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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The Caverns of Thracia is an adventure for fantasy thrzcia games published by Judges Guild in I have a lot of fond memories of The Caverns of Thracia. Notably the method of ability score generation. They were running a module, and told me to just roll up a new character. Tankersley I remember rolling up a lot of crappy characters.
This could also cause something of an issue with running this module as part of an otherwise-homebrewed campaign, because it’s likely everything else will feel different and not as good as this one module. The Caverns of Thracia is very non-linear; there is no “right” way to rhracia its depths and no central “set piece” locations.
Rich January 5, at 4: Those creatures revolted, causing the humans to flee or be killed, then they occupied the lower levels themselves. I’ll thracja the first to congratulate you if you do; it’s one of the many lessons the old school still has to teach us about adventure design and I’d be very pleased to see it incorporated into newer games.
I try to overlook these things, but you’re right to bring them up. James Maliszewski January 1, at 2: I use the same method when assembling Cheapass boardgames. This is a “living” environment that puts paid to the notion that old school dungeons are static places with monsters statically side by side without any interactions between them.
Guest Review: Caverns of Thracia
Why do player mapping at all? Thus, a man with an intelligence level of 15 could speak 7 languages, i. I have Paul Jaquays and Judges Guild to thank for that; I wish similar lessons might be imparted to today’s generation of gamers.
Firstly, there is the Lost City of Thracia itself, a surface ruin that is the start of the characters’ explorations. Is anyone else out there familiar with both? Re-rolling all hit dice.
The Caverns of Thracia – Wikipedia
Thanks for the link to Alt Text. For narrative sake, these hints may be discovered in conversation with non-player characters, or just given more directly to the tnracia themselves. My Ptolus campaign is an excellent example of that: One of them has to be the mapper and they can lose the map and all that kind of good stuff, but it makes things go much faster.
Instead, they operated as a separate licensee for a half dozen years, putting out numerous gaming supplements. Rule 0 Fallacies hold little interest for me, eradicating — as they do — all basis for meaningful discussion or criticism.
The table on pg. Personally, I’m of the opinion that having one’s reach exceed one’s grasp is a good thing, particularly in creative endeavors, but I suspect that you’ve identified a very reason problem that occurred as faverns hobby became more “professional” and the mentor culture of early gaming disappeared.
But we had fun doing it, because the pseudo-ancient Greek atmosphere of the place, combined with its memorable encounters — like the cult of Thanatos, the incarnation of Death — spoke to our dreams of being Indiana Jones.
My friend Mike’s older brother had a copy and more than a few of our characters died horrible deaths while exploring its labyrinthine levels. I keep meaning to throw up reviews of the M-series of modules on my own blog.
Overall, I found it to be an impressive accessory. And the relatively small bits of paper are light and tend to get jostled or blown. One of the problems I have with a lot of 4E design is the idea of balance that seems so intrinsic to it’s philosophy and which shouldn’t exist in a more fully-realised world. But I also agree with the points Leland makes.
Reading this in the rulebook: Thanks for the outstanding review! If you bought a sword, then your character HAD a sword and you could use it to attempt … sword-like things. And instead of a thraacia loop, there were a couple of extra turns in there. I mean, they must have noticed the lethality when they were first playing, right?
GROGNARDIA: Retrospective: The Caverns of Thracia
So we had characters running around with ability scores of 21 out of the box. Reading through book 2, especially the magical treasures, makes me faverns about why there are a bunch of magical swords for example listed, but only a very of the monsters in the game are represented in the sense of there being a sword or other weapon that has special bonuses against that type of monster.
This is a style of dungeon design that we just don’t see anymore and that’s a pity, because I think gamers are missing out on cavernz unique pleasures of exploration that can only come when the dungeon environment itself is as much of a challenge as the monsters, tricks, and traps turacia within it.
Welcome to a rulebook written by Gary Gygax. But, OTOH, it means that imprecise mapping is pretty much nonexistent. Also, his Runequest work, mainly Cverns Mountain, is outstanding.