Die Vecna Die! is an adventure module published for Advanced Dungeons & Dragons 2nd edition in 2000. The module is divided into three sections, each taking part in a different campaign setting: Greyhawk, Ravenloft, and Planescape. It was the final adventure for AD&D 2nd edition.

Spoiler alert: The following article contains spoilers for a Dungeons & Dragons product.

Plot[edit | edit source]

Background[edit | edit source]

Synopsis[edit | edit source]

Development[edit | edit source]

Die Vecna Die! was written by Bruce R. Cordell and Steve Miller. Cover art by Paul Bonner and interior art by Kevin McCann. It is a 160 page book. It is designed for four to six characters of levels 10 to 13.

Reception and influence[edit | edit source]

This adventure, and Vecna's multiverse-shattering plan contained within it, have been used by some D&D fans to explain the differences between the 2nd and 3rd editions of Dungeons & Dragons. The closing paragraph of the module read as follows:

Even with Vecna's removal, his time in the crux effected change in superspace. Though the Lady of Pain attempts to heal the damage, the turmoil spawned by Vecna's time in Sigil cannot be entirely erased. Some Outer Planes drift off and are forever lost, others collide and merge, while at least one Inner Plane runs "aground" on a distant world of the Prime. Moreover, the very nature of the Prime Material Plane itself is altered. Half-worlds like those attached to Tovag Baragu multiply a millionfold, taking on parallel realism in what was before a unified Prime Material Plane. The concept of alternate dimensions rears its metaphorical head, but doesn't yet solidify, and perhaps it never will. New realms, both near and far, are revealed and realms never previously imagined make themselves known. Entities long thought lost emerge once more, while other creatures, both great and small, are inexplicably eradicated. Some common spells begin to work differently. The changes do not occur immediately, but instead are revealed during the subsequent months. However, one thing remains clear: Nothing will ever be the same again.

External links[edit | edit source]

References[edit | edit source]


Advanced Dungeons & Dragons 2nd edition
Core rules
Player's HandbookDungeon Master's Guide
Monstrous Compendium Volume OneMonstrous Compendium Volume TwoMonstrous Manual
First QuestIntroduction to Advanced Dungeons & Dragons GameThe Complete Starter SetDungeons & Dragons Adventure Game
Optional core rules
Player's Option: Combat and TacticsPlayer's Option: Skills and PowersPlayer's Option: Spells and Magic
Dungeon Master Option: High-Level CampaignsCampaign Option: Council of Wyrms
Supplement lines
Player's Handbook Rules SupplementDungeon Master's Guide Rules Supplement
Monstrous Compendium AppendixMonstrous Compendium Annual
Encyclopedia MagicaHistorical ReferenceThe Magic EncyclopediaMonstrous ArcanaPriest's Spell CompendiumWizard's Spell Compendium
Other supplements
Bastion of FaithBook of ArtifactsCastle SitesChronomancerCity SitesCollege of WizardryCountry SitesDen of ThievesDungeon Builder's GuidebookGuide to HellLegends and LoreRogues' GalleryShamanTome of MagicThe Vortex of Madness and Other Planar PerilsWarriors of HeavenWorld Builder's Guidebook
Adventures
The Apocalypse StoneAxe of the Dwarvish LordsCleric's Challenge (II) • The Dancing Hut of Baba YagaDestiny of KingsDie Vecna Die!Dragon MountainDungeons of DespairEye of the WyvernFighter's Challenge (II) • The Gates of Firestorm PeakA Hero's TaleLabyrinth of MadnessThe Lost Shrine of BundushaturMoonlight MadnessThe Murky DeepNight Below: The Underdark CampaignA Paladin in HellReturn to the Tomb of HorrorsReverse DungeonRoad to DangerThe Rod of Seven PartsThe Shattered CircleThe Silver KeySwamplightTale of the CometTales of EnchantmentTemple, Tower, and TombThief's Challenge (II) • TSR Jam 1999Wizard's Challenge (II) • Wrath of the Minotaur
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