Review: Trident Rock

In response to Zak’s request, I present to you a review of the adventure Trident Rock, available here from Dragonsfoot Games.

Trident Rock is an adventure recommended for 4-6 5th-7th level characters, including at least 1 cleric and 2 fighters and 1 M-U.

1. What kind of adventure is it? (Location based? Dungeon? Town? Etc.)
Trident Rock is a location-based adventure, detailing a ruined keep and the dungeons/sea caves beneath it.

2. How long is it?
It’s fairly long, running to 42 pages of material. It’s something of a laborious read, I’ll admit, but only because there’s a lot of adventuring space to cover.

3. Were there any particularly noteworthy things in it? (Monsters, traps, plot ideas, mechanics, etc.)
The plot involves a noble family (the Tridents) who were cursed by the gods for not helping a crusading cleric. As long as they stay in the keep, they don’t age: the moment they leave, time catches up with them. The only other way to remove the curse is to repent (which isn’t likely). One character is trying to turn to goodness, but the others are either set in their ways–one is dabbling with demons to try to get out. The PCs are presumed to arrive posing as guests, but really there to remove the curse.

In terms of monsters, traps, etc, it’s fairly basic–I didn’t see anything particularly original there. There are a few new monsters included in the appendix, as well as some magical traps, but not really used in an original way, I felt.

4. What sort of vibe is going on in it? (Creepy? Gonzo? Sword and sorcery? Chivalry? etc.)
It tries to be creepy, but that’s really all in how you present it. There’s nothing inherently creepy in the layout, or the monster choices really (ghouls/skeletons in the crypt, sahuagin in the sea-caves, etc.).

5. Would you run it? Why or why not?

I’d probably run it, if I had need of a few filler sessions. I don’t think I’d build much of a campaign around it. The setting is necessarily isolated, and the backstory could really be altered to fit any campaign. There’s quite a bit of high-powered magical items (mostly weapons and armour) in there, at least for 5th-7th level. I’d personally scale it back a lot; there’s probably more than a single party could use, but it would kit them out like fairly high-level PCs.

6. Does it resemble anything we might’ve seen before?
On the surface, it’s basically a dungeon with loose role-playing opportunities up top. The PCs are basically going to come in, stay the night, poke around for a wee bit, then head down into the dungeon, repercussions-be-damned. Quite like every haunted-house movie you’ve seen. So it’s not particularly original. But it is a nice, solid piece of dungeon-building that’ll fill a session or three.


One thought on “Review: Trident Rock

  1. Hi,

    Apologies for the off-topic comment, but I couldn't find a contact email for you.

    I've recently put out an ebook of my writing, called 'The New Death and others'. It's mostly short stories, with some obvious gamer-interest material. For example I have a story inspired by OD&D elves, as well as poems which retell Robert E Howard's King Kull story 'The Mirrors of Tuzun Thune' and HP Lovecraft's 'Under the Pyramids'.

    I was wondering if you'd be interested in doing a review on your blog.

    If so, please let me know your email, and what file format is easiest for you, and I'll send you a free copy. You can email me ( or reply to this thread.

    You can download a sample from the ebook's page on Smashwords:

    I'll also link to your review from my blog.



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