Die, Vecna, Die! (Dungeons & Dragons) by Bruce R. Cordell

By Bruce R. Cordell

Within the Die Vecna Die! experience, enthusiasts can fit wits with one in every of the main strong villains ever created for the Dungeons & Dragons(r) online game. dependable Dungeons & Dragons gamers can be delighted on the probability for his or her heroes to face-and potentially vanquish-the omnipotent Vecna. within the approach, D&D(r) gamers gets to exploit the main well-known artifacts ever created for the D&D online game- the Hand and Eye of Vecna-while touring from Greyhawk(r) to Ravenloft(r) to the planar urban of Sigil.

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Extra resources for Die, Vecna, Die! (Dungeons & Dragons)

Example text

In addition, someone using the molars of Vecna can destroy the relic. XP Value: 0 GP Value: 0 The mosaic tiles hold an eldritch charge as described under area 33. The reliquary is securely locked (—40% penalty to Open Lock attempts). Within lies a relic of First Digit of Vecna The first digit of Vecna is a mummified thumb from Vecna's original right hand, complete with a blackened, clawlike nail. The thumb radiates powerful magic that cannot be analyzed directly. Once in place, it functions as a normal thumb on the recipient's right hand, if a bit overlarge and ugly.

49. Commissary Smashed wooden tables, splintered chairs, and shattered crockery covers the floor. Several animate skeletons stand idly by. The air here is fresh, not stale and laden with death and smoke. White light shines from two hanging crystal lanterns, illuminating a well-made desk, bed, bookcase, armoire, and miscellaneous holy trappings designated by the eye-in-hand symbol of Vecna. This commissary shows the rampages of luz. The skeletons (five total) were animated as commissary servitors, and thus are not commanded to attack or guard.

Vecna may be in danger from luz's magical assault. Father Ignassi commands the remaining Disciples, Teeth, and Fingers from Ugwaerel's old chamber (area 48); however, Highest Disciple Ugwaerel still lives, and contends with luz's forces left behind in the Inner Temple. A magical lockout prevents easy access to the Inner Temple (also called the Atrium). In fact, while the lockout remains in effect (for another year), the entrance simply doesn't exist for any who do not themselves possess a relic of Vecna.

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