| FilmGuy |
I actually just finished a truncated version of Mad God's Key tonight as the start of my Savage Tide campaign. It's a solid first level adventure. The wharf chase is a great little action sequence that you should be able to get to in your first session and the rest of it is pretty solid too.
Also the issue is available as a download from the paizo store, so if you don't have the issue handy it's fairly inexpensive.
| Hagor |
I'd like to suggest "Dovedale" (Dungeon 46). It's an adventure from a little while ago (and uses 2nd edition rules, if I remember correctly), but I have used it several times, even when DMing for newbies. The players have to find out why the river has run dry (the reason for this is rather inventive) and have plenty of opportunity to interact with NPCs and to scout the countryside. Different outcomes are possible with varying 'violence' levels.
For the start of my (modified) Savage Tide campaign, I'll probably include elements from Mad God's Key as well (the chase scene seems like a lot of fun).
Hagor
| meomwt |
I'm impressed by The whispering Cairn (AoW#1, Issue 124). Takes a standard dungeon and adds some complications leading to a number of interesting (and potentially deadly) encounters.
It could be used as a standalone to kickstart a grim'n'gritty Diamond Lake-based campaign, as well as being a good start to AoW
| Phil. L |
I would like to combine Whispering Cairn and Mad God's Key into one adventure. The reason being that while I love the beginning of Mad God's Key (such as the wharf chase with the half-orc), I find the actual dungeon elements boooring. On the other hand, the Whispering Cairn dungeon is great but some of the preliminary stuff is a tad plain (in comparison with MGK).
| scorpionkiss |
I am starting the savage tide with 2 experienced players and two newbies and I must admit they are loving it, " There is no honour" has been played for about 2 sessions now.
Its got enough to make it more interesting to long time players, its not just another dungeon crawl-
I have been putting on the funny voices and i have exp;lained as pirates of the caribbean meets d&d , They all think COOL
Erik Mona
Chief Creative Officer, Publisher
|
I would like to combine Whispering Cairn and Mad God's Key into one adventure. The reason being that while I love the beginning of Mad God's Key (such as the wharf chase with the half-orc), I find the actual dungeon elements boooring. On the other hand, the Whispering Cairn dungeon is great but some of the preliminary stuff is a tad plain (in comparison with MGK).
It's funny you say this, since "Mad God's Key" plays a very subtle part in the Age of Worms backstory. The three rival adventurers, Tirra, Auric, and Khellek, have come to Diamond Lake after hearing rumors of a treasure-filled cairn found recently in the Cairn Hills.
That cairn is supposed to be the Tomb of Blood Everflowing from "Mad God's Key."
So there _is_ a connection, albeit a very tenuous one.
--Erik