What does the group think about the module Die Vecna Die?
It is the last part of the Vecna Trilogy.
Anyone played, read or own it?
I'm thinking, that since it is the last main module released for 2nd Edition, (and our current timeline is the end of 2.5,
immediately before 3rd edition), it should at least get some feedback.
WIKI:
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:
"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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iT IS WRITTEN FOR 6 PLAYERS 10-12
I may have the timeline all screwed, but at least it should be considered.
We could easily, well, maybe not THAT wasy, bump the characters along . That is, if you survive the ANT.
RPGnet:
The End of the World Is at Hand
"A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world—and the heavens beyond.
To stop him, heroes must face horrors never dreamed of, journeying to a shadowed city where Death rules and the living cower. Here, Iuz will achieve his mad dream by destroying the imprisoned master of that alien citadel—Vecna, the mightiest lich, an immortal demigod.
Two items exist with the power to stop Iuz — the Eye and the Hand of Vecna — but using them carries fantastic risks. Not even the gods know what will be unleashed when these items are fully activated.
Die Vecna Die! takes the heroes from the Greyhawk campaign to the demiplane of Ravenloft and then to the Planescape city of Sigil."