
Cesare |

It is written by Jason Bulmahn, and is a masterful adventure. Probably my favorite beginner module to run for a new group, and I have adapted it on several occasions to start a campaign. It has something for everyone. Jason thank you for this!
Do you have any idea on how I can adapt this to COT?
I'm thinking that instead of having Arael and Janiven tell the PCs about the Bastards outright, this happens:
- PCs catch tiefling recruits robbing the locksmith's shop
- After they stop the robbery, they hear that a burly tiefling named Irontusk recruited them and sent them to the locksmith's shop to "prove themselves."
- Run the chase as is
- Incorporate elements from the Green Dagger Guildhouse and the Cairn to the tiefling hideout.
What do you think?

Bloodsbane |

I'm thinking that instead of having Arael and Janiven tell the PCs about the Bastards outright, this happens:** spoiler omitted **
What do you think?
I think that would work brilliantly.
I can't remember a specific reason for the macguffin in that adventure to be a key, beyond the bad guys' interest in it.. it never actually helps the party by unlocking anything does it?
If you do make it a key, maybe it turns out to be critical in gaining entry into Delvehaven later on.

Aretas |

I've read somewhere that Mad God's Key from Dungeon 114 fits well with the start of COT. Has anyone done this? Would anyone like to share their experiences?
I played it a while ago and it was an awesome Dungeon adventure. I remember the Thieves guild and the room of curtains among other cool encounters...like the dock chase.
Is it me or do the Shadowgarn resemble the Faranth? Its from a Dungeon adventure where the PC's fight a Chuthulu like creature. I don't have the issue number handy. It was pretty cool! Insane asylum in the Pale near Wintershirven in Greyhawk (Yay!..the memories) The NPC discovers a tower protruding out of slowly melting ice. He proceeds to climb down the tower to discover a massive underground city and the Slave Stone that dominates him.
Larcifer |

Yes I agree that sounds like it would work.
I also would make sure the Key means something, often I change the locksmith to an exotic books dealer, and have the thieves steal the pnatokic manuscripts, but I love me the Lovecraft. If you do this you can also introduce Carrion Hill within the CoT just change it to westcrown, but alas I digress.

jorgenporgen |

I've been reading through Mad God's Key, and I love it! Unfortunately my group's already at What Lies in Dust, but I think it would also fit in the beginning of a Curse of The Crimson Throne campaign, or just any city-based campaign.
On that note, does anyone have any good tips for another city-based adventure, preferably low-level? Not having read Dungeon while it was published by Paizo (or before) I'm having real trouble finding appropriate adventures for my campaigns (there too much to choose from).