Caverns of Thracia () – The Original Classic Adventure by Paul Jaquays, with new maps and editing by Bob Bledsaw III. Designed for. Caverns Of Thracia – A Lost Civilization Beneath the lost ruins of Thracia are the vast caverns of a once great civilization. While a death c. The Caverns of Thracia by Paul Jaquays is a good example of why Judges Guild is remembered so fondly by so many of us who started.
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You’re on to something about the lack of exploration in modern adventure design.
There is a feeling of off about Caverns of ThraciaDark Tower and the others which is not present in the TSR Modules, and one gets the impression that the coherence is incomplete. Pretty much circumvents the notion of inaccurate party mapping. The effort given on the history side, for example, could well have been glossed over.
The city and four levels of the caverns are vast, caversn more than enough material for many gaming sessions. In my Ptolus campaign, I just draw out every single inch of the dungeon crawl on my very large Chessex battlemap. Tue, 31 Mar And still, they wait, undisturbed.
Caverns of Thracia (Judges Guild #102)
Rich January 5, at 4: Gygax in particular seemed to delight in elaborate traps and situations likely to kill or at the least inconvenience characters. Wellington marked it as to-read Feb 07, It was amusing at first, but then I just got fed up, took their paper, and drew what it was supposed to look like on it.
Death in the Ruins Part 4: It is appropriate for use by first level characters to start, though there are elements later on which can easily challenge some strong parties. Saturday, February 21,3: Unfortunately it seems like a pdf version of the original was never produced, and I’ve had trouble tracking down a used copy.
The Caverns of Thracia is an adventure for fantasy role-playing games published by Judges Guild in Even a very inexperienced GM with a brand-new game system might reasonably think up that.
Caverns of Thracia (Judges Guild #) by Paul Jaquays
I also understand that the NG version expands upon the original levels of the dungeon, although again to what extent I don’t know yet. Meaning if he drew “turns left” instead of “turns right” the map would be screwed up and if the group tried to backtrack they’d be lost. Tuesday, March 31,6: Paul Jaquays is probably my favourite adventure designer and a great artist to boot. Riley marked it as to-read Jan 19, And treasure is not something that typically comes up.
I had completely forgotten this until your comment jogged my memory, but I had the same interpretation of the BECMI rules for a few weeks. The upper levels are for low-level characters; lower levels are more difficult. Topologically equivalent to a loop, just with a couple of jogs in it.
Judges Guild – The Caverns of Thracia|Goodman Games Store
Either use the tiny ones or tear the large Post-Its in thinner strips. Notify me of follow-up comments by email.
Wednesday, February 25,8: You would have to reverse engineer the stats, of course, but it’s an option. At that point the player would have the choice between being careful and withdrawing, or pushing his luck and fighting on.
Curtis Tyracia marked it as to-read Sep 13, The odds in combat are pretty supportive of the PCs, so long as some good sense is employed, so the problems of getting lost, solving puzzles or caerns other dilemmas with player skill, and so many other things that give old-school gaming its heady flavor really have a chance to take center stage again.
Is anyone else out there familiar with both?