CAVERNS THRACIA PDF

And the fifth had never played any tabletop roleplaying games but he had played NetHack , so he easily grasped the lingo. There was some significant sticker shock when it came to the "roll 3d6 in order" method for generating attributes. And there was only one ability score higher than 14 at the table Warrain the Wizard had a 16 Dexterity. We had an interesting discussion regarding the rules for Prime Requisite scores.

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Contents[ edit ] The Caverns of Thracia is a scenario with a Greek mythical background that describes an intricate dungeon complex and lost city.

The upper levels are for low-level characters; lower levels are more difficult. Long ago they were a religious center for lizard men, but were later taken over by humans worshipping Thanatos, the god of death. The humans used beast men gnolls , minotaurs, dog brothers, etc.

The slaves rebelled and the caverns changed hands again. The beast men chose an intelligent minotaur to rule them; his descendants still reign. The caverns are now in the hands of the minotaur king, except for a small part of the first level, still controlled by the worshippers of Thanatos. This dungeon is for characters of levels 2 through 6.

There is a feeling of randomness about Caverns of Thracia, Dark Tower and the others which is not present in the TSR Modules, and one gets the impression that the coherence is incomplete. The TSR productions should be regarded, not as an unattainable height, but as a target of quality which should be equaled or even surpassed. That the two designs by [Jennell] Jaquays come closest in quality to the TSR standard is reassuring, since it seems that at least [Jennell] is making the effort.

There are monsters that any low-level character could successfully tackle, but others will make even the bravest run. 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.

Skeletons, dead bodies, statues, etc. Within this community, creating a dungeon that matches the amount of flexibility presented to the players in terms of available exploration paths and interactive factions has become known as Jaquaying a dungeon a term coined by Justin Alexander of The Alexandrian blog.

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CAVERNS THRACIA PDF

Retrospective: The Caverns of Thracia 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 gaming in the 70s. Published in , Thracia is both a large dungeon and a campaign setting in its own right. 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. 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. Even more significant, from my perspective, is the diversity of environments within this module. 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.

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The Lost Caverns of Thracia

Now, ask me to map it, you know, where the DM says: Your interpretation of the passage is interesting, but actually significantly less supported by the text than my own. Personally I think that particular module is just awful, definitely the weakest of the Master M-series line. One describes it, another shows the map, while three full pages are used on black ink supporting art. Although it is virtually 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. Otherwise, your constant 4e knocks during many posts seem surprisingly heavy-handed compared to most of your writing.

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JG 102 Caverns of Thracia Review

Contents[ edit ] The Caverns of Thracia is a scenario with a Greek mythical background that describes an intricate dungeon complex and lost city. The upper levels are for low-level characters; lower levels are more difficult. Long ago they were a religious center for lizard men, but were later taken over by humans worshipping Thanatos, the god of death. The humans used beast men gnolls , minotaurs, dog brothers, etc. The slaves rebelled and the caverns changed hands again.

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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.

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