Friday, March 28, 2025

Mad God's Key - Dungeon Magazine 114

Mad God's Key is a starter adventure for a campaign beginning at 1st level. It is an urban adventure that is perfect for introducing characters to a larger city, taking PCs on a trip through various districts. Originally written for D&D 3.5, it is another one that easily lends itself to conversion into other editions including 5e.

Fits like a glove . . . This can be put almost anywhere from Greyhawk (the setting it is written for) to Waterdeep, or in my case, Ptolus. While most of it takes place inside the city, there is one part that occurs outside. In the case of Ptolus that doesn't have to happen and the small dungeon is a great match for the district where I'll be placing it.

I'll be using this to start things off in the city of Ptolus when the characters arrive. The characters in my campaign are already quite a bit above the levels the scenario is designed to handle. Some adjustments are being made, but there's no harm in leaving some segments as an easier challenge as long as the story progresses properly. 

No detailed spoilers are included in this post. It'll all come out when the game session write ups are posted in the future, but some things will be mentioned.

The adventure begins in the Guildsman District when characters become involved in recovering a stolen key (the title of the adventure gives that much away). The trail leads to the Docks, to the Warrens, to Oldtown, to the Temple District, and then the Necropolis. The opportunities opened up by this progression make showing off what Ptolus has in store easy. There are more districts in Ptolus that are not touched on in this adventure, but something needs to be left for later. 

NPCs fall into place almost seamlessly for organizations within Ptolus. Later plot possibilities can be set up as if they belonged there the whole time. 

There is not a clock ticking to get things done, but it feels that sooner might be better than later, and sooner makes more sense for the course of events as some take place the same day that things get rolling. Spots do remain available to squeeze other stuff in between events, but you will want to keep the players involved in the plot so keep outside influences to a minimum.

As I write this post I am trying to goad myself to get on with painting a number of miniatures and pieces of terrain that will make for a good 'welcome to Ptolus'. Anyone that has followed this blog for any amount of time likely knows that motivation is often a weak point for me. At least I have them ready to be primed.

If you can land yourself a copy of Dungeon Magazine  #114 get it for this adventure.



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