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CCC-CIC-01 The Vault of the Devourer |
$4.99 |
Average Rating:4.5 / 5 |
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If you want a good 1 tier dungeion crawling, this is it. It provides plenty of balanced battles and skill checks.
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This is one of the best classic dungeon crawls I've run, played, or seen. It has very entertaining combat and descriptive elements, interesting traps and puzzles, and the map and module layout are both very easy to understand and follow.
I'd give it 5 stars, except it is way too challenging for the average player. If you have a table of munchkins looking for a risky but rewarding time, this is a perfect module to run. If your players are newer or more casual, this module will almost certainly kill at least one of them. It is brutal for low level characters, even after adjusting things down heavily.
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This is a fun adventure with some very creative traps.
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Fun old school type of dungeon crawl - great for people who remember AD&D IMO. Nice combination of traps, encounters, and a festive conclusion.
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This adventure is more or less a dungeon crawl, with little opportunity for roleplaying. That said, this is an extremely well-made dungeon crawl, one that your players will likely love to play in a four-hour session. Better still, it comes with print-out item certificates for the magical item included in the adventure, so if you are running this as a D&D Adventurer's League Game, you can hand out a cert to the person who collects the item.
The plot isn't too special: evil person kidnaps innocent person and drags her away; heroes chase evil person to the lair. However, once they get into the dungeon, the fun begins. Traps are set off, monsters are fought and slain, and eventually they get to the final person and defeat them, saving the innocent person. However, what I like is that the PCs are under a time constraint in order to save the person alive. If your heroes take a short rest after every other battle, they will be too late to save the person, and a dark evil is unleashed and they have to fight it. (Fortunately, when I ran this, the PCs were able to save the person before the rite was completed; I did not want them to fight the creature that would have appeared.)
If I have any problem with this adventure, it's that one the doors can not be opened through any means. This door leads to the next scenario. The only problem is that this scenario was build for level 1-4 PCs, and the rest of the scenarios in this series are for level 5-10 characters, meaning that you will likely not be able to play the rest of the scenarios immediately. (Also, one of the PCs thought that the encounter with the bugbear was far too corny.)
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A fantasic module to DM for a group of new or experienced players. Maybe not for some Level 1 players but a good mix of players will have an amazing time with it. Between the first golbin encounter and the final fight the players loved it, looking forward to running the Clockwork Vault and onward.
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This is a really fun and challenging dungeon crawl. The intro is basically a summary of how the PCs arrive at the dungeon and I fully understand why it's just a summary. The adventure will take 4 full hours to complete without role-playing the hook.
The adventure itself is full of interesting encounters, creepy vibes, scary traps, and tough foes. None are too tough for the levels it's intended for, but all are challenging in one way or another.
The first encounter is super fun and what the players find after the battle adds a deep level of intrigue to the dungeon. The rest of the dungeon just adds to the horror and intrigue, as the players slowly realize the extent of the vault's purpose.
Overall, despite very little dialogue, the adventure sets up a very fun and intriguing journey for the players. This adventure is so far one of my favorite Tier 1 adventures (in additio to Baldman's "Hole in the world"). I highly recommend it!
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Although this is a dungeon crawl, it brings flair and entertainment to the table.
As DM I knew I was running a dungeon crawl and the players knew it too, so there was a subdued feeling at the table as we all expected to go through the motions of traps and encounters followed by a boss. These are all there, but the magic comes in the very first battle when the monsters are given character and lots of it. The initial ambush is genius as it fits the race responsible perfectly and causes the players to wake up right away. This is unexpected and once it happens the players know to stand ready for whatever else is coming. No spoiler, just believe me it is fun and that single encounter sets up the whole session.
I loved DMing it.
The players loved it.
Also it is well written, the maps are good and everything you need is there. We look forward to the next two parts.
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This was an utterly fantastic adventure. Straightforward and flavorful, while it didn't have bells, whistles, or unnecessary gimmicks, what it did, it did very well. Featuring a good selection of diverse challenges in truly memorable rooms, the adventure moved at a good pace, and contributed to the story without stealing the spotlight from players. Highly recommended.
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A really good dungeons crawl and I'm looking forward to the chance to see what is behind the Velsharoon/clockwork door.
I'm trying not give too many spoilers when I say:
--Great comic releaf fighting Dank's circus. Players laughed out loud.
--Outstanding mechanism in the Devourer's Vault. One of my quieter players triggered the action, which was cool.
--I changed the threat in the Whispering Chasm to include swarms becaue they are always a fun challenge.
--There was a trap and a puzzle that were incomprensible to me as a DM. The multi-action trap seems to be avoided by a single skill check as far as I can tell. And the puzzle says there was a hint that didn't make any sense no matter how many times I read it.
I played this in a game store in a 4-hour slot and finished in a little over 3 hours, although I'm typically a pretty fast DM. The bottom line is that the players and I thoroughly enjoyed ourselves and I hope we can do the follow-on.
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Do Bugbears dream? Can they have ambitions? Can they harbor notions of greatness? I am writing this because I fear that a brilliant work will get lost in the deluge of mediocrity, available in the DMG and I believe that the painstaking work that the designers have put into the mod must get the praise it deserves. In my opinion, CIC-1 Vault of the devourer, will be the first ever AL product that deserves the full five stars. I have read and ran almost all AL mods but rarely have I encountered characters fleshed out like this.
I was pleasantly surprised by the maturity of this mod. The level of detail that went into the design of this mod is tremendous. It is a straightforward dungeon crawl with a straighter plot line (add fight then boss fight) that takes us back to the inception of D&D. But I think this deceptive barebones-simplicity and its throwback feel, is what makes it an excellent mod that a DM will appreciate running. It does evoke the feeling of guilty pleasure that you feel when you sink your teeth into a home grilled juicy burger while on a diet.
I am an ardent supporter of CCC (convention created content) but was very disappointed. Each mod, with its glaring mistakes and tasteless and featureless presentations, was screaming at me that I have been scammed. But this one I say is a standard that we can look forward to. Rather than the drab pages filled with bland characters, some of the NPCs just jump out like that. It has excellent artwork that complements the narrative. The well edited conceived and delivered product is well worth the money.
As an appreciation to the work the designers have put into this mod and the respect that they expressed towards my money, I have decided to buy the mod every time I run it from now on. I mean why should I waste my money on other claptrap when such works that keeps the standards I expect, exist?
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