sets parties on a grand 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, and is no exception, offering adventurers plenty of options to make progress. All the same, some methods will definitely be harder than others, and making poor decisions or ignoring key opportunities could end up sinking the whole endeavor.
[Warning: Spoilers for Vecna: Eve of Ruin.]
In order to stop Vecna's nefarious schemes, an adventuring party will need to gather the broken pieces of the Rod of Seven Parts, which are strewn across the realms in a number of iconic locations. The unique adventure found in each setting always ends up having a flavor of its own, so adaptability is key to success. Brute force might work well for one objective, but figuring out that a character is holding the answers that the party seeks could be far more effective in another.
A new adventure for Dungeons and Dragons will celebrate the franchise’s 50 years by bringing back one of its most prominent villains ever: Vecna.
The party's first task after meeting the Wizards Three is to infiltrate Web's Edge, where cultists of the Spider Queen Lolth can be found. It's a job that's probably best approached with a covert strategy, and impersonating Lolth's followers will make it easier to progress through the area. Going in ready to fight everyone in sight is also a possibility, of course, just a more challenging one.
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.
Traveling through Eberron, the party will inevitably encounter a couple of key groups with
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