Mad God's Key Notes [SPOILERS]

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#1

Greyson

Sep 21, 2004 14:01:06
Hey, all. I haven't been to these boards in a while. I hope all the 'Hawkers are well.

So, I ran an initial group through Mad God's Key (Dungeon 114) last week, I have another table of six this Saturday, then one more table scheduled for October 9, 2004. Props to Jason Bulmahn. His first Dungeon submission is great, and this adventure is wildly popular in my Living Greyhawk region. Here are a few notes I wanted to share on MGK:

1. It took my first group about nine hours to get through the entire adventure. That time includes an hour in the "middle" to allow players to advance their characters to second level. If you are an LG campaigner, allow yourself enough time to play this adventure properly. It's a lot of fun.

2. The half-orc Irontusk (page 24) should only have one feat. I allowed him to keep the Athletic feat so he can still auto-jump across watercraft in the Barge End chase. So, adjust his Initiative if you ditch the Improved Initiative feat, too.

3. My first group of PCs burned the curtains down one layer at a time with torches in the Chamber of Veils (G19). Consider this tactic and make a contingency plan for the room's occupants. I am actually looking for suggestion on this - I screwed it up, I was so caught off guard by the PCs' actions.

4. Remember that Veltargo is a cleirc of Vecna in the Vecna Shrine (T12) area. Allow his desecrate spell to have the full effects of being used in such an unholy place.

5. If you are playing this adventure for LG/RPGA credit, you may tweak the TUs, XP and Gold on the Adventure Record. Keep that in mind, as the AR is filled out in these respective boxes.

That's it for now. Thanks again for making this awesome adventure available. I really like it. I lament that I had to "burn" it. Maybe I'll play the next one.

This post is mirrored at Paizo's Dungeon forum, if you care to comment there, too.