Mad God's Key in COT


Council of Thieves


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?

Scarab Sages

Could you explain what the Mad God Key is? My Dungeons aren't organized.


It starts with a high speed chase across the docks and ends with defeating cultists of Vecna in a cairn.


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!


Larcifer wrote:
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:

Spoiler:

- 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?


Cesare wrote:


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.

Spoiler:

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.


Cesare wrote:
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.


Aretas, I think you're thinking of Deep Freeze from Dungeon #83.


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.


Julian Neale wrote:
Aretas, I think you're thinking of Deep Freeze from Dungeon #83.

Thats the one! DEEP FREEZE! Remember the Dungeon with the Scarlet Fevor adventure? I think that they could have expanded that room with all the alien looking monstrosities locked in large blocks of ice.


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).

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