5 of 6 people found the following review helpful:
5.0 out of 5 stars
Excellent starter and jump off point for more adventures, March 13, 2000
By A Customer
This review is from: Dead Gods (Advanced Dungeons & Dragons / Planescape) (Paperback)
Overall a good adventure as it kills off a few powers of which some are actually well known. However one part that is diffcult to suspend belief is not that the main villian has such power but also why the egyptian patheon who had access to such power as well did not dominate the planes. Another sticking point is why the main villian allowed the characters to even penetrate his fortress. If the villian is as crafty as some adventures potray him, he should have easily shown up (through teleport, gate, etc) and blasted any party (including the old 100 level characters from h1-h4) into oblivion. To combat such obvious logical traps, the dm will probably have to think of some good reasons. After the adventure, though, the party could through their own initiative, attempt ressurection of their favorite power that got killed. The DM could conceivably include any power that the pc clerics worshipped as a casualty for more "exciting" play.
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4 of 5 people found the following review helpful:
3.0 out of 5 stars
Good for source material, but..., February 10, 2000
This review is from: Dead Gods (Advanced Dungeons & Dragons / Planescape) (Paperback)
This adventure was a continuation of events which started in Great Modron March. Like that work, this had the adventures somewhat tangent to the ongoing plot (at least initially). PCs are not likely to fully destroy the big nasty at the end... My primary reason for giving this product only 3 stars is that I dislike both the basic premise of the background plot as well as its effects. Powers should not be easily destroyed, particularly with a single word. And I like the big nasty the way he was... The adventures are good, although the epilogue adventure seemed to be added to fill space. The appendix listing of encounters, and color illustrations in the rear were nice touches. Overall, the source material in this book probably makes it worthwhile, but not essential.
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4 of 5 people found the following review helpful:
5.0 out of 5 stars
Really good Planescape adventure, December 7, 1999
This review is from: Dead Gods (Advanced Dungeons & Dragons / Planescape) (Paperback)
Dead Gods is an incredible adventure for the Planescape setting. The main adventure brings the characters into the plot slowly, but soon involves them in a epic storyline. The adventure develops slowly, and is done in segments, so that the DM can run other adventures in between. There is also a second adventure included in Dead Gods that is also broken into segments. The DM can intertwine these two for a really good storyline that should last many gaming sessions. Additionally, the adventure can be used as a follow-up to the product "The Great Modron March" for extra intrigue. It is a solid product with a good plot.
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5 of 7 people found the following review helpful:
5.0 out of 5 stars
OUTRAGEOUS!!!!, July 1, 1998
This review is from: Dead Gods (Advanced Dungeons & Dragons / Planescape) (Paperback)
This adventure is a must for anyone who has either an existing Planescape campaign going or who has place the H1-H4 series in the Forgotten Realms campaign. Linking this to the Tales from the Infinite Staircase and the Great Modron March is a great campaign in itself.
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