Dead Gods (1997) is a second-edition Advanced Dungeons & Dragons adventure by Monte Cook for levels 6-9.
Dead Gods boasts more than the best title of any D&D adventure, it features the most audacious storytelling. To start, the book includes two scenarios. “Although the two adventures stand on their own, they can also be linked together. ‘Out of the Darkness’ and ‘Into the Light’ feature different characters, locations and storylines, but they both revolve around the same themes: the death and resurrection of gods.” The book includes a flowchart showing where to best cut between adventures. “By weaving the two plots together, the dungeon master gives the players a periodic change of pace and tone that allows each adventure to echo the primary theme of Dead Gods.” Also, the text includes interludes that reveal events behind the scenes to “help the DM better understand what’s going on as the story progresses.”
On top of the ambitious woven narrative, Dead Gods includes a chapter where the characters use magic to peer into the distant past, and then create temporary characters to play out those past events.
The narrative stunts might suggest a novelist forcing a story into the wrong medium, but Dead Gods plays as well as it reads.
“All too often, D&D adventures miss out on the sort of teeth-gritting, edge of your seat action that defines the world,” says EN World reviewer Alan Kohler. “This Planescape adventure by Monte Cook brings that spirit of adventure in a race against time to prevent the resurrection of a demon lord.”
That race spans the planes, starting in Sigil and visiting such fantastic locations as a walking wizard’s tower, the plane-spanning tree Yggdrasil, a fortress floating in the negative material plane, a traveling circus on Pandemonium, and the Vault of the Drow. The climax brings the party to the astral plane where they battle atop the 4-mile-long corpse of the demon lord to stop the creature’s resurrection. Does any other adventure imagine such a grand scope?
Within a tight plot, the adventure works to allow choices and account for the players actions. “Monte Cook did a wonderful job with this, and not only lays the material before the DM’s eyes, but explains his thinking in virtually every part and gives the DM ways to change things without ruining continuity,” Lucias Meyer explains in an an RPG.net review. “This was the most fun my group ever had and is still a campaign we talk about. A must for any Planescape fan.”
“Dead Gods was amazing and it solidified for me a love for Planescape that has never faded,” Mitchell Wallerstedt says of his play experience. “It was probably over 15 years ago that we played through it and I’m still waiting for more.”
Dead Gods ranked 14 on Dungeon magazine’s 2004 list of 30 greatest adventures.
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One of my favorite modules is my favorite setting! I’ve ran it more than a few times.
One of my big “must runs.” I love the concepts and really need to run this.
It’s also worth comparing it to other adventures of it’s time. It’s incredible how often adventures that should be amazing/fantastic (such as nearly every Planescape adventure) manage to be mundane. “Sure, you are in Sigil, now here is a guard duty assignment.” More adventures need to really deliver on high fantasy.
I liked Vecna Lives for toying with some of those concepts (the opening scene is insane, the advice on running horror is incredible), but it stops short of attaining what it could. Same with Ruins of Castle Greyhawk. In 5E, Dungeon of the Mad Mage has some very strong parts, especially given the source material.
This is one of the few published adventures that gets the right feeling for Planescape.
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Yes great Planescape and cosmic adventure. I would note Tales from the Infinite Staircase as a great ‘campaign setting’ adventure to build around.
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