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I just finished running Mad God's Key as a prequel to the SCAP, with four of my five players for the upcoming campaign using pregenerated characters.
Storywise, I introduced Shebeleth as Veltargo's boss, and the book will have contained information about contacting Nerull to free Adimarchus in case the soulcage plan fails. The PCs won't notice anything when these elements reappear, but the players should have a nice revelation, tying things together.
My biggest concern is that the players found the adventure EXTREMELY difficult - I had to fudge things several times to avoid a TPK, and even so Veltargo managed to kill the party bard and take everyone else into the negatives except the cleric. For the SCAP, we'll have another player and they'll have characters that they built personally, but should I work on scaling Life's Bazaar down to help them out?

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Mad God's Key is a first level adventure from Dungeon mag (not sure which issue, but I think it might be the one that first featured the four orginal Piazo iconics on the cover) set in the city of Greyhawk.
***minor spoilers***
there's some urban action, a foray into the Cairn Hills, an abandoned temple of Wee Jas and the chief protagonist is a cleric of Vecna.
I found MGK to be pretty tough for a first level adventure, particularly the last few encounters (the undead swarm, the cleric and the owlbear zombie etc). I DM'd it quite a while ago, but as I recall our party of three second level characters had at least a couple of close calls, with I think two going into negatives in the last fight. I wouldn't necessarly tone down Life's Bazaar based on this experience, although I ran a few side encounters for LB that meant my party of 4 was 2nd level after the fight with the skulk in the shop.

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Sorry, I should have been more specific. Mad God's Key is from Dungeon #114 (Sept. 2004). It's a first-level adventure in which the characters are hired to track down a special key on behalf of a local locksmith.
**Spoiler Alert**
The villains have stolen the key (which can open any lock) and a book from the city library that has a magical lock, and are planning to use the secrets inside for evil. The "Mad God" referred to can easily be Adimarchus, and I'm thinking the book should contain the Cagewrights' backup plan for freeing him in case the primary plan fails.

![]() |

Sorry, I should have been more specific. Mad God's Key is from Dungeon #114 (Sept. 2004). It's a first-level adventure in which the characters are hired to track down a special key on behalf of a local locksmith.
**Spoiler Alert**
The villains have stolen the key (which can open any lock) and a book from the city library that has a magical lock, and are planning to use the secrets inside for evil. The "Mad God" referred to can easily be Adimarchus, and I'm thinking the book should contain the Cagewrights' backup plan for freeing him in case the primary plan fails.
Thanks for the info. I went back and read that adventure: it seems awfully big of a quest as a prelude to run it in its entirety; but I cant definitely see how it could fit into the campaign.
Gelve could easily be the guy that lost the key, too.
Robert

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Thanks for the info. I went back and read that adventure: it seems awfully big of a quest as a prelude to run it in its entirety; but I cant definitely see how it could fit into the campaign.
Gelve could easily be the guy that lost the key, too.
Robert
Yeah, the players weren't using the same characters they'll have for the SCAP, so they'll be restarting at Level 1 (much to their chagrin). I like the idea that Ghelve is the one who lost the key, but I didn't realize the potential for using this as a prelude until after we'd played a few sessions of it. Even so I think I'll retcon it and have Ghelve be the guy - I doubt any of the players will remember the guy's race anyway.