Nemoren's Vault, by James Bell, is the first in Fiery Dragon Production's line of d20 modules. Written for a group of 1st to 3rd level character with total party levels of 6 to 10, it is set in a generic land known as the Kingdom of Kalendia, but is easily useable with most any other quasi-medieval setting. The adventure is site-based, taking place largely within the confines of the adventure's namesake vault. It requires that one or more of the PCs previously gained a small silver key with no apparent purpose
Plot Outline
Many years ago, after a tumultuous war against the goblins, the Kingdom of Kalendia gained control of the West Wood from the Arborian Elves. One man, Kragor Nemoren, distinguished himself to the elves and humans alike as a man of valor and skill, and was granted ruler ship of the land as the Baron of West Wood. Kragor established a mansion and lavish vault in the border town of Weston, serving as a place of refugee and to store his growing riches. Namoren's descendants ruled well for many years, adding more to the vault as time went on, until the most recent Baron, Paytro Nemoren, came to power. He lost his young wife to the treachery of his vengeful, former lover within a month of his marriage. He gained his own vengence against her, though, trapping her in the vault and sealing it so that it could only be opened with a set of silver keys. With this act done, he withdrew into his mansion until his death, childless and alone.
In the years since Paytro Nemoren's sealing of the vault, it has changed, becoming the lair of a variety of monsters. The undead remains of his former lover, her brother, and some of Namoren's relatives live scattered about the vault, serving as a static present to impeded the recovery of the most valuable of its treasures. A small tribe of hobgoblins has claimed a portion of caves that serve to connect the Vault to the West Wood. An Undrathar, basically an umber hulk, also wanders the vault, serving as a random menace to all those who dwell within. As a result of the presence of these beings in the Vault, Weston's water supply has become poisoned and many of Weston's inhabitants have died, resulting in Weston being reduced to a bare-bones population.
The players are drawn into this by being summoned to the town of Weston to hear the will of the recently deceased Baron NeMoren. Lacking any heirs, he passed on his mansion to the possessors of the silver keys he scattered several years ago. The PCs have, in one way or another comes into possession of these keys, and thus the mansion, giving them the opportunity to explore and plunder the Vault of its treasures.
Presentation
Nemoren's Vault, a standard laminated, stapled, booklet, is thirty-two pages in length. The inside covers have a set of tables representing challenge ratings on the front cover and an ad for the web site on the back cover. The margins are blank and a half-inch wide.
The cover illustration, by Todd Secord, depicts the Undrathar emerging from a cave to battle two adventurers. The interior art largely displays illustrations of probable events covered in the text, with many of them including the sample characters included in the back of the module.
The maps are functional but informative, including a grid and scale where necessary, and major furniture and physical features.
Several additional features are included in the module, including a blank, square grid for miniatures combat, color, photocopy ready handouts, and a sheet of color, cardboard counters.
Overview
Nemoren's Vault is divided into an Introduction, Adventure Background, Adventure Synopsis, Background for the Players, Keyed Encounter Descriptions, Adventure Aftermath, and three Appendixes. The OGL/d20 System License fills up page twenty-eight with six sample characters presented on pages twenty-nine through thirty-two.
The Introduction discusses the premise behind the module and how to use the extras included in the module. The Adventure Background explains everything that led up to the current state of the Vault and the lands around it. The Adventure Synopsis summarizes what plot the adventure has. Background for the Players provides information players might gain before the adventure as well as their introduction to the adventure. The Keyed Encounter Descriptions are just that, a keyed guide to the module. The Adventure Aftermath provides hooks for future adventures based on the material introduced in the module. The three Appendixes cover monster stats, new magical items, and legal text.
Analysis
Nemoren's Vault serves its purpose as a low-level, introductory adventure well. It provides a good way to bring characters together into a group, without seeming forced or clichéd. All of the extras included in the module only add to this, making it an ease to use for both veteran and new GMs. The module itself is packed with information and tips that makes it easier to run, such as sidebars with tips on atmosphere. The module is also good about providing the GM with information of what happens in the aftermath of the adventure, including what happens if the PCs fail. The new magic items introduced are interesting, and the new material, Elven brass, is of use in any campaign that uses elves.
The major flaw of Nemoren's Vault is its overabundance of magic items. A thorough adventuring party could exist this module with enough magic items to fill out the suggested value of characters of at least fifth or sixth level, and thorough characters can get over two hundred thousand gold pieces worth. The presence of the Undrathar also has the very real possibility of wiping out the entire party, despite its disabled confusion abilities.
Conclusion
In its entirety Nemoren's Vault stands as a nice, introductory, site-based adventure for Dungeons and Dragons Third Edition. With the removal of the excess magic items and, perhaps, the Undrathar it is a worthwhile module assuming you enjoy site-based adventures. Its extra goodies combined with almost solid game design, make it a worthy addition to a d20 game library.