The Saving Throw
King of the Trollhaunt Warrens 06.26.2009
Saving Throw's review of King of the Trollhaunt Warrens.

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King of the Trollhaunt Warrens
published by Wizards of the Coast reviewed by Martin Drury
96 pages, 2008, $24.95
Story 4
Enjoyability 4.5
Adaptability 4
Intelligibility 4.5
Review Scoring

   The border-town of Moonstair has known relative peace for centuries, but things are about to change. A new leader has emerged in the Trollhaunt and he has set his sights on destroying the town. Written for characters from 11th level to 13th, King of the Trollhaunt Warrens takes players from a vast wilderness of marshlands and hills, into the great warrens of the Trolls and finally into the Feywild to defeat the evil king once and for all.

The adventure starts starts with a accidental encounter that can plant the seeds of the danger facing Moonstair in the minds of the players, or reinforce those already in place, depending on the adventure hook chosen by the Game Master. From there the largest portion of the adventure will be spent in warrens and the wilderness surrounding it with occasional trips back to Moonstair. Despite this, the story elements and well written encounters keep the adventure flowing, without the need to railroad the characters. The final twists and turns of the story will keep players hopping and require excellent strategy and teamwork to win the day.

Like all of the 4th Edition adventures, King of the Trollhaunt Warrens includes a 32 page guide for Game Masters, a 64 page primary adventure book, and a double sided map. All three items are packages in a folder that keeps the adventure materials in good condition. While the adventure book contains a two page map overview of the Great Warrens, the double-sided map only covers a small section of this area, which encompasses 24 separate encounter areas. A larger map, with more individual sections of the Great Warrens would be nice, but it is not essential for running a successful game.

King of the Trollhaunt Warrens features all the great artwork and detailed maps that 4th Edition players have come to expect from recent Wizards of the Coast products. Perhaps the only draw back for the adventure is the price. For a mere five dollars more a Game Master could pick up a source book to expand his or her options for their own campaign that could be used again and again with the same players.

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