Die Vecna Die!
| Die Vecna Die! | |
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| Cover of Die, Vecna, Die!, art by Paul Bonner. | |
| Type: | Adventure |
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| Code/Abbreviation: | DVD |
| Edition: | second edition |
| Author(s): | Bruce R. Cordell Steve Miller |
| Editor(s): | Miranda Horner and Roger Moore |
| Cover Artist(s): | Paul Bonner |
| Interior Artist(s): | Kevin McCann |
| Series: | Vecna Lives! Vecna Reborn Die Vecna Die! |
| Publisher: | Wizards of the Coast |
| First Published: | 2000 |
| Pages: | 160 |
| ISBN: | 0-7869-1662-1 |
| Class: | Canon |
Die Vecna Die! is a second edition adventure released in 2000 by Wizards of the Coast. The adventure is divided into three sections, each taking part in a different campaign setting: Greyhawk, Ravenloft, and Planescape. It was the final adventure for the second edition of Dungeons & Dragons.
Die Vecna Die! was written by Bruce R. Cordell and Steve Miller, withcover art by Paul Bonner and interior art by Kevin McCann. It is a 160 page adventure, designed for four to six characters of levels 10 to 13.
Plot
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 Second and third editions of Dungeons & Dragons. [1] [2] [3]
The events occur in 591 CY. The Greyhawk Player's Guide, set in 591 CY, lists Vecna as still imprisoned (pages 18 & 21), while the Living Greyhawk Gazetteer, also set in 591 CY, lists him as recently escaped (page 186). For this to be accurate, Vecna must have escaped during 591 CY.
The closing paragraph of the adventure reads 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 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 does not 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.
See also
External links
Disclaimer:Any lore presented through the following links does not necessarily adhere to established officially published content, and the views expressed do not necessarily represent the views of the editors of this wiki.
- Die Vecna Die! at the TSR Archive.
- Die Vecna Die! at the Dungeon Masters Guild.
References
Citations
Bibliography
- Cordell, Bruce, and Steve Miller. Die Vecna Die!. Renton, WA: Wizards of the Coast, 2000. TSR11662
Encyclopedia Greyhawkania Index
The Encyclopedia Greyhawkania Index (EGI) is based on previous work of Jason Zavoda through '08, continued by numerous other fans. The EGI article has a list of sources, product names, abbreviations, and a link to the full, downloadable index.
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