| Post/Author/DateTime | Post |
|---|---|
| #1kzachOct 13, 2009 4:26:04 | I'm trying to determine how many modules use deicide as the plot. I can't really think of any but then I've never really been into modules. This is for a project I'm working on so thanks in advance for any help or suggestions you can give. |
| #2ShiftkittyOct 13, 2009 9:10:40 | Can't think of any. In The Temple of Elemental Evil, I think the most you did was thwart a plot. They're really not meant to be killed in D&D. They statted them just to give the DM the option of doing it, IIRC. |
| #3RilsOct 14, 2009 16:26:19 | Well, the E1-3 series puts you up against Orcus, which is virtually deicide. The Scales of War path looks like its building toward Tiamaticide, so that might count too. Most gods don't usually need killing... |
| #4ShiftkittyOct 14, 2009 16:34:41 | I think if WotC put out a module that specifically included deicide, that would go against their thus-far policy of letting the DM decide if gods can even be killed. In my campaign they can be killed, but it takes lot more than just running them through with a magical pokey-stick. It involves some serious mythic quests and challenges. usually the gods are untouchable by their very natures, so a player has to be really determined. Right now I have an Ancient Egyptian themed game that pits the players as pawns in a war being waged by Set and two other evil gods (names escape me at the moment). Thoth, Anubis, and Bast are on the other side, nudging the party along. It has promise to run to Epic levels. |
| #5rovinOct 16, 2009 7:51:33 | If the OP is talking about other editions of the game, the original Demonweb Pits module in 1E was arguably a deicide plot. The line between god and demon prince(ss) was pretty blurry back then. You could make an argument for Die, Vecna, die! also qualifying, although it's a bit of a stretch there. |