Dungeons & Dragons' grand time-travel epic was cut short, leaving fans disappointed. The story began with mysterious black obelisks appearing in various locations, hinting at a major adventure. These obelisks, built by the ancient Weavers and imbued with time magic, were meant to reverse time's flow in case of a calamity. The Netherese Empire had discovered them but couldn't activate them to prevent their civilization's end. However, when the final 5e adventure, Vecna: Eve of Ruin, was released, the obelisks were nowhere to be found. The adventure's plot was replaced with a random story about secrets and the multiverse. This left fans wondering what could have been. The original plan was to culminate the story by traveling back in time to fight the Netherese Empire, bringing Netheril back in some way. This time-travel adventure would have felt different from previous campaigns and explored a unique style of magic. Instead, fans got a boring sequence of fetch quests. The black obelisks didn't just disappear from Dungeons & Dragons; they marked the end of an era. The shift in creative direction and the departure of key personnel led to the loss of this grand adventure. Despite this, D&D returned to Netheril with the digital-only adventure Netheril's Fall, which fell short of the exciting time-travel epic that was originally envisioned.