Dungeons & Dragons Lore Wiki

Welcome to the Dungeons & Dragons Lore Wiki, an encyclopedia of official first-party D&D canon from 1974 to the current day.

We need editors! See the editing guidelines for ways to contribute.


Dungeons & Dragons Lore Wiki

Die Vecna Die! is a 160-page adventure module for Advanced Dungeons & Dragons 2nd edition released in June 2000. It was the last adventure released for the edition, and takes place across three campaign settings: Greyhawk, Ravenloft, and Planescape.

It is designed for four to six characters of levels 10 to 13.

Spoiler alert: The following article contains spoilers for an adventure module.

Official synopsis[]

The End of the World Is at Hand!

A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world—and the heavens beyond.

To stop him, heroes must face horrors never dreamed of, journeying to a shadowed city where Death rules and the living cower. Here, Iuz will achieve his mad dream by destroying the imprisoned master of that alien citadel: Vecna, the mightiest lich, an immortal demigod. Two items exist with the power to stop Iuz—the Eye and the Hand of Vecna—but using them carries fantastic risks. Not even the gods know what will be unleashed when these items are fully activated.

Die Vecna Die! takes the heroes from the Greyhawk campaign to the demiplane of Ravenloft and then to the Planescape city of Sigil. However, none of the material from those settings is required for play.



Archlich and demigod Vecna hatched a scheme to ascend to full divinity, but found himself the Demiplane of Dread, protecting the multiverse from his schemes. However, Vecna had already made several contingencies, one of which involved planting fake ancient tablets inscribed with potent magic in written the Language Primeval. Just as planned, the tablets have been discovered by the Oerth demigod Iuz, who believes it will allow him to ascend to full divinity.

This, of course, is precisely what Vecna wants him to think.

Plot and chapters[]

The adventure module is divided into the following sections:

  • Introduction: This chapter introduces the backstory and how the player characters may begin the adventure.
  • Book One: Tovag Baragu: Beginning in this ancient stone circle of Oerth, the party pursues Iuz through a portal and encounters cultists of Vecna.
  • Book Two: Citadel Cavitus: In the Demiplane of Dread, the party encounters a skull-like city featuring Vecna's palace.
  • Book Three: City of Doors: Vecna, ascended, crashes into Sigil, the City of Doors at the center of the multiverse, despite the city's wards which should make such visits by deities impossible. They must defeat Vecna.
  • Appendix: Descriptions: Statistics for various NPCs, beings, and artifacts.

Development and release[]


Die Vecna Die! was written by Bruce R. Cordell and Steve Miller. The cover art was contributed by Paul Bonner, and interior art by Kevin McCann.


Die Vecna Die! was released by Wizards of the Coast in June 2000 for $24.95 US, or $36.95 Canadian.

On November 5, 2013, it was re-released in digital format. It is currently available on DriveThruRPG and Dungeon Masters Guild for $9.99.

Reception and influence[]

Critical reception[]

As of 2023, Die Vecna Die! reached the rank of Platinum seller on DriveThruRPG.

Influence on other works[]

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[]


Advanced Dungeons & Dragons 2nd edition
Core rules
Player's HandbookDungeon Master 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 & TacticsPlayer's Option: Skills & PowersPlayer's Option: Spells & 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 & LoreRogues' GalleryShamanTome of MagicThe Vortex of Madness and Other Planar PerilsWarriors of HeavenWorld Builder's Guidebook
The Apocalypse StoneAxe of the Dwarvish LordsCleric's Challenge (II) • The Dancing Hut of Baba YagaDestiny of KingsDie Vecna Die!Dragon MountainDungeons of DespairFighter's Challenge (II) • The Gates of Firestorm PeakA Hero's TaleLabyrinth of MadnessThe Lost Shrine of BundushaturMoonlight MadnessThe Murky DeepNight Below: An 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, & TombThief's Challenge (II) • TSR Jam 1999Wizard's Challenge (II)