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CCC-CIC-02 The Clockwork LaboratoryClick to magnify
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CCC-CIC-02 The Clockwork Laboratory

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Knock, knock, open the door. Tick tock, time is short. Stalk, stalk, it comes for you. How will you open the lock, once you can no longer wind the clock? A four-hour adventure for 5th-10th level characters, brought to you by Cold Iron Conventions and Draxtar Games.

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Reviews (9)
Discussions (10)
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Dorietta M February 07, 2023 6:40 am UTC
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As a player this was very hard to play the randomness of the keys. Once we had keys for the vault we stopped looting. Looting was look for a key grab it before we are killed and go. The DM did not know about the rotating room aspect so it was entirely skipped. Kind of fun in I am not going to be trapped in here for 500 years and I will leave you.
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Doug A August 23, 2020 10:47 pm UTC
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One thing that really helps the combat click off a little faster is in roll20 - use the combatmaster api - sets a timer for each turn and shows who is up next - if they don't use their turn within the time you set they get skipped and it moves on. Only takes once to get them clicking off the actions quicker and pay better attention and plan better for the next turn.
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Matthew E August 21, 2020 1:16 am UTC
PURCHASER
I hope someone is able to help me on this. I am trying to understand how the Silver Rotation Keys work in this Module. The text seems to indicate it matter which keyhole a silver key is put into as it matches to a room on the outer ring. What I need to understand is, when you turn a silver key is the room that is currently located in that spot of the outer ring rotating somehow on its own separate from the rest ending up in the new position while the rest of the rooms stay mostly where they are OR is the entire outer ring of rooms rotating?

If it is the formal then why does the text say "...signifying that the ROOMS have moved along the gears one spot...". If it is the latter, then why would it even matter which keyhole a silver key is put into? If all the rooms are simply rotating around the outer ring the same # of times it shouldn't matter which keyhole I use for that rotation. This is currently the only part of this module I can't wrap my head around and I don't want to run it if I can't...See more
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Sean H August 24, 2023 12:23 am UTC
PURCHASER
The whole ring of rooms rotates. The point is that one of the rooms 'leads' the rotation of the chain of rooms. There is a maximum number of times that each room can act as the 'lead room'. The basic point is - there is a limit on how often you can rotate the rooms. I think it basically just means they can't sit there with one door open and then just keep moving the rooms over and over again without locating more keys.
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Jaejoon L March 04, 2020 10:25 am UTC
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It has replay values and there are lots of room which DM can modify with. However, 4-Hour is really tight timeframe. If you want to party with this module, plan for six-hour session.
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Rosalind L February 13, 2020 5:55 am UTC
I just played this. In four hours, we did a little bit under half. Our DM cackled the whole time. DMs, if you like to torture your players, I highly recommend this adventure. The puzzle is nerve-racking. There are no clues. It's all intimidating. There are encounters galore. Basically, a bunch on insane wizards built a taxing gauntlet that is filled with crazy and diverse things. If you need a lot to play with, this dungeon provides it.
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Sean V March 20, 2018 12:58 am UTC
PURCHASER
This module, while fun to run, can be taxing on the players when trying to run within a 4 hour time constraint. Being in initiative order from the beginning really stretches out the amount of time this takes to run. Even with a group that knows what they're doing, exploring the entire module will take well into the 6 hour + range, plus this module takes an extensive amount of prep work in comparison with other T2 AL modules. That being said, the randomness allows it to be run with players who know the module or have run it before on other characters, with not knowing where the all important keys are. Would probably only run this module again in a convention or marathon play setting in the future.
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roki K December 21, 2017 2:02 pm UTC
PURCHASER
How are people handling the timing of the game? I was having trouble converting 30-minute in-game deadline to 4-hour real-time. Especially when adding in gold key effects.
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Rosalind L February 13, 2020 5:56 am UTC
We got 20 minute in-game time.
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Cameron K July 21, 2017 7:05 pm UTC
PURCHASER
slightly confusing the first read through and definitely something you want to prepare for.
Really forces to players to think for once rather than just to hit the thing
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ROBERT-Andrea S March 28, 2017 8:19 pm UTC
the mod was ok. Would run again.
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Guy D March 22, 2017 2:50 am UTC
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Vault of the Devourer was so good, I'm picking this one up without stopping to think. The players are eager for the next part.
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Gregory M March 22, 2017 3:07 am UTC
I hope you enjoy it. Now that this trilogy is complete, we've started a new one! Look for those adventures later this year!
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File Last Updated:
March 21, 2017
This title was added to our catalog on March 21, 2017.