this post was submitted on 11 Jan 2024
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My group is about 30-40% of the way through, so I can speak from experience about the later parts of the campaign. But so far we are enjoying it.
It's a combat-heavy campaign as written, so if your party wants to just roll dice and smash things, you might be fine running it completely as is.
My group is more focused on mystery solving and roleplay; they get more of a kick out of piecing together what happened down there than powering through baddies. One of my gripes about the module is there is a huge amount of back story that's given to the GM for each area, but few suggestions on how to get that information to the players. I've started to tailor some encounters to have more options to use stealth or talking to avoid encounters and/or get more information, as well as adding things like old notes and letters to find.
The other thing I've found is, as written, the Vaults can feel very static. The players can clear a few rooms, leave, come back, and everything is where they left it. If you want to making it react more to a party rampaging around, it will take additional work.
Abomination Vaults Expanded (https://www.drivethrurpg.com/product/418672/The-Abomination-Vaults-Expanded) is one resources I've been borrowing ideas from to adding bulk to the campaign, and might be worth looking at.
OMG, the Expanded PDF is amazing and absolutely the type of thing I am looking for! Thank you so much for that. I'm already excited to put the ideas into play.