Summary SCREENRANT VIDEO OF THE DAY SCROLL TO CONTINUE WITH CONTENT Vecna: Eve of Ruin sets parties on a grand Dungeons & Dragons adventure to save the multiverse, and successfully doing so will require a lot of smart choices along the way. There's always more than one way to go about things in DnD, and Vecna: Eve of Ruin is no exception, offering adventurers plenty of options to make progress.
Web's Edge holds two different characters that the party can recruit, both of whom are currently being held prisoner. One of these, Gertrude, will gladly help the party, and helping her out can secure both a secret and a powerful greatclub for the party's use. Recruiting the other, Sril, is a terrible mistake, as he'll ultimately betray the party to other devotees of Lolth the first chance he gets.
8 Accepting Nyssa's Dragonchess Match A key goal in the Avernus part of the adventure lies in gaining access to the Dragon's Pride, an exclusive club for the high rollers among the patrons of the Red Belvedere casino. There are a number of ways to gain access to it, but all of them come with their own challenges, from mastering the combat arena to procuring the unique Avernus currency of soul coins from a maze.
Related Why D&D's Arch-Lich Vecna Is So Feared Vecna is one of the most powerful spellcasters in the history of Dungeons & Dragons, transitioning from a powerful lich to the god of evil secrets. It's not necessary to say yes, as the erinyes can be fought or the party can simply strike out without the war machine, but agreeing to help is the only way to find out what it is that the erinyes seek. At the end of this particular diversion lies a caged unicorn, which boasts a horn that the erinyes want thanks to its value in a ritual. If the party plays its cards right, it could walk away with a unicorn in tow, which is definitely worth the extra step of the journey.
3 Sealing Miska In His Prison One of the biggest threats that appears in Vecna: Eve of Ruin is Miska the Wolf-Spider, an extraordinarily powerful demon lord of great cunning. In the campaign, he's stuck inside a prison that's been partly pried open, allowing him to use Legendary Actions to influence a battle but not enter it directly. The party won't have to face him head-on, but that doesn't mean he should be ignored entirely.
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