Code | 11662 |
---|---|
Rules required | 2nd Ed AD&D |
Character levels | 10 - 13 |
Campaign setting |
Greyhawk Ravenloft Planescape |
Authors |
Bruce R. Cordell Steve Miller |
First published | 2000 |
Die Vecna Die! is an Advanced Dungeons & Dragons (AD&D 2nd edition) module released in 2000 [1] by Wizards of the Coast. The module is divided into three sections, each taking part in a different campaign setting: Greyhawk, Ravenloft, and Planescape. It was one of the last official adventures released for the 2nd edition of Dungeons & Dragons. [2]
This adventure, and Vecna's multiverse-shattering plan contained within it, have been used by some D&D fans as an in-game explanation of the differences between the 2nd and 3rd editions of Dungeons & Dragons.[ citation needed] The closing paragraph of the module reads as follows:
Die Vecna Die! was written by Bruce Cordell and Steve Miller, [1] [3] with cover art by Paul Bonner and interior art by Kevin McCann. It is a 160-page softcover book [4] designed for four to six characters of levels 10 to 13.
Shannon Appelcline comments that as the Advanced Dungeons & Dragons line ended, Wizards produced Die Vecna Die! as
an original adventure that touched upon the oldest locales and the most ancient myths of the D&D game, while still presenting something entirely new. The result was […] an adventure that played two ancient artefacts – the Eye and Hand of Vecna – against the cambion demigod Iuz and which featured a trek through the campaign settings of Greyhawk, Ravenloft and Planescape. It was the final product published under the TSR brand, the final book for AD&D and truly the end of an era. [5]
In 2013, Alex Lucard, for Diehard GameFAN, wrote:
Die Vecna, Die is more of a campaign than a mere adventure, and it’s arguably the most ambitious thing ever put out for Second Edition AD&D. Die Vecna, Die is no mere adventure, but a massive undertaking for high level characters, seeing them go through not one, but THREE different campaign settings. [...] Players will encounter some of the most iconic and evil characters in all of Dungeons & Dragons, and have to witness firsthand the end of the Second Edition Universe, and the beginning of Third Edition. [...] It’s a damn shame how overlooked and underrated Die Vecna, Die is, as it’s easily the best long campaign like adventure ever put out for Second Edition. It’s a massive undertaking akin to, say Horror on the Orient Express for Call of Cthulhu, but much like that seminal work, Die Vecna, Die is worth it, especially if you are a fan of any or all of the campaign settings that you will work your way through here. [6]
Code | 11662 |
---|---|
Rules required | 2nd Ed AD&D |
Character levels | 10 - 13 |
Campaign setting |
Greyhawk Ravenloft Planescape |
Authors |
Bruce R. Cordell Steve Miller |
First published | 2000 |
Die Vecna Die! is an Advanced Dungeons & Dragons (AD&D 2nd edition) module released in 2000 [1] by Wizards of the Coast. The module is divided into three sections, each taking part in a different campaign setting: Greyhawk, Ravenloft, and Planescape. It was one of the last official adventures released for the 2nd edition of Dungeons & Dragons. [2]
This adventure, and Vecna's multiverse-shattering plan contained within it, have been used by some D&D fans as an in-game explanation of the differences between the 2nd and 3rd editions of Dungeons & Dragons.[ citation needed] The closing paragraph of the module reads as follows:
Die Vecna Die! was written by Bruce Cordell and Steve Miller, [1] [3] with cover art by Paul Bonner and interior art by Kevin McCann. It is a 160-page softcover book [4] designed for four to six characters of levels 10 to 13.
Shannon Appelcline comments that as the Advanced Dungeons & Dragons line ended, Wizards produced Die Vecna Die! as
an original adventure that touched upon the oldest locales and the most ancient myths of the D&D game, while still presenting something entirely new. The result was […] an adventure that played two ancient artefacts – the Eye and Hand of Vecna – against the cambion demigod Iuz and which featured a trek through the campaign settings of Greyhawk, Ravenloft and Planescape. It was the final product published under the TSR brand, the final book for AD&D and truly the end of an era. [5]
In 2013, Alex Lucard, for Diehard GameFAN, wrote:
Die Vecna, Die is more of a campaign than a mere adventure, and it’s arguably the most ambitious thing ever put out for Second Edition AD&D. Die Vecna, Die is no mere adventure, but a massive undertaking for high level characters, seeing them go through not one, but THREE different campaign settings. [...] Players will encounter some of the most iconic and evil characters in all of Dungeons & Dragons, and have to witness firsthand the end of the Second Edition Universe, and the beginning of Third Edition. [...] It’s a damn shame how overlooked and underrated Die Vecna, Die is, as it’s easily the best long campaign like adventure ever put out for Second Edition. It’s a massive undertaking akin to, say Horror on the Orient Express for Call of Cthulhu, but much like that seminal work, Die Vecna, Die is worth it, especially if you are a fan of any or all of the campaign settings that you will work your way through here. [6]