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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Even a very inexperienced Thrzcia with a brand-new game system might reasonably think up that. Wednesday, February 25,8: They filled an entire sheet of graph paper mapping it.
Wednesday, December 31, Retrospective: Pretty much circumvents the notion of inaccurate party mapping. Character Creation Part 2: This supplement represents a series of rooms and caverns which have had many previous owners. The First Foray Part 3: It was one of the few Judges Guild modules I ever played in my youth.
The Caverns of Thracia – Wikipedia
They were running a module, and told me to just roll up a new character. The upper levels are for low-level characters; lower levels are more difficult. 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 resolving 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.
There are monsters that any low-level character could successfully tackle, but others will make even the bravest run.
Ian December 31, at 2: Even more significant, from my perspective, is the diversity of environments within this module. The effort given on the history side, for example, could well have been glossed over. At that point the player would have the choice between thraciw careful and withdrawing, or pushing his luck and fighting on.
The city and four levels of the caverns are vast, providing more than enough material for many gaming sessions. In its brief general comments, thraica book provides some suggestions for where Thracia might be located in a campaign world.
Sunday, February 22,1: Notify me of follow-up comments by email. I have the Nec caverbs by 3e standards it’s very light on 3e stats since MM monsters are justed listed as eg “6 gnolls hp 6”.
Topologically equivalent to a loop, just with a couple of jogs in it.
The Second Session Part 7: The fact that there are two opposing sides in the caverns opens up the possibility of the players allying themselves with one of the sides. 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.
The bars to its cave are raised and lowered by a lever in Room But now, they are becoming reopened, and it is learned that the Beast Men have allied themselves with the reptile survivors. The TSR productions should be regarded, not as an unattainable height, but as a target of quality which should be equaled or even surpassed.
Guest Review: Caverns of Thracia
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. Sunday, February 22,9: This is perhaps the best-designed dungeon ever published with Jaquays’ own “Dark Tower” being one of the other prime contendersboth in its map which is really amazing and I don’t think gets enough praise in your retrospective — the extensive use of the third dimension and hidden sub-levels are light-years ahead of anything else released up to that point, and most things released since and its content other designers were doing “living dungeons” by this point – G1 and “Snake Pipe Hollow” for RuneQuest are good examples – but Jaquays takes the complexity up a notch, with a half-dozen different factions, plus three different “lost” areas.
If you start tweaking it, then you have to start tweaking a lot of other things. Overall, I found it to be an impressive accessory. The Lost City of Thracia on the surface is rather small, spanning only five pages. Many hundreds of years of background are laid out there, some of the key points include:.
GROGNARDIA: Retrospective: The Caverns of Thracia
You’re on to something about the lack of exploration in modern adventure design. In addition, there are multiple connections — shafts, chutes, stairs, and other more exotic means — that contribute to the maze-like feel of the entire place.
And the relatively small bits of paper are light and tend to get jostled or blown. 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 that can only come when the dungeon environment itself is as much of a challenge as the monsters, tricks, and traps contained within it.
Next is presented a very detailed history of the Caverns of Thracia, for the Dungeon Master to read for background. Hmm gonna have to scout up a pdf of this adventures sounds really cool. You might also want to check out the Re- Running the Megadungeon essays, which use a behind-the-scenes peek at this campaign as an example of how to properly run a megadungeon.
Mail will not be published required. Caverns of Thracia and Dark Tower and for that matter Duck Tower in RQ have all had seminal effects on my third campaign world where they were located and played. Wink Friday, April 03,1: