In appreciation of Mad God's Key


Dungeon Magazine General Discussion


I've started running the Shackled City AP with my group, and needed an adventure to slip in between LB and FS. After a quick scan, I selected Mad God's Key and with only a little tweaking to fit it into my home-grown setting, and to tie it into the AP, I have found it to be one of the neatest adventures I've ever run.
Jason's plotting is quite tight, there is action from the beginning, and the final couple of encounters have really made my players work hard together to get through.
And even better, all of my players have found it to be enjoyable as well.
So well done to Jason for putting it together, and a big Boo Yah! to the Dungeon Team to getting it out to where it can be used!

Reggie

Contributor

Totally agree with you Reggie,

I used the Barge End Chase section for part of an adventure and it ran brilliantly.

Scarab Sages

Reggie wrote:
I've started running the Shackled City AP with my group, and needed an adventure to slip in between LB and FS. After a quick scan, I selected Mad God's Key and with only a little tweaking to fit it into my home-grown setting, and to tie it into the AP, I have found it to be one of the neatest adventures I've ever run.

Good to hear! I'm running a group of three new players and one who knows the game, planning to run them through Shackled City before too long. They're going through Box of Flumph now, as an intro for the newer players, and I'd picked Mad God's Key as a second warm-up before starting in on Shackled City.

I'm rubbing my hands with gleeful anticipation ;p

Contributor

They're going through Box of Flumph now, as an intro for the newer players, and I'd picked Mad God's Key as a second warm-up before starting in on Shackled City.

I'm rubbing my hands with gleeful anticipation ;p

Flumph too! - your players are in for some good times!

Rich

Scarab Sages

Richard Pett wrote:
Flumph too! - your players are in for some good times!

I haven't really started prepping MGK yet, so I'm only passingly familiar with it, but one thing that made it a cinch to follow Flumph was the dock chase :D

Contributor

grrtigger wrote:
Richard Pett wrote:
Flumph too! - your players are in for some good times!
I haven't really started prepping MGK yet, so I'm only passingly familiar with it, but one thing that made it a cinch to follow Flumph was the dock chase :D

They are both extremely good fun adventures! I'm trying to work out how to incorporate flumph in my campaign right now.

Rich

Liberty's Edge Contributor

Richard Pett wrote:
grrtigger wrote:
Richard Pett wrote:
Flumph too! - your players are in for some good times!
I haven't really started prepping MGK yet, so I'm only passingly familiar with it, but one thing that made it a cinch to follow Flumph was the dock chase :D

They are both extremely good fun adventures! I'm trying to work out how to incorporate flumph in my campaign right now.

Rich

So was the Styes.. it works great after Mad God's Key and Box of Flumph, and Salvage Operation...

ps thanks for the Flumph Love.


I'll add my two cents to the MGK appreciation thread. My group loved it! There's not that many 1st level (or low level in general) "City" adventures out there. If it were possible my group would love to play an entire party of rogues (each with different specialties) if they could be garunteed a City adventure path. Dungeon's been putting out quite a few good one's lately.

After running MGK I ran the group through Salvage Operation which also went over very well; and now they're into the AoW.

Anyway, MDK was great. It made me feel nostalgic for some reason. Like I was reading a Huckleberry Finn adventure or watching the Goonies or something. The settings, action and intrigue made the group feel like we were all teenagers playing first edition again - it's been a while.

Cheers,
C.


Has anybody run the RPGA sequal to Mad God's Key? I haven't played an RPGA game in a while and didn't get a chance to play that yet. I'm interested in hearing how the sequal plays out premise-wise.

Liberty's Edge

Fletch wrote:
Has anybody run the RPGA sequal to Mad God's Key? I haven't played an RPGA game in a while and didn't get a chance to play that yet. I'm interested in hearing how the sequal plays out premise-wise.

Yeah I have, you can still play it up to December. There's an online group that runs the "Core" mods if you can't find a group in your area.

Mike

Grand Lodge

Absolutely! I loved running that adventure.

I didn't know that the continuation was available through the RPGA. I'm going to have to look into that. Thanks!

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