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Die Vecna Die!
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 by Wizards of the Coast, Inc.. Greyhawk, also known as the World Ravenloft is a Campaign setting for the Dungeons & Dragons Roleplaying game. Planescape is a Campaign setting Bruce Robert Cordell (born 1968 is an American author of Roleplaying games and Fantasy novels Dungeons & Dragons (abbreviated as D&D or DnD) is a Fantasy Role-playing game (RPG originally designed by An adventure is either a Published or otherwise written collection of plot character and location details used by a Gamemaster to manage the plot or 2000 ( MM) was a Leap year that started on Saturday of the Common Era, in accordance with the Gregorian calendar. Wizards of the Coast (often referred to as WotC or simply Wizards) is an American publisher of Games primarily based on Fantasy and The module is divided into three sections, each taking part in a different campaign setting: Greyhawk, Ravenloft, and Planescape. A campaign setting is usually a Fictional world which serves as a setting for a Role-playing game or Wargame campaign Greyhawk, also known as the World Ravenloft is a Campaign setting for the Dungeons & Dragons Roleplaying game. Planescape is a Campaign setting It was the final adventure for the 2nd edition of Dungeons & Dragons.

Die Vecna Die! was written by Bruce R. Cordell and Steve Miller. Bruce Robert Cordell (born 1968 is an American author of Roleplaying games and Fantasy novels 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.

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. In the World of Greyhawk Parallel universe or alternative reality is a self-contained separate reality coexisting with one's own The closing paragraph of the module 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 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.

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