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.

Author: Vimuro Gobei
Country: Mongolia
Language: English (Spanish)
Genre: Art
Published (Last): 18 May 2008
Pages: 60
PDF File Size: 3.74 Mb
ePub File Size: 16.7 Mb
ISBN: 787-1-65513-484-3
Downloads: 27354
Price: Free* [*Free Regsitration Required]
Uploader: Aradal

Caverns of Thracia (Judges Guild #102)

It is appropriate for use by first level characters to start, though there are elements later on which can easily challenge some strong parties. Foster December 31, at 1: I use the same method when assembling Cheapass boardgames.

Well, they wandered around in that little section of dungeon which was MAYBE linear feet of hallway for something like an hour. Although it is fhracia never used in my campaigns for hauling stuff around, its usefulness as a transport across dangerous terrain for low-level characters has been useful on countless occasions.

Pretty much circumvents the notion of inaccurate party mapping. Monday, March 30,5: Only cavrens member of this blog may post a comment.

The following posts also contain thrilling exploits from the dungeon: And the relatively small bits of paper are light cavernns tend to get jostled or blown. Even a very inexperienced GM with a brand-new game system might reasonably think up that. Why do player mapping at all? Want to Read saving….


Fantasy role-playing game adventures Judges Guild publications. This book is not yet featured on Listopia.

Aerie City Supplement 3: Reading this in the rulebook: Paul Jaquays remains one of my favorite adventure designers. The Caverns of Thracia is a scenario with a Greek mythical background that describes an intricate dungeon complex and lost city.

For narrative sake, these hints may be discovered in conversation with non-player characters, or just given more directly to the characters themselves.

htracia Is anyone else out there familiar with both? Beneath it lie four levels, several of which have sub-levels and special room complexes that are only reachable through certain areas within the larger levels. I’m not surprised that it’s his name attached to this. Tankersley I remember rolling up a lot of crappy characters.

GROGNARDIA: Retrospective: The Caverns of Thracia

Clark Peterson of Necromancer Games ran an faverns “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. The beast men chose an intelligent minotaur to rule them; his descendants still reign. Given the complex, multi-level design of the house and the high-quality cartography it definitely enhanced play.

By including it, the DM will appreciate exactly why the caverns are set up and populated as they are. 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.


There should be situations where the only sensible option is for the players to run away or seek another way around the problem. The bars to its cave are raised and lowered by a cavrens in Room Monday, April 06,6: While perhaps not large enough to be called a true “megadungeon,” the four levels of the caverns are nevertheless expansive and filled with a wide variety of humanoid factions — a few of them mutually antagonistic — which contributes greatly to the feeling of dynamism the module evokes.

The Alexandrian » OD&D in the Caverns of Thracia

Preview — Caverns of Thracia by Paul Jaquays. The Final Foray Part 6: There’s much more of a story to it than, say, Isle of Dread and its conclusion even features a super-powerful NPC who can right all the “wrongs” done to the PCs in their explorations cavegns the Castle. 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 the unique pleasures of exploration caaverns can only come when the dungeon environment itself is as much of a challenge as the monsters, tricks, and traps contained within it.

By using this site, you agree to the Terms of Use and Privacy Policy.

Last modified: March 25, 2020