The Vault of Larin Karr
Written by W.D. B. Kenower
Published by Necromancer Games
112 b & w pages
$15.95
The Vault of Larin Karr isn’t so much an adventure as it is a mini-campaign setting. The characters, for a variety of reasons, wind up in the Quail Valley, home to three separate villages, witches, and more encounters than you can shake a stick at. Of course there’s also the little matter of the actual Vault of Larin Karr itself. The benefit of having so much material at the GMs fingertips is obvious in that it prevents the players from getting bored of just one location or one area and provides lots of encounters of different types that the players can partake in. If they get bored in Pembrose, they can go to Twain, and if they get bored there, Bostwick. They can explore ruins of villages and forts, and of course, forest and caves.
The strengths of the module are numerous for an experienced GM. First off, it’s not laid out in any liner fashion so you can mix and match how events happen. GMs will have to walk a fine line though between letting the players do, as they will and not herding them. Because the module is meant for 4th-9th level characters, certain events and encounters will go over better with party members of lower level, rather than higher level.
In this case, I’m not just talking about things being too powerful for the party. For example, while there are a few dragons within the module who can indeed wipe out a low level party, a party that manages to get up to 9th level shouldn’t’ be battling orcs, goblins, and kobolds while a group of 4th level characters would still find some challenge in it and be sore pressed when battling the leaders of these organizations. As far as battling creatures too powerful for them, I agree with the author that the setting is more vibrant and living when it’s not obvious that the party is only going to encounter creatures suitable for their level.
Another strength of the adventure is events don’t just happen in a void. There are numerous side events happening at almost all times that the party can involve themselves in that provides the GM further fuel for adventuring fire. For example, if the party battles the gnoll ranger Graylock and discovers his plot to blackmail Mayor Wycheck, do they believe him and if so, what do they do about it? Their actions can have enormous effect on the local politics of these lands. One of the more interesting aspects is that one of the early ties to get the players started, retaking a keep inhabited by hobgoblins, may lead them to use it as a base at the behest of the local noble of the land. Will the players stay after all the events are played out here? Probably not but it does provide the party with a base of operations in the meanwhile. After wandering through the Valley long enough to encounter all the major plotlines in the area, they’ll want to move on.
The module provides an excellent mix of wilderness and NPC encounters before the characters actually get to the Vault itself. Just as interesting as the overhead encounters that the party can investigate though, are the numerous links and lairs to the underdark within. This is one of the things I didn’t like, so many entrances to the underdark. There are oven ten of them within the module so it strains the credibility of the underdark being such a dangerous place if there are so many ways to wander around it. The good news though is that even here, events don’t happen in a vacuum. The hobgoblins of the keep seek allies with the orcs. The red dragon seeks to keep the ogres away from it’s treasure, while one of the ogres doesn’t care for his comrades and seeks help in dealing with them.
Even when the events aren’t directly related, chances are there are effects from something happening in one of the villages or even in the woods. For example, if one of the party members is charmed by one of the witches, the other witch won’t want her killed as they’re relatives, but rather, seek to get the party member back with a minimal of bloodshed. Another example is provided in showing how one of the gems the party needs has made it’s way from point A to point D after going through several hands.
One of the things I was most pleased with in the Vault is that it’s not filled with death traps. While there are a few traps, it also has puzzles, monsters, and of course, the occasional cursed item. Players who are bound and determined to search through every nock and cranny may well find more than they expected as there are several things hidden from common observation including the true vault itself.
Lastly, another strength of the module is that the NPCs are versatile and can be augmented and used in latter encounters. As a matter of fact, one of the greatest NPCs doesn’t even make his presence directly felt in this module as Larin Karr, a rogue-wizard, is indeed still alive, adventuring and gaining more power. How do you think Karr will feel about having his home looted? I’d imagine, not too good. He’d probably want revenge. What’s worse for the players is that this dark elf is one of the most formidable creatures they’ll ever fight, in this module or any other.
On a couple of fronts, Necromancer Games has made some headway in what I’ll call my complaint department. There is only one page of advertisement in this module, not a staggering 4 or 5 pages. The price is low, especially for over a hundred pages. Bad news is that there still needs to be some work on the layout with chapter endings and amount of white space left at the end. Editing is fairly good but a few gaffs do show up in the text that require some rereading. Game mechanics seem sound. The art, despite all being done by Brian LeBlanc, ranges from fair to good. My favorite pieces including his take on Larin Karr, and the gnoll ranger, Graylock with his companion, Sheeda, the dire lion.
A personal complaint of mine is that I’m tired of villages. Nothing personal against Necromancer or any other company, but it’s getting to the point where I can’t swing a dead cat without hitting an adventure that features a well detailed village and some menace that the players must overcome in order to save it. Makes me want to write an ‘evil’ module where the party plays the orcs, hobgoblins and bugbears coming down the mountain to put an end to these pesky frontier towns once and for all.
The Vault of Larin Karr is vast in its scope and provides the players with numerous opportunities to rise from the obscure depths to challenge dragons. Now if only they could get out of the village…