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. Item Code: WW Title: Caverns of Thracia. Type: Scenario. System: d20 Dungeons & Dragons. Author(s): James Collura, Paul Jaquays, Scott Greene.

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Thursday, February 26, Posted by James Maliszewski at Complex of Zombies Adventure: Re-rolling all hit dice. And the relatively small bits of paper are light and tend to get jostled or blown. Handling the Table Personality: Saturday, February 21,5: Even a very inexperienced GM with a brand-new game system might reasonably think up that.

I have a lot of fond memories of The Caverns of Thracia. I don’t call that unfair, it’s just, I guess the default play style of the game. That the two designs by Paul Jaquays come closest in quality to the TSR standard is reassuring, since it seems that at least Paul is making the effort. I recommend using Post-It notes to adhere the pieces together.

The Alexandrian » OD&D in the Caverns of Thracia

A lot of these other publishers did not get as wide a distribution for their books, so I never really found them. The upper levels are for low-level characters; lower levels are more difficult.

Then there was … The Incident. My Ptolus campaign is an excellent example of that: Then just finding the right piece of map to pull out gets challenging.


Guest Review: Caverns of Thracia – Multiverse

From the sounds of things, it came down to how competent you were at making simple and logical rules additions and changes to keep up with your players. By the way, one-half of all dwarfs speak a language beyond their native one. It is left up to the DM whether they would like to leave the players entirely in the dark, or give hints as to what awaits them.

I use the same method when assembling Cheapass boardgames. Thanks for the link to Alt Text.

In their prime, Judges Guild held a great reputation within the gaming community for its varied products. My player’s reactions have been very positive toward this dungeon.

Meaning if he drew “turns left” instead of “turns right” the map would be cavrns up and if the group tried to backtrack they’d be lost. I also understand that the NG version expands thrracia the original levels of the dungeon, although again to what extent I don’t know yet.

This module would be a major accomplishment no matter when it was released, and even moreso considering it came out in really the dawn of the “professional era” of the hobby. The Second Party Part 5: Wink Friday, April 03,1: Dweredell City Supplement 2: A module IMO should inspire the DM to create his own stuff, not intimidate him out of trying to do so.

For narrative sake, these hints may be discovered in conversation with non-player characters, or just given more directly to the characters themselves. They pop up on eBay pretty regularly and often go for very little money.

It was one of the few Judges Guild modules I ever thracai in my youth. Plus the paper gets wrinkled, or whatever. It is appropriate for use by first level characters to start, though there are elements later on which can easily challenge some strong parties.


Guest Review: Caverns of Thracia

Delta January 1, at Those creatures revolted, causing the humans to flee or be killed, then they occupied the lower levels themselves. There are also all the logistical problems.

Its all about whether you can make player mapping rewarding or not. But I also agree with the points Daverns makes. Clark Peterson of Necromancer Games ran an adventure “Return to the Caverns of Thracia” based on the old adventure, as a tournament at the Gen Con Game Fair, and Necromancer put out a revised Caverns of Thracia inupdated for 3.

After hundreds of years, thraxia, the god would be worshiped again. Personally I think that particular module is just awful, definitely the weakest of the Master M-series line.

Thursday, April 02,5: Most of what I saw and bought were the modules and accessories from TSR itself. Do you have a preferred way to fix this? Which, as I noted, is probably because the section is poorly written.

Much as I love X2, you’re correct that it’s a forerunner of the Hickman Revolution. From what I understand, the Necromancer Games 3. Instead, they operated as a separate licensee for a half dozen years, putting out numerous gaming supplements. My fear is that a lot of younger gamers simply have no experience of this kind of play and would consider it “unfair.

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