Average Rating 2 ratings A thrilling heroic-tier adventure for characters of levels This deluxe adventure takes heroes into the ruins of Gardmore Abbey, a monastery that was once the base of a militant order of paladins devoted to Bahamut. According to legend, the paladins brought a dark artifact back from a far crusade and stored it in their abbey for safekeeping, and evil forces gathered to assault the abbey and take it back. This adventure brings characters into the extensive dungeons beneath the ruins - dungeons that are warped and twisted with the raw forces of Chaos surrounding the cards of the deck. It was published in September Continuing the 4e Adventures.
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Ravenloft, Isle of Dread, and many others were among my favorites. As far as 4E adventures go, my favorite was Cairn of the Winter King.
But having run my players through several sessions of Madness at Gardmore Abbey, I am of the opinion that it is easily the best 4E adventure, and compares favorably to such beloved classics as Keep on the Borderlands and Tomb of Horrors.
Here are six reasons why Madness at Gardmore Abbey is great. The Deck has been around since the very early days, first appearing in the original Greyhawk supplement. Assembling the deck and debating about whether to draw make the Deck a great source of roleplaying opportunities. Even better is the inclusion of a gorgeously designed physical deck of cards to represent the Deck of Many Things.
I love using props in my games any time I can, and the Deck has been a smash hit with my group so far. Finding new cards here and there throughout the Abbey has added to the coherence of our campaign.
The Deck is interesting both in real life and in game, and one of the biggest reasons why Madness at Gardmore Abbey is awesome. Maps and tiles are much the same; sure, I can simply use what I have on hand, but it still bugs me when my best option is to draw a map on Gaming Paper. Sturdy tokens, similar to those of the Monster Vault series, are included for the most of the monsters and NPCs.
A sheet of Dungeon Tiles enables the DM to create the encounters exactly as intended. Best of all, for those like me on the lazy side, excellent poster maps for important fights are also in the box.
These are rendered very nicely, but still generic enough to be reused in the future. Increased options and combinations of powers for PCs leads to excessively long combats as well as broken gameplay. Madness at Gardmore Abbey is intended for characters of levels 6 to 8.
This makes for an adventure that balances challenge with simplicity to great effect. Whether by intention or not, Madness at Gardmore Abbey follows the line of adventures in the Essentials series very well. Gardmore Abbey would work pretty well right after this, and in fact the adventure includes story ties to these other adventures.
No longer is traveling to a different plane restricted to high level characters with access to powerful magic. While still dangerous, 4E style planar adventures are possible for characters of more modest abilities. I see this as a net positive; anything that gets players into fantastic environments sooner is a good thing, in my book. An entire quest chain with significant links to the Feywild is available, and can lead to further adventures in the plane of rampant growth.
The Lovecraft-inspired Far Realm has directly intruded upon one location in the Abbey, with suitably horrific events playing out as players explore. As with the Feywild, you can easily toss in some bread crumbs here that lead to further exploration of the dread Far Realm later in your campaign. Features Iconic Monsters Ask any person on the street what types of monsters show up in a fantasy setting, and you are all but guaranteed to get dragons as an answer.
Madness at Gardmore Abbey uses a young red dragon in a showcase encounter. I just ran my players through it, and the fight was a gloriously challenging epic battle that lasted almost two hours. Another iconic creature, the beholder, is a major antagonist, in a truly creepy environment. The catacombs beneath the Abbey are full of undead, one of my favorite types of monsters to use.
So… Much… Content! Madness at Gardmore Abbey is intended for characters of level 6 to 8. There is more than enough adventure inside to be the entire focus of your campaign for these levels. You could use only the content inside and spend all of levels 6, 7, and 8 before you got through. An incredible amount of resources, encounters, NPCs, plot threads, and suggestions for smaller side adventures and quests are included.
It is really more like a miniature campaign setting than a standard adventure. That leaves plenty of cool stuff available for the future. Madness at Gardmore Abbey is a treasure trove of interesting locations, characters, and challenges that can be swapped into nearly any campaign.
Whether you use it all in a marathon adventure chain, or simply pick and choose, there is a wealth of useful material here. Share this:.
Madness at Gardmore Abbey, Book 1 - Gardmore Abbey
Ravenloft, Isle of Dread, and many others were among my favorites. As far as 4E adventures go, my favorite was Cairn of the Winter King. But having run my players through several sessions of Madness at Gardmore Abbey, I am of the opinion that it is easily the best 4E adventure, and compares favorably to such beloved classics as Keep on the Borderlands and Tomb of Horrors. Here are six reasons why Madness at Gardmore Abbey is great. The Deck has been around since the very early days, first appearing in the original Greyhawk supplement. Assembling the deck and debating about whether to draw make the Deck a great source of roleplaying opportunities.
MADNESS AT GARDMORE ABBEY PDF
This adventure assumes that the party frequently pauses Besides a possible quest to destroy the assembled Deck of and retreats from the ruined abbey to take an extended Many Thinas, the adventurers might want to pursue other rest or returns to Winterhaven to check in with a patron. A leads and interests introduced during their time in Gard- round trip to Winterhaven and back typically takes about more Abbey. The "Quests" section of Book 2 offers ideas three days, though, and the situation in the abbey can for future adventures. Even if they retreat into the Gardbury Downs for a take place within the walls and ruins of Gardmore Abbey.
Narisar This is the definitive 4th edition adventure. It creates gardmord lot of flipping back and forth and I wish that they had just consolidated the information relevant to one encounter together. The detailed and tragic history of a knightly order dedicated to Bahamut and their fall to the enemy siege when one of their order loses gsrdmore and brings their destruction is a rich and intriguing background. I love using props in my games any time I can, and the Deck has been a smash hit with my group so far. Maybe someone could give an example of an encounter that would be tough to translate to 5E? A sheet of Dungeon Tiles enables the DM to create the encounters exactly as intended. Post was not sent — check your email addresses!