Die Vecna Die


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The sheer number of NPC's and monsters in the module makes writing conversion notes for it a total slog- and it wasn't that great a module to begin with (but not as bad as some people seem to think).

Also, if it were to be run for 10th-14th level PC's, it would need some serious re-balancing.
 

I can't resist just posting to mention how hilarious I find the idea of converting Die Vecna Die (which I thought was an seriously great module) to 3E. The whole purpose of the adventure is to shake the cosmos for the express purpose of having an in-story reason for the new edition. Converting it to 3E is so ironic its funny. :)

Ahem, that said...I can't see how this would be that hard. Time consuming yes, utterly so, but not hard. It's mostly just monsters and high-level NPC's that'd need to be re-statted.
 

I never had access to this book, but I know it talks mainly about vecna trying to becoming a God, and in the process killing the Lady of Pain and using Iuz as Material component.


Can anyone who have this adventure give an resume of the story?

edit: spelling error
 
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Tyler,

You said it would need rebalancing for a 3e party of 10th-14th level. Do you mean scaling it up or scaling it down?

Cheers


Richard
 


RichGreen said:
Tyler,

You said it would need rebalancing for a 3e party of 10th-14th level. Do you mean scaling it up or scaling it down?

Cheers


Richard

As with most higher-level 2nd (and 1st) Edition adventures, it needs to be scaled down. There are quite a few encounters with creatures that would have their way with a party of that level- especially the powerful spellcasters in the module.
 

Die Vecna Die.....?

Hmmm...
*Ahem.*

Paladin 1: "So....."
Paladin 2: "....yeah?"
Paladin 1: "What's up?"
Paladin 2: "....things."
Paladin 1: "I'm bored."
Paladin 2: "So am I."
Paladin 1: "Wanna go kill evil?"
Paladin 2: "HELL YEAH, I wanna go kill evil! You give me a battlesword and some evil, I'll give that battlefield a work out!"
:D
 

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