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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.
unplayable? - 
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King of the Trollhaunt Warrens: Adventure P1 Review
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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.
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This is the best 4th edition adventure yet! - 
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King of the Trollhaunt Warrens: Adventure P1 Review
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This is the best 4th edition adventure yet! The story and the hooks of Trollhaunt Warrens are 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.
This adventure has it all, plot, encounters, and fun. This is one of the better modules to come out in years. 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. There are several big bad evil guys and even some recurring ones ;)hint hint.
I'll write more after I get to run it.
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