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The lich-god Vecna has breached the barriers between worlds and seized control of Sigil, the City of Doors — the nexus of all planes of existence. With reality itself bending to his will, only the bravest heroes can challenge a being who has already conquered death. This high-level campaign pits your party against one of D&D's most iconic villains in a multiplanar race against annihilation.

Story Arcs

Arc 1

The Lich-God Ascendant

Reports of Vecna's agents gathering artifacts of power across multiple planes. The party investigates and discovers the scope of his plan — to seize Sigil itself and reshape all reality.

Arc 2

Siege of the City of Doors

Vecna breaches Sigil's defenses. The party must navigate a city under siege, rally planar allies, and find the weapons capable of harming a god who has transcended mortality.

Arc 3

The Final Confrontation

Armed with artifacts and allies, the party storms Vecna's sanctum at the heart of Sigil. The fate of the multiverse hangs on this battle against the Whispered One.

Session Outlines

These outlines are for planning reference only. Actual sessions are not created by the template.

1

Whispers Across the Planes

The party is contacted by a planar sage who has detected a disturbance in the fabric of reality. Portals are malfunctioning, and agents of Vecna have been spotted on multiple planes simultaneously. An attacked outpost yields clues: Vecna seeks three keys to breach Sigil's protections.

2

The Hand and the Eye

The party tracks Vecna's agents to recover one of the keys before them. A dungeon crawl through a demiplane tomb filled with undead guardians and deadly traps. They learn that Vecna already possesses two keys and is preparing his assault.

3

The Fall of Sigil's Wards

Vecna breaches Sigil. The party arrives to find the City of Doors in chaos — portals opening and closing randomly, dabus fleeing, and Vecna's undead legions pouring through rifts. The Lady of Pain is conspicuously absent. The party must reach the Hall of Speakers to coordinate a defense.

4

Rallying the Factions

Sigil's factions are in disarray. The party must convince rival groups to unite against Vecna. Each faction demands a price for their aid. Meanwhile, Vecna's forces tighten their grip, converting fallen defenders into undead soldiers.

5

The Armory of the Planes

A planar scholar reveals that weapons forged across multiple planes can wound Vecna. The party undertakes a rapid planar hop — Mount Celestia for celestial steel, Gehenna for hellfire quenching, the Feywild for heartwood binding — to forge weapons capable of harming the lich-god.

6

Betrayal in the Ranks

A trusted ally is revealed as a servant of Vecna, sabotaging the resistance from within. The party must root out the traitor, deal with the damage done, and shore up defenses before the final push. Vecna sends his death knight general to crush resistance once and for all.

7

Storming the Spire

The party leads the allied assault on Vecna's stronghold at the center of Sigil. They fight through layers of undead, constructs, and reality-warped terrain. Each level of the spire presents a different planar hazard as Vecna bends reality around his sanctum.

8

Die Vecna Die

The final confrontation with Vecna in his throne room at the apex of the Spire. He has partially merged with Sigil's reality engine and wields godlike power. The party must use their planar weapons, exploit his few weaknesses, and make sacrifices to sever his connection to Sigil. Victory reshapes the multiverse.

NPCs

Kas the Betrayer

Vampire · Vecna's Former Lieutenant

Once Vecna's most trusted servant, Kas turned against his master millennia ago with the Sword of Kas. Now a powerful vampire, he seeks to destroy Vecna for personal vengeance — not altruism. An unreliable but potent ally who knows Vecna's weaknesses intimately.

Lorekeeper Pentar

Githzerai · Planar Scholar

A githzerai sage who has studied the connections between planes for centuries. She detected Vecna's plan early and has been working to stop it. Provides crucial knowledge about Sigil's defenses and the nature of divine power. Calm and methodical even in crisis.

Factol Darius Thane

Human · Leader of the Sigil Resistance

A grizzled veteran and former faction leader who rallies Sigil's defenders. Pragmatic to a fault, he will work with anyone — even fiends — to save the city. His knowledge of Sigil's streets and portals is unmatched among mortals.

Acererak the Advisor

Undead · Demilich and Rival of Vecna

Another legendary lich who opposes Vecna not out of goodness but because Vecna's ascension threatens his own plans. Offers cryptic advice and powerful magic but always has his own agenda. May betray the party at a crucial moment.

Serena Brightforge

Aasimar · Celestial Weaponsmith

A master artificer from Mount Celestia who can forge weapons capable of harming divine beings. She has crafted god-slaying weapons before and knows the terrible cost. Requires rare materials from across the planes.

The Masked Traitor

Changeling · Double Agent for Vecna

Appears to be a helpful resistance member but secretly serves Vecna. Has been feeding information to the enemy and sabotaging key defenses. Their true identity is revealed in session 6. Has been replacing different NPCs at key moments.

General Maegara

Death Knight · Commander of Vecna's Armies

A death knight who serves as Vecna's military commander in Sigil. Once a paladin who sought forbidden knowledge to save her dying world, she was corrupted and bound to Vecna's service. She leads the siege with tactical brilliance and overwhelming undead forces.

A Dabus

Dabus · Servant of the Lady of Pain

One of the Lady of Pain's mysterious servants, communicating only through visual rebuses that float in the air. It approaches the party with a cryptic message about the Lady's plan to deal with Vecna — if only the lich-god can be weakened enough. Provides a crucial clue about Vecna's vulnerability.

Locations

Sigil, City of Doors

settlement

The impossible city at the center of the multiverse, built on the inside of an immense torus floating above the Spire. Every doorway is potentially a portal to another plane. Now under siege by Vecna's forces, with portals malfunctioning and entire districts falling under undead control.

The Hall of Speakers (building)
The Shattered Temple District (building)

Vecna's Spire

dungeon

A massive tower of bone and shadow that Vecna has raised at the center of Sigil, piercing through to the reality engine beneath the city. Each level is infused with a different planar energy, creating hazards from fire to psychic assault. The throne room at the apex is where Vecna channels Sigil's power.

The Portal Nexus

building

A critical junction where hundreds of portals converge. Normally stable and well-mapped, Vecna's interference has turned it into a chaotic maze where doorways open to random planes. The party must navigate it to reach their planar destinations for weapon forging.

Mount Celestia — Forge of Stars

building

Serena Brightforge's workshop on the slopes of Mount Celestia. Here, celestial steel is shaped by the light of divine stars. The forge can create weapons capable of harming even gods, but the process requires materials from opposing planes.

Cavitus — Vecna's Former Domain

dungeon

The demiplane that served as Vecna's domain before his assault on Sigil. Now largely abandoned, it holds clues to his weaknesses and the remnants of failed experiments. Trapped and guarded by creatures too dangerous to bring to Sigil.

The Hive Ward

settlement

Sigil's most impoverished district, now a desperate battleground. The residents fight a guerrilla war against Vecna's undead, using their knowledge of back alleys and hidden passages. A key source of intelligence and recruits for the resistance.

Quests

Forge the God-Slaying Weapons

High

Travel to Mount Celestia, Gehenna, and the Feywild to gather materials for weapons capable of harming Vecna. Each plane presents unique challenges and guardians who must be convinced or defeated.

Unite the Factions of Sigil

High

Convince Sigil's rival factions to set aside their differences and fight together against Vecna. Each faction has demands that must be met before they will commit their forces.

Root Out the Traitor

Medium

Someone in the resistance is feeding information to Vecna. Investigate suspicious activity, set traps, and identify the double agent before they can sabotage the final assault.

The Sword of Kas

High

Kas the Betrayer claims to know where his legendary sword — the one weapon Vecna truly fears — is hidden. But trusting a vampire with a vendetta is dangerous. Retrieve the sword without falling into Kas's trap.

Encounters

Tomb of the First Key

A demiplane tomb filled with ancient undead guardians protecting one of the keys to Sigil. Traps trigger necrotic energy blasts and the walls shift to seal off escape routes.

Mummy Lord
Wraith
Specter
Skeleton

Siege of the Market Ward

Vecna's undead forces assault a civilian district. The party must hold a barricade, protect fleeing civilians, and deal with a bone devil commanding the assault.

Zombie
Skeleton
Bone Devil
Ghost

The Death Knight's Challenge

General Maegara confronts the party with her elite guard. She fights with terrifying skill and her hellfire orb can devastate an entire area.

Death Knight
Wraith
Wight

Spire Ascent — The Shadowfell Level

One level of Vecna's Spire is infused with Shadowfell energy. Darkness is absolute, sounds are muffled, and shadow creatures attack from every direction. Despair effects sap the will to continue.

Shadow
Shadow Demon
Wraith
Banshee

Vecna, the Whispered One

The final battle against Vecna himself. He wields devastating spells, summons reinforcements, and manipulates reality around him. The party must use their planar weapons and exploit the vulnerabilities Kas revealed.

Lich
Archmage
Death Knight

Factions

The Sigil Resistance

Chaotic Good

A coalition of Sigil's surviving defenders, former faction members, and planar travelers united against Vecna's occupation. Led by Factol Darius Thane, they wage a desperate guerrilla war from hidden safe houses.

Vecna's Legions

Neutral Evil

An army of undead, cultists, and corrupted beings serving the Whispered One. They control most of Sigil and grow stronger as each fallen defender joins their ranks. Led by General Maegara the death knight.

The Remnants of the Factions

True Neutral

What remains of Sigil's famous factions — the Harmonium, the Mercykillers, the Sensates, and others. Each has retreated to their strongholds and fights their own war. They must be united to have any chance against Vecna.

The Celestial Compact

Lawful Good

A group of celestial beings and their mortal allies who have come to Sigil to oppose Vecna. They bring powerful magic and divine weapons but are few in number and bound by strict rules of engagement that limit their effectiveness.

Use This Template

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