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King of the Trollhaunt Warrens: Adventure P1 (D&D Adventure) |  | Authors: Richard Baker, Logan Bonner Publisher: Wizards of the Coast Category: Book
List Price: $24.95 Buy New: $10.91 as of 9/5/2010 01:31 MDT details You Save: $14.04 (56%)
New (24) Used (15) from $9.44
Seller: KNOWLEDGENMORE Rating: 5 reviews Sales Rank: 245102
Media: Paperback Edition: Pap/Pstr Pages: 96 Number Of Items: 1 Shipping Weight (lbs): 0.8 Dimensions (in): 11.2 x 9.2 x 0.3
ISBN: 0786949287 Dewey Decimal Number: 793 EAN: 9780786949281 ASIN: 0786949287
Publication Date: October 21, 2008 Availability: Usually ships in 1-2 business days
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Product Description A D&D Adventure for 11th-level characters.
Designed to take characters from 11th to 14th level, this adventure pits the heroes against a variety of horrible monsters and fiendish foes as they seek to thwart the evil machinations of the denizens of the Trollhaunt Warrens.
This adventure can be run as a stand-alone adventure or as Part One of a three-part series of adventures that spans 10 levels of gameplay.
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| Customer Reviews: Lackluster, formulaic, boring October 17, 2009 Kyle Felker (Lexington, VA USA) 8 out of 9 found this review helpful
While I'm a fan of the 4E system in general, the published adventures for it have been so dissapointing that I stopped buying them after Demon Queen's Enclave. Unfortunately, this adventure is another lengthy, formulaic outing that provides interesting tactical encounters but little else to involve players.
This is a shame, because the idea behind the adventure is pretty good. A troll chieftain has discovered an ancient fomorian artefact that has allowed him to unite the feuding trolls of Vardar, and now threatens the peaceful town of Moonstair. The adventure shows some subtle influences from celtic myth and legend, most strongly in the troll cheiftain's evil eye power and his magical stone cauldron that returns the dead to life. Sounds interesting, right?
Wrong.
Unfortunately, the background serves as little more than justification for adventurers to go on a very long, tedious dungeon crawl. Encounters are stocked with interesting monsters and complications, but the adventure as a whole is little more than "fight monsters, rest, move to next area, rinse, repeat." There are very few parts of the adventure concerned with the lore of Vardar or the feywild, and the plot is unrelentingly linear. Troll threatens town, adventurers kill him, whoops, he's not dead, you'll have to go into the feywild and kill him again. This is the type of plot appropriate for video game level design, not an interactive tabletop game.
In short, it shares in a stable of flaws common to most of the published 4E adventures so far: linear, boring plots, overemphasis on combat encounters, little real player choice in determining the direction the adventure takes, and background that could be interesting but fails to be deployed to any real effect. I can't understand why wizards writes adventures this way-they've demonstrated in the DMG and the DMG II that they understand good storytelling and adventure design principles, but they consistently fail to apply them to their own modules.
Quality May 14, 2009 Brian Marinari (Baltimore, MD) 0 out of 7 found this review helpful
I haven't had a chance to run the adventure yet, but it's got quality components and looks pretty thorough.
Great Adventure, but hard to make maps for table play February 11, 2009 Mark Twain (North Carolina) 3 out of 3 found this review helpful
As the previous posters said, the module is extremely combat heavy, but the combats are very cool and varied, so no problem there. As for the maps, the best current option is to scan them from the book or download them from WotC. If you've got the time to wait, artists online will undoubtedly post their own renditions of the maps for download, but that might take months.
If only WotC would allow printing of tactical scale maps from DDI, which would be the best service they could provide through the medium aside from the Character Builder.
unplayable? November 6, 2008 Michael Schwartz (Florida) 8 out of 15 found this review helpful
Great story...but the adventure is loaded with encounters which are basically impossible to recreate with a hand-drawn battle grid. The caverns are awkwardly shaped so dungeon tiles are not really an option either; plus the terrain features would be hard to create with tiles. You would have to be an artist to recreate the terrain of these encounters and it would take hours to to do so. We all know how important maps are for combat in 4e. The terrain is also important for things like cover and concealment. The only solution would be to scan each encounter map and enlarge it which is a pain in the a$$. A published adventure shouldn't require that much extra work. The adventure comes with only one large map which has VERY limited use.
Fun mix of tactical encounters and changes of scenery. October 22, 2008 James Leivers (New York,NY United States) 18 out of 19 found this review helpful
I'm editing this review. I've run half of the adventure so far. The plot of Trollhaunt Warrens is really well done. It was written by Richard Baker one of the author's of "Red Hand of Doom" which is in my opinion the best module ever written. Only problem is there's a lack of characters with depth in the story. That part is up to you.
This adventure has plot, encounters, and tactical fun. It's pretty long and basically split up into three parts. Each one taking probably 3 sessions. I'd estimate 45 hours to finish.
SPOILERS -- please don't read unless you're a DM - I'm still not giving everything away though.
A large group of trolls under the leadership of one who obtained a powerful artifact are growing in strength. The story starts out with some trolls throwing the head of a prince over a wall saying "Ha ha, your hero is nothing we will soon own all of this land!". The city sends for help, the party intercepts the message, and responds.
They head to the Warrens and slog through the caverns with all sorts of interesting encounters. In the Warrens are several factions vying for power or bullied into servitude. We all know evil turns against evil at the drop of a hat. There's even a black dragon who is allied with the trolls. They can fight it or avoid fighting and negotiate with a skill challenge.
Killing the troll leader is just the first step as trolls do not so easily die. The town gets attacked by more enemies. Creatures riding manticores bring "death from above" as they strike the middle of town from the air. I always enjoy defending towns. I will leave out a major spoiler but the party has to quickly return to the troll warren.
After a second major enemy battle they must pursue another enemy through a door into the feywild, awesome. The last part of the adventure takes place in the feywild against all manner of alien creatures native to the feywild; from briar hags to tree blights to quicklings to feymire crocodiles. There is some exploring of the alien world that is the feywild and one more climactic battle that ends the adventure.
There are multiple interesting encounters. There's one I think it's called the "Death Spiral" in a cavern where there are a series of progressively higher platforms like a gigantic spiral staircase. On the levels there is a Galeb Duhr that can push players down the levels. There are lots like that, they are just playing with the tactical possibilities, it's great. Each encounter is set up to explore a different tactical twist. Not every single one is perfect but some are really fun. There are several big bad evil guys and even some recurring ones ;)hint hint.
The module is similar to all WOTC and TSR adventures and has little to no role-playing. This adventure is basically fight after fight. The locations change from in a dungeon to a city and back to the dungeon and then in the feywild. It would be nice if some of the characters in the town had more built out goals and motivations. My players wound up not caring a bit about the town or anyone in it, but that could be because they are all unaligned.
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