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Thulian Echoes
 
$7.99
Average Rating:4.6 / 5
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Thulian Echoes
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Thulian Echoes
Publisher: Lamentations of the Flame Princess
by A customer [Verified Purchaser]
Date Added: 08/12/2016 18:33:12

Excellent setup. Great adventure drawing from some inspired sources. Smart writing. Lovely map.



Rating:
[5 of 5 Stars!]
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Thulian Echoes
Publisher: Lamentations of the Flame Princess
by Troy V. [Verified Purchaser]
Date Added: 02/20/2015 06:14:32

The adventure is painfully difficult and easily fatal, even for the cautious and bright player. Some consider that a positive, but this reviewer does not agree. I give major props to the Cause & Effect (often drastic) results based upon action & inaction. This is a rare gem, and I personally love such a concept. Zzarchov Kowolski gets beau coup accolades from me.



Rating:
[4 of 5 Stars!]
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Thulian Echoes
Publisher: Lamentations of the Flame Princess
by Jeremy F. [Verified Purchaser]
Date Added: 08/04/2014 07:51:46

Below is the TL;DR version of a review I posted at http://takeonrules.com/2014/08/03/thulian-echoes-by-zzarchov-kowolski/

Zzarchov is crafting adventures that are more than backstory, set encounters, and random encounters. In Thulian Echoes, Zzarchov focuses on the knowledge transfer of in-game information to the characters by way of the players playing different characters.

I found the adventure inspiring and interesting. I both want to run the adventure and take the procedures and work on my own. So for my purposes, Thulian Echoes is a resounding “must have”.



Rating:
[5 of 5 Stars!]
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Thulian Echoes
Publisher: Lamentations of the Flame Princess
by Megan R. [Featured Reviewer]
Date Added: 07/29/2014 10:55:40

Wouldn't it be easy if you knew what was in a dungeon before you went there? Knew all about the tricks and traps that awaited you... (and I don't mean by sneaking a look at the GM's notes or reading the module he intends to use!).

That's what this adventure sets out to offer, sort of. Naturally it doesn't work out quite as easy as you might think.

The whole thing begins when the party finds a journal of long-lost adventures... and get to act it out with a bunch of pre-gen characters before they actually go there as their regular characters. Will knowing their way around this admitted death-trap of a party-munching dungeon help them any?

A bunch of pre-generated characters and NPCs are provided, then it's on with the adventure, take 1, somewhen in the distant past. Things done in the past influence the now, which is modelled by the use of keywords that are set (like flags in computer code) as a result of certain actions or inactions during the fictional visit, the one being played through to simulate reading the book. Well, nobody goes role-playing to read books, they want to, well, role-play.

For each location, there are two descriptions. The first is how it initially appears, the second is how it appears now, when the real party go there themselves.

There's a large map which manages to give a 3D rendition of the dungeon layout on a single sheet. There's a lot of weird stuff there and part of the deadliness stems from the fact that things are so odd - there just is no logical way to deal with them all. At least, not the first time around. Whether the party will do any better the second time, when they come as themselves... well, I suppose it's possible. If you want something truly weird in your world, this might just be what you are looking for!



Rating:
[5 of 5 Stars!]
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