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The Last Gods

The Last Gods Capsule Review by John Wray on 31/07/01
Style: 3 (Average)
Substance: 3 (Average)
The Last Gods is worth a read through, however, you may realize that mini module appeal only succeeds if the work fits the format. The Last Gods tries to be a big fish in a little pond.
Product: The Last Gods
Author: Kevin Wilson
Category: RPG
Company/Publisher: AEG
Line: d20, Dungeons and Dragons
Cost: 2.49
Page count: 16
Year published: 2000
ISBN:
SKU: #8309 / 29220 83009
Comp copy?: no
Capsule Review by John Wray on 31/07/01
Genre tags: Fantasy
AEG's The Last Gods, by Kevin Wilson, while has an interesting premise, tries to create an epic story line in the mini module format with the final result being a mixed bag.

The mini module format is a DM's dream. One of the advantages of these new mini modules being published for d20 is that they offer a nice, simple straightforward adventure that can be played in an evening or two at the most. They can be used as a breather between campaigns, or even a prelude to a larger story line. For example, The Wreck of the Venerable Drake, by Douglas Sun, helped me start off my story in Green Ronin's Freeport campaign by allowing me to place clues in the adventure that will lead them to the island city of Freeport. The Last Gods, however, tries to be a big fish in a little pond.

The beginning is intriguing. Azrael, Lord of the Undead, appears before your group declaring that he is from the future and that he has consumed all life in the universe. Remorseful, he has traveled back in time to convince the group to kill his present self and save the universe. Pretty epic stuff. And you got 16 half pages of material to work with here. Now the character level suggested is 9th - 12th. Not bad, but if this was an epic campaign, I would shoot for higher. Yes, I know it is not, but trust me, I will explain later.

The group is given a major artifact to kill Azrael, The Reckoner, which is actually a fun and intriguing dagger. Your group could keep it without upsetting your future games. The group start at the bridge to Mausoleum of the Gods, which is built on top of a moon-size beholder that emits anti-magic properties. At the bridge they encounter a cloud giant with triple digit hit points.

Possible spoiler paragraph:

Now the interesting event that takes place at this time is that each of the characters switch bodies, which means you have to have your players switch character sheets. This could prove an interesting twist as each player tries to learn how to work their new powers and abilities while solving puzzles and battling creatures.

Resuming normal review:

The rest of the Mausoleum consists of a few rooms and trying to obtain keys to reach their goal to help them kill the present Azrael. Some of the rooms are truly intriguing and if you choose not to play this game, I would strongly urge DM's to steal some of the ideas for other adventures, especially the room entitled DO UNTO OTHERS. Some rooms make no sense and do not give the group enough clues on how to solve the puzzle. One puzzle, which has different methods of solving, would require a certain spell to be cast FOUR times! Or two if another action is performed on it. I doubt many players would try more than twice.

While I am a sucker for time travel stories, my problem with this module is that it demands more of everything! You are in the final friggin' resting-place, well a death portal of sorts, of the GODS! It should be grander, more involved, with interesting characters afoot. And getting there was way too easy. There should have been a bit of challenge in that respect. I have spent days trying to get to a simple dungeon. If you have ever read the most excellent DC Comics SANDMAN series, then you know of the possibilities that I talk about. The Realm of Dreams is filled with entertaining characters from Matthew the Raven, Jack Pumpkinhead, the talking Lion guardian (actually I think there was three types of creatures) guarding the front door.

The Last Gods would prove to be an excellent outline for a larger campaign. While I am not that familiar with PLANESCAPE, it would serve well to inspire that type of storytelling. As it is, it tries to be too much in a small amount of space. I do think that Kevin Wilson did a nice job cramming in what would have taken me fifty pages to tell, but he should consider expanding the work. While I don't want to go into spoiler mode, there is something that a character will be asked to do (now while switched in each other's bodies, it might prove easier to have volunteers, hehehe), but I doubt that in such a short format (and your players will know they are near the end of the adventure) that a player would even risk taking such a dangerous action. Now, for a longer campaign, you just might be able to convince them to make the ultimate choice. This is an example of why this story line needs to be expanded.

Is it worth 2.49? Yes and no. Yes if you got the extra 2.49 to spare to rework the material and no if are in need of a short adventure, there are others that would be better suited. Overall, I liked what I read and the premise, but I doubt I will use it as is. I may, if time permits, expand the story to a larger and more cosmic event, toss out the beholder moon, and steal from SANDMAN and perhaps, PLANESCAPE. The Last Gods is worth a read through; however, you may realize that mini module appeal only succeeds if the work fits the format.

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