"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Tuesday, November 1, 2011

DDA2 - Legions of Thyatis, Mystic reversal

DDA2, Legions of Thyatis is the sequel to Arena of Thyatis which  I posted about yesterday. This module is designed for four to six  characters of third or fourth level which works since the earlier  module was just below that. The module does not have to be run as  a sequel though. It is designed such that it can be run as a  stand alone module though it will work much better as a  continuation.

This module in my humble opinion is not as good as DDA1 as far as  the material it contains so it can not be mined for other uses as  well as the first in the series. The plot is one that would be  more to my liking as a player though. The module is less of a mix  of combat and role playing though than it's predecessor. This  module could actually be played with only a minimum of combat if  the DM so wished and the players were cooperative and followed  hints that were made.

The module focuses much more on the politics of Thyatis and role  playing. I very much think that this module could have been  combined with the first as the actual gaming material is sort of  light in this one. I wonder if they were originally intended to  be one and TSR asked it to be split or if they asked for a sequel  and there was not much left to do but cleanup.

The module does provide us more material on the background and  inner workings of Thyatis. If the DM wanted to make use of  Thyatis as a base of operations then this module is one they will  want to add to DDA1. I am not sure that I would like going into a  city base of operations at such a low level. I guess I am stuck  in the idea that you start in the village or town and eventually  work your way to the big city but that is just me.

In the end I would suggest buying the module only if you have  DDA1 already. It's strength is not going to be as a stand alone  module but as a conclusion to DDA1. It does not have enough  portable material to make it worth buying just for that reason  either. I personally think I would use the modules as they are  but up the level ranges and play Thyatis as a base of operations  for some higher level characters.

From the back of the module:

"REVOLT OF THE GLADIATORS!

The corrupt Thyatian senator, Helenites Osteropolus, his latest scheme smashed by the adventurers and their gladiator allies, hatches a new plot to destroy the influence of the Order of the Sands (even, perhaps, to attack the Emperor himself!). Yet greater dangers lie ahead. If his plot succeeds, it will remove the guardians that protect the city from the creatures that lurk in the caverns and catacombs below. Can the players block his gambit? Will the wheels of justice grind small, or will the greasy palm of political corruption reach out and save the senator once again? YOU decide, in the chaotic swirl of the Thyatian capital's politics.

This module is designed especially for the DM who wants to sharpen his interactive skills.

- Recommended for four to six characters, levels 3-4
- Includes map of a realistic catacomb complex below Thyatis City
- Unique role playing climax tests players' integrity and skill
- New information on the military Legions of Thyatis

This module is a stand-alone sequel to DDA1: Arena of Thyatis."



Spell:

Mystic Reversal


Level: Fourth
Range: None
Duration: Special
Area of Effect: Individual or 6" Sphere
Components: V,S
Casting Time: 6 Segments
Saving Throw: None

When this spell is cast the magic user will must choose between  two options. They must decide if the spell will affect only them  or if it will be an area of effect type spell. The spell will  then prevent damage from spells and will in return heal the  intended target.

Spells that would normally cause damage to the target will not  cause them damage though the spell appears to function normally.  The target will instead be healed one point per every level of  the spell. Spells that do not do damage will not have their  effect canceled. Spells that do damage and have another effect  will have the damage canceled and still have the other effect  occur unless it required the damage to occur.

If the spell is cast on just the caster the duration will be one  round per level of the caster. If the spell is cast as an area of  effect then the spell will prevent a number of instances of  damage equal to twice the caster levels. In counting the number  of instances of damage those that would affect the caster are not  counted.

Disclaimer: The spells that you will see, for how ever long the  write ups last, were all written up or conceived of back in the  80's so the terminology may not appropriate for anything other  than 1e and depending on how well I did back then it may be  slightly off for that as well. If there is any duplication of  spells that exist now it is most likely I wrote mine first :)  Please feel free to comment on them but try not to be too hard on  me. If anyone wishes to use these in anything they print please  let me know in advance and all I ask is proper credit.

2 comments:

Bryce Lynch said...

Imenjoying your reviews/descriptions of the old modules. It meshes well with my reviews of the new OSR module.

Have you given any thought to memorializing them on a review site, like geek, RPG, etc, in case your blog should go away one day?

Dangerous Brian said...

Great review, thanks

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