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CCC-ALMOG-03 TALES03-01 Claws of Fury |
$4.99 |
Average Rating:4.6 / 5 |
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The first Tier 3 adventure I ever ran, and while it wasn't the most newbie friendly adventure to run for people use to running games at lower levels, it wasn't a chore to prep for in any way. The fights were a pleasant challenge for my table, and the exporation was well recieved as something more than just getting from A to B.
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Fun module with good variety and a decent challenge. Tends to be one of the more frequently played adventures in public play in my area and it holds up!
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This adventure is one of my favourites to play, very few Tier 3 AL modules get the combat balancing as close to right as this one does. The monsters you end up fighting are somewhat unusual, and aren't at all forgettable (including a nice blast from the past for those who have played certain Season 1 modules!).
The journey the players take through the old ruins is also really interesting, finding out more about the old civilisation, and tackling some engaging puzzles.
If your players like combat and good loot, this is an excellent module to run for them.
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Loved how the last part of the module is your "one page 5 room dungeon" (5 excluding the nest). It's a great, fun, straightforward module to run and would really love to see the next series of adventures in this storyline.
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I enjoyed both playing and running this module: it's mostly runs fairly straightforward, has some interesting fights, with some puzzles / skill challenges.
However, the puzzles are a large part of the module but also fairly difficult, and it's easy for players to be stuck: the tomb has four puzzle rooms, none of which with intuitive answers, which feels excessive. Fortunately, with S8 rules, there aren't XP rewards for solving the puzzles instantly, which conversely feel like they penalize the players for not thinking the same way as the author.
I also had slight trouble when DM-ing with the organization with the final fight: there are adjustments that only apply if one of the enemies is in a certain form that only appears when the party is Very Weak (also, "Legendary Actions" are removed twice), and it's easy to mix up the adjustments between the two adult black dragon-like creatures.
(As an aside, Part 1 has the issue where the box text assumes that there are 2 enemies, but Very Weak / Strong adjustments change this, so the DM has to be careful.)
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Exploration: This adventures was a lot of fun to run. The backstory gives alot of flavor to Faerun history in the Moonsea region, which I feel makes a game more immersive.
Combat: The combats were fun, and challenging if ran with some preparation. The last encounter can be very deadly to the wrong group. Due to Season 8 magic item unlocks, most combats are a joke, but these combats should give most groups somewhat of a challenge.
Roleplaying: Mininimal roleplaying, but that can be adjusted by the DM.
Overall, one of my favorite Tier 3s to run.
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Claws of Fury is a fantastic dungeon crawl. There's a good balance between puzzles and encounters. The puzzles are challenging, but not to the point of being frustrating. Some of the enemies in the encounters will surprise you with their abilities. I was lucky enough to play this one with the author as the DM at TotalCon 33. It was one of the highlights of the convention. If you're looking for an entertaining Tier 3 one-off then look no further. I think this one only grows in value with AL Season 9 changes looming.
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CCC-ALMOG-03 Claws of Fury
4/5 stars
I love straight forward dungeon crawls. If you are trying to keep a table on a schedule, then too many choices will cause endless grief for a DM.
Claws of Fury is a fun, fairly straightforward adventure.
A nice mix of problem solving, and combat.
Comments for the author:
- Section 3, encounter area 2: My party spent 45 minutes having no clue what to do. And the players were getting seriously annoyed with the failure of many methods of opening the door. A bigger clue in the box text, or allowing other options to bypass the door would be nice. I did try to stay true to the intent of the obstacle.
- An encounter map for Section 2 would be nice. I wasn’t sure of the scale for certain stones, so I obviously drew them too big, as my party ignored them utterly.
SPOILER ALERT
If you have any characters with Season 1 adventures under their belt, then the tie-ins are more fun.
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Solid T3 adventure, well designed for for the level range, with appropriate challenge in both combat and non-combat encounters. Fantastic final encounter that is epic in scope, fun, yet not difficult to run as a DM. The players very much enjoyed the mix of puzzles and combat. I'm definitely going to run this again.
The only issues I had were very minor and in no way take away from this being a top notch 5-star adventure:
- it would have been to nice suggested maps for the exterior - i found it difficult to understand how/where the second encounter takes place logistically.
- some of the maps for the interior were either missing pieces or didn't quite match up with the text desriptions.
- while my group managed their way though, it would have been useful to have some suggestions on hints to give to a party that does not have the language which is required to learn all the lore and hints in the adventure.
Overall, excellent work, looking forward to more T3s from the author!
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Adventure Structure
This is a well-paced adventure, and I had no problems following along and keeping the adventure flowing.
Adventure Content
I really liked this adventure. It's a tomb/dungeon delve with a great mix of puzzles, exploration and combat. The combat encounters were fun and engaging, and challenging even for a higher-end Tier 3 group of experienced players. A good variety of monsters. I'm definitely keeping this on-hand to adapt and weave into my homebrew game.
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Solid puzzle solving opportunities here. Party jumped at the shadows but ultimately pulled through thanks to a good dose of paranoia (a D&D survivial trait). Pretty good mix of dungeon crawl, puzzle solving and mystery uncovering!
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read thd full review here.
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Ran this for my group last night and I really had a lot of fun and so did the group; this is adventure has a lot of great lore as well as some fun puzzles. The final fight is epic, chaotic and a lot of fun to run. I think this adventure will challenge any group and I cannot run this again.
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I had the pleasure of running Claws of Fury for onCCCon, the first all CCC AL convention. I found this module very easy to run, even at the end of a convention, and my players had a great time!
Claws of Fury is a combat and exploration adventure, with a callback to an early AL adventure that I won’t spoil. Players hear rumors of some winged skeletal menace, and eventually have to delve in to the tomb of an ogre champion to find out who or what is behind these attacks. The combination of ogres and undead is a strong theme that drives the dungeon crawl, creating a world that will be great for future adventures.
Players will enjoy the unique themed monsters and how the dungeon tells a story. As someone who hasn't DMed a ton of T3, combat centric modules worry me the most, because I hadn't run most of these monsters before. I was able to give my players a challenge even as I kept learning how to adjust on the fly. Other DMs like me who haven't run too much T3 may find Claws of Fury is a great place to dive in. Veterans will enjoy the monsters and theming as a starting point for challenging encounters.
My one reservation is that roleplay opportunities are relatively limited. What’s there is strong, it's just not a focus of this particular adventure.
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