Tsr11662 - Die Vecna Die - [PDF Document] (2022)

  • Dungeons&Dragons

    Die Vecna Die!Bruce R Cordell & Steve Miller

    Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Preparation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Adventure B a c k g r o u n d . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Adventure S u m m a r y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Involving the Player C h a r a c t e r s . . . . . . . . . . . . . . . . . . . . 3

    Book One: Tovag Baragu . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Researching Tovag Baragu . . . . . . . . . . . . . . . . . . . . . . . . 5Ins and Outs of Tovag Baragu . . . . . . . . . . . . . . . . . . . . . 5Investigating Tovag Baragu . . . . . . . . . . . . . . . . . . . . . . . 6

    Book Two: Citadel Cavitius . . . . . . . . . . . . . . . . . . . . . . . . . 45

    Continuing the C a m p a i g n . . . . . . . . . . . . . . . . . . . . . . . . 45Getting to the Palace . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51The Palace of Vecna . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57

    Book Three: City of Doors . . . . . . . . . . . . . . . . . . . . . . . . . 122Getting to Sigil via Ravenloft . . . . . . . . . . . . . . . . . . . . 122First Steps in S i g i l . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122The Lay of the C i t y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124The A r m o r y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127C o n c l u s i o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149

    Appendix: D e s c r i p t i o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . 152

    (Video) Who is Vecna The Undying King? ► DND LORE

    CreditsEditing: Miranda Horner and Roger Moore

    Creative Direction: Stan!Art Director: Paul Hanchette

    Cover Art: Paul Bonner ,Interior Art: Kevin McCann ,

    Cartography: Todd Gamble, Dennis Kauth, Sam WoodTypesetting: Angelika Lokotz

    Production Manager: Chas DeLongProject Management: Josh Fischer and Larry Weiner

    Playtesters: Shaun Horner, Dawn Lorenzen, Duane Maxwell, Daniel Nicklaus, Kate Novak, Renee Pittelkau,Tony Pittelkau, Wayne Rice, Steve Shaefer, Kevin L. Tessandore, Joe Weber

    Resources: Vecna Lives! by David "Zeb" Cook, Vecna Reborn by Monte Cook, DUNGEON #70: "The White Kingdom"by Wolfgang Baur, and Diablo II: The Awakening by Bruce Cordell and Mike Selinker

    Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson.ADVANCED DUNGEONS AND DRAGONS, AD&D, DRAGON, DUNGEON, DUNGEON MASTER, GREYHAWK, MONSTROUS COMPENDIUM, PLANESCAPE, RAVENLOFT, and the

    Wizards of the Coast logo are registered trademarks owned by Wizards of the Coast, Inc. MONSTROUS MANUAL is a trademark owned by Wizards of the Coast, Inc.All Wizards characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc.

    Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book tradeby St. Martin's Press. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc. and regional distributors.

    This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artworkcontained herein is prohibited without the express written permission of Wizards of the Coast, Inc.

    This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.2000 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.

    U.S., CANADAASIA, PACIFIC, & LATIN AMERICA

    Wizards of the Coast, Inc.P.O. Box 707

    Renton WA 98057-0707+1-800-324-6496

    EUROPEAN HEADQUARTERSWizards of the Coast, BelgiumP.B. 20312600 BerchemBelgium+32-70-23-32-77

    Visit our website at www.wizards.com/dndISBN 0-7869-1662-1 620-T11662

  • Introduction"[.] the Serpent speaks directly to Vecna. Othersdaring to call themselves wizards, magicians, and sor-cerersmanipulate the tiniest aspects of the Serpentand call it magic. But Vecna speaks to the Serpent, andthe Serpent speaks back."

    Vecna Reborn

    Once upon a time lost to history, there lived a mortalman called Vecna. Vecna plumbed the arts of magecraft,eventually becoming the most accomplished and pow-erful wizard of all times and spaces. When a betrayer'sblade maimed and cut him down, Vecna rose again,infused with secrets of magic no mortal was ever meantto know. He was now a true demigod, while the relics ofhis former body gained fame in their own right. Hispower magnified many times over, Vecna schemed,laying audacious plans designed to transform himselfinto a true god, possibly even a supreme god. Just whenall portents aligned with Vecna's will, the demigod wassnatched from his former abode and forcibly caged in amisty realm. Vecna's imprisoning dimension, known asthe Demiplane of Dread, offered diversions that suc-cessfully sidetracked the Maimed Lord, for a time.

    Vecna is nothing if tenacious. His goal of true godhodis too grand to suffer from misty distractions, and hehas just recently (in demigod terms) put those distrac-tions behind him. Now, the demigod's full concentra-tion is focused on ascension. If Vecna perseveres, thevery gyres of the multiverse may come undone and becast down in ashes by Vecna, transfigured!

    PreparationThis AD&D adventure is designed for four to sixplayer characters (PCs or heroes) of 10th to 13th level.Even with the impressive abilities and powers that aparty of this level can command, the adventure is chal-lenging, and in some cases, deadly.

    Die, Vecna, Die! is a stand-alone adventure, butDungeon Masters (DMs) can easily insert it into theirongoing campaign. Dungeon Masters can alter names oftemples, castles, lands, and even nonplayer characters(NPCs) described in this product if doing so would easeincorporation of this adventure into their campaigns.Those DMs familiar with the GREYHAWK, RAVENLOFT,and/or PLANESCAPE settings can find familiar refer-ences to use as easy attachment points for personal cam-paigns, but such familiarity isn't required.

    This adventure references sites and places touchedupon in a few past AD&D products; however, none ofthose products are necessary to play Die, Vecna, Die! As aself-contained adventure, it also possesses special rulesand unique references. As always, the DM should have acopy of the Player's Handbook (PHB) and the DUNGEON

    MASTER Guide (DMG). A copy of the MONSTROUSMANUAL tome is also useful, but not mandatory.

    Text that appears in unshaded boxes is player infor-mation, which the DM can read aloud or paraphrasewhen appropriate. Shaded boxes contain importantinformation for the DM, including new monsterdescriptions, new magic items, and special rules. Gener-ally, monster descriptions are provided with eachencounter as appropriate. However, there are two typesof stat blocks: full descriptions for those complicatedbeings that appear only once, and short descriptions forthose beings who appear more than once. DungeonMasters can turn to the Appendix for full descriptionsof these latter creatures.

    Finally, the Adventure Background and the Adven-ture Summary sections provide the DM with frame-work information necessary to run the adventure. Inaddition, DMs can use these sections to extrapolate sce-narios should the heroes move off the adventure track.

    Adventure BackgroundDespite Vecna's entrapment in the Demiplane of Dread,long-laid plans have come to fruition. In Vecna's questto achieve full and permanent godhood, he instigatedseveral alternative strategies in the millennia of hisexistence. Many of these designs have played out withlittle to recommend them, but elements of more sinisterschemes continue to move unnoticed.

    One such plan has promise at this point. Sometimeduring the span of years before his imprisonment,Vecna went to a lot of trouble secretly fabricating twotablets inscribed with a true dweomer in the LanguagePrimeval. Then he buried them in a plausible archeolog-ical site. True dweomers represent 10th and higher levelmagic, and they can be understood and cast only byspellcasters of 20th level or higher. The LanguagePrimeval, a surpassingly powerful magical grammar,was spoken by the Ancient Brethren, the Elders, andother semimythical races when all the worlds wereyoung or yet unborn. As a confidant of the Serpent,Vecna has some knowledge of this purely magicaltongue, and so he recorded a spell of uncommon power.

    The tablets were a set-up, secretly aimed at a handfulof demipowers who met Vecna's criteria. The verypower of the magical language recorded upon themmade the tablets and all consequences of their discoveryproof against almost every form of scrying and divina-tory magic. Even when gods wielded such magic, thetablets remained steeped in mystery, save for a tantaliz-ing clue hinting at transcendental significance.

    Though any of a handful of demipowers would haveserved Vecna's purpose, the corpse king luz took thebait. Having stolen the tablets from their original dis-coverers several years ago, luz has slowly brought hisconsiderable resources to bear on the tablets. The more

  • luz learned, the more the ancient formula seemed, tohim and all his divinatory means, an ancient dweomerof stupendous strength, whereby a demipower mightbootstrap itself to full ascension!

    The particulars of the dweomer, according to luz'sstudy anyway, require a portion of flesh from the origi-nal body of any other demipower (called the "sacrifi-cial" demipower). While in possession of the relic, thecandidate demipower must cast the spell recorded onthe tablets within a span of a few feet f

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