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.
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
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.
|Advanced Dungeons & Dragons 2nd edition|
|Player's Handbook • Dungeon Master's Guide|
Monstrous Compendium Volume One • Monstrous Compendium Volume Two • Monstrous Manual
First Quest • Introduction to Advanced Dungeons & Dragons Game • The Complete Starter Set • Dungeons & Dragons Adventure Game
|Optional core rules|
|Player's Option: Combat and Tactics • Player's Option: Skills and Powers • Player's Option: Spells and Magic|
Dungeon Master Option: High-Level Campaigns • Campaign Option: Council of Wyrms
|Player's Handbook Rules Supplement • Dungeon Master's Guide Rules Supplement |
Monstrous Compendium Appendix • Monstrous Compendium Annual
Encyclopedia Magica • Historical Reference • The Magic Encyclopedia • Monstrous Arcana • Priest's Spell Compendium • Wizard's Spell Compendium
|Bastion of Faith • Book of Artifacts • Castle Sites • Chronomancer • City Sites • College of Wizardry • Country Sites • Den of Thieves • Dungeon Builder's Guidebook • Guide to Hell • Legends & Lore • Rogues' Gallery • Shaman • Tome of Magic • The Vortex of Madness and Other Planar Perils • Warriors of Heaven • World Builder's Guidebook|
|The Apocalypse Stone • Axe of the Dwarvish Lords • Cleric's Challenge (II) • The Dancing Hut of Baba Yaga • Destiny of Kings • Die Vecna Die! • Dragon Mountain • Dungeons of Despair • Eye of the Wyvern • Fighter's Challenge (II) • The Gates of Firestorm Peak • A Hero's Tale • Labyrinth of Madness • The Lost Shrine of Bundushatur • Moonlight Madness • The Murky Deep • Night Below: The Underdark Campaign • A Paladin in Hell • Return to the Tomb of Horrors • Reverse Dungeon • Road to Danger • The Rod of Seven Parts • The Shattered Circle • The Silver Key • Swamplight • Tale of the Comet • Tales of Enchantment • Temple, Tower, and Tomb • Thief's Challenge (II) • TSR Jam 1999 • Wizard's Challenge (II) • Wrath of the Minotaur|