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PostPosted: Wed Jan 25, 2012 12:37 pm 
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Far-Sighted Wanderer

Joined: Wed Aug 20, 2008 5:56 pm
Posts: 15
Hey All;

I am just about finished with your DCC#50 Vault of the Iron Overlord and I have to say, without a shadow of a doubt, it is the single greatest adventure you guys have ever published. Honestly, lots of hack and slash for the fighters, traps for the Rogues and Puzzles aplenty for the more mentally inclined.

The Overlord is challenging and VERY unique not to mention the story EXCELLENT!

I incorporated it into my weekly campaign and although the treasure is low, there is not a single gripe from my players about it. They have just completed the vault this week, and because I made the adventure part of a greater campaign, now they are lost trying to figure out just who to give the sceptre to... At this point there is hardly anyone they trust, especially the King's regent ruling in the interim until the new King can be found. I have NEVER seen my players almost shell shocked upon leaving a dungeon until now...you could SEE the collective sigh or relief when they stepped foot back up to the surface again. Alas, their poor rogue now lies bound hand and foot after he failed to find the trap on the Case housing the Sceptre and went permanently insane... Even tried to knife the fighter but it all came to naught.. awwww....

In my campaign I made the Overlord's Assassin construct keyed to the sceptre. And now that it has surfaced from the vault, he's bee-lining to the heroes to get it back. This is all the MORE awesome because one of the heroes has just left the group to enter the city to call upon a trusted NPC who they hope will give them some guidance...

Imagine their surprise when the construct approaches disguised as the absent hero to reclaim what is his...

So Yea, Absolutely 10/10 for this module. If anyone reading this needs more of an endorsement, consider it given.

My only sadness is that there will NEVER be a better module than this one...

Thanks All
Doc


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PostPosted: Sat Jan 28, 2012 8:56 am 
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Cold-Hearted Immortal

Joined: Sun Dec 01, 2002 12:41 pm
Posts: 2701
Location: San Jose, CA
Glad to hear you liked it so much. I guess we have a bar to exceed now. :) Personally I always loved the rotating map - such a clever idea and the way it worked on the inside cover was awesome. I want to try something like that again sometime.

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Joseph Goodman
Goodman Games
www.goodman-games.com


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PostPosted: Tue Dec 18, 2012 10:48 pm 
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Gongfarmer

Joined: Tue Dec 18, 2012 10:43 pm
Posts: 1
Any competent rogue will simply use the Open Lock skill to unlock the 3 locks on the pedestal, potentially bypassing the entire module. Or Lady Aborn would have simply cast Knock and retrieved the prizes herself, making the module irrelevant. Solutions:

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PostPosted: Tue Jun 14, 2016 10:23 am 
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Hard-Bitten Adventurer

Joined: Sun Jan 24, 2016 5:23 am
Posts: 147
FLGS: trig
Must agreed; reading the overlord now makes me want to mash it into the mud sorcerer. I am a big fan of tricks and traps like this, where there is a fair chance for success and failure.

Are there other modules like this?

Losloris


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PostPosted: Wed May 02, 2018 2:49 am 
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Hard-Bitten Adventurer

Joined: Sun Jan 24, 2016 5:23 am
Posts: 147
FLGS: trig
Right, back at this module for our next step, this time with a minor DM question.

The chap who wrote the initial post here mentioned the assassin construct was bee lining to the party in order to get the sceptre back. Working from the assumption that in this case the Iron Overlord is now dead would that make the assassin's goal, of serving his master, (hm) mute or meaningless? If it's master is dead does it not lose its function?

As to our story we have determined that the ultimate badguy, who now knows of us, has the ability to control our minds. That is because he is the mind flayer found in speaker in dreams. We are heading to the Vault to retrieve the Iron Overlords aluminium caps (which are the only thing I can think of that protects someone from mind control and him being an overlord of iron he can shape things with ease). Are there other convenient protections from mind control?

Losloris


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PostPosted: Sat May 12, 2018 8:24 am 
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Hard-Bitten Adventurer

Joined: Sun Jan 24, 2016 5:23 am
Posts: 147
FLGS: trig
Just wondering, now that I am having a big look at this module, did you find it an advantage to have those two other groups of adventurers go into this challenge ahead of your players? I wonder because I am not certain how that would fit into a storyline, and, how much do I need to bother about consistencies. For example, if two groups both got past the initial Gorgon why are there no statues and why does it have full hit points? How did two groups get past the black pudding (nicely designed trap, that one).

Also, did it matter where the circle started on the dial? I am thinking to change the lever affects to just 1, 2 or 3 clicks, not 12 or 9.

Losloris


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