A vast fantasy landscape with a gothic castle silhouetted against a twilight sky

A Dungeons & Dragons Campaign

The Hunt for Vecna

42Sessions Played
31Locations Explored
24NPCs Encountered
2Quests Tracked

Campaign Overview

The Story So Far

Back in Bruokdon, the party interrogated their captive, Tavish Ironwood, the thief leader taken in the warehouse raid. Tavish gave up the name of his backer — Lord Caldris Velmont, a council member of the Umbral Aethenaeum — and a darker truth about the thefts: the stolen enchanted items weren't simply being fenced for coin, but drained, their magic siphoned away for power. Who was behind that siphoning, he never got to say. The moment the secret was out, a hidden Feeblemind brand seared onto Tavish's back triggered, shattering his mind before he could say more. Determined to expose Velmont, the party laid a plan: Professor Gousse and Redgrave would meet with the councilman to keep him occupied while the others searched his home. Wisp, Roark, Yevelda, and Faerah broke into Velmont's house, overcoming a gauntlet of magical traps and alarms to uncover a hidden room in the basement — where Velmont himself sat waiting for them.

Adventure Log

Recent Sessions

Session

Unmasking Lord Velmont

6/28/2026

Back in Bruokdon, the party interrogated their captive, Tavish Ironwood, the thief leader taken in the warehouse raid. Tavish gave up the name of his backer — Lord Caldris Velmont, a council member of the Umbral Aethenaeum — and a darker truth about the thefts: the stolen enchanted items weren't simply being fenced for coin, but drained, their magic siphoned away for power. Who was behind that siphoning, he never got to say. The moment the secret was out, a hidden Feeblemind brand seared onto Tavish's back triggered, shattering his mind before he could say more. Determined to expose Velmont, the party laid a plan: Professor Gousse and Redgrave would meet with the councilman to keep him occupied while the others searched his home. Wisp, Roark, Yevelda, and Faerah broke into Velmont's house, overcoming a gauntlet of magical traps and alarms to uncover a hidden room in the basement — where Velmont himself sat waiting for them.

Session

The Warehouse Raid

5/30/2026

Acting on the note recovered from the smugglers' hideout, Faerah had slipped away to scout the warehouse from the air, and the Covenant laid their plans. When the raid came, they struck from two directions at once: Wisp and Faerah flew to the warehouse's upper level to hunt down the leader, while the rest of the party broke through the front doors. Inside waited a hardened crew — blackguards, master thieves, an assassin, and a lumbering flesh golem — and the fight was fierce. The leader, Tavish Ironwood, tried to flee the closing net, but Faerah ran him down and took him hostage. Seeing their master cornered and certain to talk, one of his own bodyguards turned on him, trying to cut Tavish down before he could be taken alive. The party cut through the last of the resistance and hauled Tavish away in chains. Among the crates they found the smugglers' haul — boxes upon boxes of minor magical items — and kept a few choice pieces for themselves.

Session

Secrets of the Silent Ascendency

5/16/2026

Deep in research at the Umbral Aethenaeum, the party combed the library for anything tied to Vecna. The pages fought them — words slipping away as they read — but two names surfaced again and again before vanishing: the Silent Ascendency and the Eternal Watch. Little more than the names would reveal itself. Professor Gousse agreed to let the party use the Well of Many Worlds for their coming journey into the planes of existence. Among their finds were several spell scrolls and a few curious magic items: the Jaded Necklace, an Amulet of Dragonkin, and a Necklace of Adaptation.

Party Objectives

Quests

Quest

The Ones Who Were Forgotten

A quiet, superstitious village lies in the shadow of a land long feared as cursed. Its fields are infertile, its children whisper secrets they should not know, and an elderly villager greets the party as if they have always been expected—yet no one else remembers this person. Rumors of disappearances haunt the villagers: decades ago, a handful of people vanished into the dark land. No one remembers exactly what happened—or even that their names were ever erased. But now, fragments of memory are returning, surfacing in children, the land, and an outsider who was never supposed to exist. The village trembles as old secrets resurface. Crops fail where graves were long forgotten. Children begin naming the dead. Parents begin to question their own memories. The party must decide how to respond: uncover and preserve the truth, protect the villagers from it, or navigate a delicate balance between both. Every choice carries consequences, and every action will shape how the village—and perhaps the wider world—remembers what truly happened.

Quest

The Well of Many Worlds

Hunt Stage 3. Professor Gousse Windcaller has the Well of Many Worlds and a principle for using it: the Well can only be opened onto a plane that shares a real elemental or environmental resonance with wherever it's opened from on the Material Plane. Reaching the Great Library — which holds records Eldoria's own archives can no longer keep, including whatever the Silent Ascendency is racing to erase there first — means finding three such resonant sites and crossing the Plane of Water, the Feywild, and Limbo in turn before the final crossing into the Library itself. Unresolved from the Curse of Strahd arc: Baba Lysaga has not forgiven the party for Strahd's death or the theft of her hut's animating gem, and has bought herself a way to intercept them mid-journey.