influence. That being said, players are often taken aback when using Vecna's artifacts—the hand of Vecna, eye of Vecna, or Book of Vile Darkness—inevitably leads to their character becoming evil .

If you don't want to play an evil character, stay away from these objects and destroy anything that tempts you towards Vecna's authority. There is no redemption for this entirely evil being, and it's almost assured that the same goes for any who follow in his dastardly footsteps.

Dungeons & Dragons: How To Roleplay A Lich As A DM

  • Rules Expanded
  • More Monsters
  • Adventure Campaigns
  • Adventure Anthologies
  • Campaign Collections
  • ACCESSORIES

Vecna: Eve of Ruin Digital + Physical Bundle

Vecna: Eve of Ruin Digital + Physical Bundle

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WHO WILL SAVE EXISTENCE?

Save existence from annihilation in this epic, multiverse-spanning adventure..

  • Vecna: Eve of Ruin, a 256-page hardcover adventure book for 10th to 20th level characters
  • Double-sided poster map
  • 30+ Terrifying new monsters spawning from all over the multiverse
  • Detailed character dossiers with exclusive insights into legendary allies who you may recognize from other D&D adventures
  • D&D Beyond digital copy of Vecna: Eve of Ruin
  • D&D Beyond access to Vecna: Nest of the Eldritch Eye, starting April 16, 2024
  • Early access to Vecna: Eve of Ruin on D&D Beyond, starting May 7, 2024
  • Exclusive preorder perks including a digital dice set, 11 frames, and 4 backdrops

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IMAGES

  1. Vecna the Archlich

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  2. D&D: An Adventurer's Guide to Vecna

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  3. ArtStation

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  4. Vecna the Archlich

    vecna time travel dnd

  5. [ART] [OC] Just finished Painting this 54mm DnD Vecna figure looking

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  6. D&D Vecna stats and facts you won’t find in Stranger Things

    vecna time travel dnd

VIDEO

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  2. DVA.Бесконечное лето(мод).Романтика на острове #3

  3. Путешествие во времени

  4. 7 дней лета / 7дл

  5. Travel Roleplay Encounters #short

  6. The Longest Journey. Прохождение. #11. Абнакус из венаров

COMMENTS

  1. Vecna

    Vecna ( pronounced: /ˈ v ɛ k n ɑː /VEK-nah [4]) was a once- human king [16] and lich from Oerth who ascended to godhood. [4] [23] While he was once considered the most powerful lich to dwell on that world, [24] over the ages he spent in undeath Vecna became maligned across the multiverse, and was considered the scourge of all civilization ...

  2. What Is Vecna: Eve of Ruin? A High-Stakes, High-Level ...

    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.

  3. Vecna

    Vecna was, in his time, one of the mightiest of all wizards who forged a great empire through dark magic and conquest. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about. Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to ...

  4. Who Is Vecna, and Why Must He Die?

    He has appeared in every edition of D&D, meaning his legendary exploits have transcended time and, in the case of the events of Die Vecna Die!, even caused the transition between editions. Artist: Aaron Hübrich Vecna's Legend, from Birth to Godhood Artist: Kieran Yanner. Vecna is a figure of mystery; the actual account of his life isn't known.

  5. Vecna DND: Stats, Mechanics, and Ultimate Guide

    Vecna is an ancient and powerful lich, who has ascended to godhood. As the god of secrets, the undead, and dark magic, he is a primary antagonist in many D&D campaigns. This section will take an in-depth look at Vecna's history, powers, relationships, and the artifacts associated with him.

  6. Vecna the Archlich

    Vecna carries a magic dagger named Afterthought. In the hands of anyone other than Vecna, Afterthought is a +2 dagger. Legendary Resistance (5/Day). If Vecna fails a saving throw, he can choose to succeed instead. Undying. If Vecna is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for ...

  7. What Is the Vecna Dossier? Uncover the Archlich's Deepest Secrets and

    What You'll Find in the Vecna Dossier. The Vecna Dossier contains all of the information you'll need to run Vecna in your game, including:. Lore surrounding Vecna's backstory and rise to power. Tidbits of information regarding legendary magical artifacts, like the Sword of Kas and the Book of Vile Darkness.; A CR 26 stat block for Vecna which can be used in D&D Beyond's Encounters tool.

  8. DnD Vecna Eve of Ruin release date and news

    The upcoming DnD Vecna: ... Apparently, some time travel business has given us an earlier incarnation of the powerful witch. Alustriel Silverhand. Alustriel Silverhand is making her fifth edition debut in Eve of Ruin, but this is far from her first D&D rodeo. She's one of the Forgotten Realm's most powerful Wizards, and she has a real ...

  9. D&D Vecna stats and facts you won't find in Stranger Things

    Head here to find out more details from the Vecna 5e dossier and adventure released in June 2022.. Vecna editions. In one way or another, Vecna has appeared in every edition of D&D. The Hand and Eye of Vecna are mentioned in the first-ever Dungeon Master's Guide, but he remains little more than a myth until Advanced Dungeons and Dragons 2e.. The 1990 adventure 'Vecna Lives' was the first ...

  10. Connecting the dots: what the Vecna Dossier means for a future ...

    Because Vecna is said to have mastered magic allowing him to travel through time There will be an upcoming adventure, perhaps the final WOTC published 5e adventure, that will be a time travel campaign with Vecna as the BBEG. As part of the adventure, the ancient empire of Ostoria will be visited, or perhaps the adventure starts there.

  11. Vecna

    Vecna (/ ˈ v ɛ k. n ɑː / VEK-nah) is a fictional character appearing in the Dungeons & Dragons fantasy role-playing game.Vecna has been named one of the greatest villains in the Dungeons & Dragons franchise.. Originally appearing in the Greyhawk campaign setting, Vecna was described as a powerful wizard who became a lich. He was eventually destroyed, and his left hand and left eye were the ...

  12. The final DnD 5e campaign goes "off the rails"

    Dungeons and Dragons. Wizards of the Coast promises that Vecna: Eve of Ruin, its final DnD campaign before the arrival of the new core rulebooks, will be an "off-the-rails" adventure across the entire multiverse. In a press event on April 10, senior designer Amanda Hamon promises the book is "as high-level as we can get and as memorable ...

  13. Time travel

    Time travel was the means by which an individual, a group of people, or even an entire city could travel backward through time to experience a previous year in any time decades or even centuries prior. They could see their home as it was years past or even visit an ancient civilization of which they were only somewhat familiar. It was an extremely difficult and demanding feat that came with ...

  14. vecna

    Take a trip through time as we explore the origins of Vecna and his nefarious plots throughout each edition of Dungeons & Dragons! Read More. What Is Vecna: Eve of Ruin? A High-Stakes, High-Level Adventure to Save Reality ... Jun 9, 2022 by DND Beyond Staff. The Vecna Dossier contains the vile secrets of the archlich Vecna. Get your copy now ...

  15. Vecna: Eve of Ruin DnD Campaign (What We Know So Far)

    Vecna: Eve of Ruin DnD Campaign (First Look) April 18, 2024. ... Vecna, the party will have travel across the planes of existence themselves and rebuild the legendary Rod of Seven Parts ... each time it is used to cast a spell there is a chance that the restless spirit of Vecna will devour the wearer's soul and possess their body for himself.

  16. Dungeons and Dragons' Vecna 5e Statblock Revealed

    The release of the Vecna 5e statblock marks the second time smaller forms of content for Dungeons and Dragons have been made available through DnD Beyond. This coincides with Wizards of the Coast officially buying the digital content platform. This has led to them giving away older books on the platform for free as well as the first Monstrous ...

  17. We now have Vecna 5e for free thanks to Stranger Things DnD

    From June 9 until June 16, a free Vecna dossier is available to all users of the digital TTRPG platform DnDBeyond. This updates Vecna's DnD stats for fifth edition rules, and it complies with the new approach to D&D monster stats introduced in Monsters of the Multiverse.DnDBeyond has also released 'Don't Say Vecna', a free level 20 adventure that only requires the new dossier and the ...

  18. Vecna: Eve of Ruin is the dessert for those who've feasted ...

    Vecna: Eve of Ruin is the dessert course for those who've feasted on D&D's best campaigns. If you buy something from a Polygon link, Vox Media may earn a commission. See our ethics statement ...

  19. Easily Missed Trivia And Lore ABout Vecna In DnD

    Vecna is a lore-rich villain with incredible powers, including sensing secrets that impact many lives. His evil mother raised him with cruelty and occult practices, shaping Vecna into a twisted figure with no reliance on others. Vecna's mysterious mortal life, rivalry with the Raven Queen, and ability to corrupt others make him a formidable and ...

  20. Who Are the Wizards Three in Vecna: Eve of Ruin?

    Artist: Irina Nordsol. 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 ...

  21. vecna

    Vecna: Nest of the Eldritch Eye Vecna: Nest of the Eldritch Eye is a fifth edition Dungeons & Dragons adventure for four to six characters of level 3. This adventure takes place in the city of. Arkhan the Cruel. Monsters. attacks). This extra damage is of the same type as the weapon's damage type.

  22. Vecna: Eve of Ruin Digital & Physical Bundle

    To stop Vecna before he remakes the universe, the heroes work with three of the multiverse's most famous archmages, travel to far-flung locales, and rebuild the legendary Rod of Seven Parts. Vecna: Eve of Ruin™ is a high-stakes DUNGEONS & DRAGONS® adventure in which the fate of the multiverse hangs in the balance.

  23. DnD's new Vecna adventure is about the importance of consent

    Vecna: Eve of Ruin is a Dungeons and Dragons campaign about discovering secrets, but consent is crucial when getting NPCs to open up. More details about Vecna: Eve of Ruin were shared in a press event on April 10, and they reveal a surprising theme in the upcoming DnD book - the power of consent. Senior game designer Amanda Hamon says the ...