The Book of Treasure Maps

The Book of Treasure Maps is a supplement for fantasy role-playing games published by Judges Guild in 1979.

The Book of Treasure Maps
Cover
GenreRole-playing game
PublisherJudges Guild
Media typePrint

Contents

The Book of Treasure Maps contains five miniscenarios, each a dungeon that the player characters are led to via treasure map. Each dungeon has a hand-drawn map for the players and a complete map for the GM.[1]

The booklet contains five treasure maps plus accompanying scenarios and dungeon settings. These are set in the world on maps published by Judges Guild; however, they can be transferred intact into the gamemaster's own world. "The Lost Temple" is two levels of medium difficulty; "The Tomb of Aethering the Damned", one level; "The Lone Tower", a multi-level of slightly more difficulty; "Willchidar's Well", three small levels of medium difficulty; and "The Crypts of Arcadia", a large one-level maze about equal to "The Lone Tower".[2]

Publication history

The Book of Treasure Maps was written by Jennell Jaquays,[lower-alpha 1] and was published by Judges Guild in 1979 as a 48-page book.[1]

Reception

Elisabeth Barrington reviewed The Book of Treasure Maps in The Space Gamer No. 29.[2] Barrington commented that "Each scenario comes with plenty of background information, accompanying rumors, maps for characters and the DM, and a wide variety of nasties. Well-written, it is easy to read and figure out. The maps appear in imaginative places - such as written in moon runes on a +1 shield - and are very clear. All five are easily placed anywhere the DM desired; he is not limited by the JG's own worlds. They are good for one campaign apiece, but if one wishes, they may be continued."[2] She continued, "There is little to criticize about this book. The Book of Treasure Maps assumes a working knowledge of the D&D system, but that is about all."[2] Barrington concludes her review by saying, The Book of Treasure Maps I recommend to almost any player who wished a good example of a one-night campaign set-up, whether he had his own campaign world or not; whether he had been playing two weeks or two years."[2]

Patrick Amory reviewed Book of Treasure Maps for Different Worlds magazine and stated that "All of the dungeons are a lot of fun and well worked out, even in the small space available. This book probably gives the most value for the money of the Guild play-aids, each dungeon providing a good two hours of solid play."[3]

Reviews

Notes

  1. Credited as Paul Jaquays.

References

  1. Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 136. ISBN 0-87975-653-5.
  2. Barrington, Elisabeth (July 1980). "Capsule Reviews". The Space Gamer. Steve Jackson Games (29): 28.
  3. Amory, Patrick (September 1981). "Judges Guild and D&D: a guide for the discriminating GM". Different Worlds (14): 7.
  4. "Different Worlds Magazine".
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