Looking for adventures like Larin Karr

Meister Talon

First Post
Some time ago we played the "The vault of Larin Karr" (Necromancer Games) and it was fantastic.

Are there other adventures out there like it, that give you a setting (a very detailed region plus lots of adventure hooks) but don't force an overarching plot on your characters? Wilderlands of high fantasy comes to mind, but it's a little too massive for my taste.

Thanks!
 

log in or register to remove this ad

A bunch of Necromancer games' modules are that way, detailed sites with lots going on but no big plot. Rappan Athuk springs to mind based on the reviews I've read. Bonegarden, City of Brass, and Lost City of Barakus do to.
 



Thanks everyone! I'll have to check out Lost City of Barakus. Rappan Athuk isn't for me, I don't like large dungeons.

Are Trouble at Durbenford and Grey Citadel similar to this kind of adventure? Seems like it ut I couldn't quite tell from their descriptions at the Necro's website.
 

You might also want to try out L1 Demons & Devils and L2 Vampires & Liches, which both feature 3 short, self-contained higher-level adventures.
 

Definitely Lost City of Barakus. And although it has something of a plot, I would also add Grey Citadel to it as well as it's still fairly free form.

Trouble at Durbenford is far too railroady and linear.

You might also consider the combination of Bard's Gate (city book) and Tomb of Abysthor (dungeon near Bard's Gate)
 

trancejeremy said:
Definitely Lost City of Barakus. And although it has something of a plot, I would also add Grey Citadel to it as well as it's still fairly free form.

Trouble at Durbenford is far too railroady and linear.

You might also consider the combination of Bard's Gate (city book) and Tomb of Abysthor (dungeon near Bard's Gate)


I don't get why you keep calling Durbenford linear and railroady. The module presumes the group is heroes and would "follow the path" to right the wrongs that need to be addressed. If the group is not a group of heroes, then they wouldn't be interested in this adventure in the first place.

Plus I don't see how anyone is forced along a specific path to reach the conclusion, there is room for different plans, and even the order in which things are addressed can be changed and still work.

There are so many groups with their own plans and have so many different possible outcomes, dependant on how the "heroes" handle things, I just don't see how Durbenford even comes close to being a linear or railroad type of adventure. This is one of those adventures that will run differently with each group who plays through it.

So please tell me why you think this is a linear and Railroady adventure/campaign sourcebook.
 


Necromancer Games is the way to go, here are my recomendations:

Vault of Larrin Karr + Bards Gate, as mentioned before, is a fantastic combination, but you would have to put some work into it.

Trouble at Durbenford - I really like this one. You can use it in a rather linear fashion, and it is written as if that would be recommended, but it really does not need to be used that way.

Bonegarden - A great add on to any other setting as a place to go and kill things, but I would not use it allone.

City of Brass - I'm still waiting for my copy, but extended research told me, it seems to be what you are looking for, but at high levels.
 

Remove ads

Top