Contents Edit Madness at Gardmore Abbey is a heroic-tier adventure for characters of levels The box set includes: "Four page books describing Gardmore Abbey and its inhabitants, along with quests and encounters", two "double-sided battle maps depicting key adventure locations", two "die-cut sheets of cardstock tokens and dungeon tiles", and "the Deck of Many Things 22 cards plus 2 exclusive Treasure Cards". Wyatt decided that the artifact was the infamous Deck of Many Things … and went from there. You know this is an honest opinion because I woke up at AM on a holiday to keep reading it".

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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. But then Essentials happened and afterward Wizards of the Coast totally revamped their 4e line.

Madness at Gardmore Abbey was thus published as a boxed set albeit, a very flimsy box. It contained four page booklets and a variety of other doodads. It detailed the ruins of a monastery that had been brought down by a "dark artifact". Wyatt decided that the artifact was the infamous Deck of Many Things … and went from there. The Secret Siege. It revealed the historic downfall of the Abbey, long before the events of Madness. Though it was set chronologically earlier, "Siege" was actually written after Madness, building upon the many historic details that Townshend included in his encounters.

Components: A Miscellany. Because it was a boxed set, Madness at Gardmore Abbey was able to include a variety of components. Components: In the Cards. A physical deck had been published once before, as an insert in Dragon August Now it was reappearing in a new form as a heroic-level artifact.

Adventure Tropes. Madness at Gardmore Abbey kept to that format but rather impressively used it to create a sandbox adventure, resulting in a very innovative 4e module. Madness pulls off this trick with the use of patrons who give out quests. In fact, two of the four adventure books focus on patrons, rivals, and the physical details of the Abbey, creating a sandbox full of options. The Encounters then fit into that sandbox, as the players choose the particular directions that they want to explore.

However, the sandboxing of Madness goes deeper than a set of patron-quests. Thus, Madness is one of the most varied of all the 4e adventures, even within the constraints of individual encounters.

Thus, Gardmore Abbey is filled with encounters that could be solved in many ways — not just with combat. Expanding the Points of Light. Townshend says that his intent was to "evoke a sense of awe and of loss" by carefully revealing what was now gone, something that he was able to expand upon when he wrote "The Siege of Gardmore Abbey".

Love It or Hate It? Madness at Gardmore Abbey may have been the best-loved adventure of the 4e era. Future History. There was one more 4e super-adventure, Halls of Undermountain It was intended to be a box too, just like Gardmore Abbey, but … stuff happened.

About the Creators. Wyatt was a long-time employee of Wizards of the Coast. He wrote the overall design of Madness at Gardmore Abbey while he handed off the encounters to his designers. Please feel free to mail corrections, comments, and additions to shannon.

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Dohn Errors The following errors occurred with your submission. Finding new cards here and there throughout the Abbey has added to the coherence of our campaign. No longer is traveling to a different plane restricted to high level characters with access to powerful magic. December 20, at 3: Leave a Reply Cancel reply Enter your comment here I love using props in my games any time I can, and the Deck has been a smash hit with my group so far. I think it will make more sense in 5e, especially when it comes to the orcs.


Madness at Gardmore Abbey (2011): Greatest D&D Adventures Since 1985—Number 6

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.





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