Before we get to
the highlights from the seventh session of our Madness at Gardmore Abbey
adventure, let’s review the members of our adventuring party:
- Dagon— a watersoul genasi artificer (played by Robert)
- Gaultis— a goliath warden (played by Chad)
- Boojum— a pixie wizard (played by Steve)
- Blake— a razorclaw shifter barbarian (played by Andy)
- Silas—an eladrin vampire (played by Drew)
- Lord Falkirk Bothwell is an NPC. He is an aging knight of Bahamut who wishes to see evil purged from the ruins of old Gardmore Abbey.
Our last session
ended with the players in the watchtower.
This towering spire at the south end of the abbey grounds allowed the
knights to keep watch over the King’s Road from miles away, thanks to both its
great height and magical aids to distant viewing in the topmost chamber.
Inside the watchtower entrance (Encounter14). |
Unbeknownst to
our heroes, when the Deck of Many Things was scattered throughout Gardmore
Abbey, the resulting chaos seemed to concentrate in the watchtower. The interior was suffused with the energy of
the Far Realm, transforming it into a bizarre projection of that alien
environment. The tower interior is
trapped between the Far Realm and the exact moment in time when the Deck was
scattered, and it echoes features from both dimensions. Manifestations of the three cards (Idiot,
Euryale, & Vizier) inside the tower guide the party through the Far Realm
toward them.
By the end of
last week’s session, the party had successfully dispatched the monsters (2
object mimics and a black pudding & its spawn) which they found in the
watchtower entrance (Encounter 14). They
then passed through the card portal at the opposite end of the room.
Encounter 15:
Far Realm Sojourn
This encounter
is a sequential skill challenge consisting of three stages. As an added twist, a character who fails a
skill check gains 1 chaos point. As the
characters traverse the Far Realm intrusion, they’re exposed to its
reality-warping influence. Chaos points
represent this effect on their bodies and minds. Any character who gains 3 chaos points is
transformed into a Far Realm monstrosity.
Stage 1: The
Rising Stair
I described this
area at the very end of the last post, so I won’t repeat it here.
At this stage of
the challenge, the adventurers must discover a way to ascend to the top of the
tower. Bothwell failed his Athletics
check as he tried to climb up the churning walls. The rest of the party watched in horror as
Bothwell was absorbed into the wall and drawn upward.
Stage 2: Alien
Space
The tower melted
away beneath our heroes (Bothwell reappeared here), collapsing into an ocean of
terrible amoeboid shapes. That’s right,
you heard me… “terrible amoeboid shapes.”
The everpresent black globules continued to drift up, becoming one with
the sky. The unearthly shrieking finally
ceased. Now from the darkness began an
endless nonsensical babble. The
characters floated in the void, alone but for the cold, ageless order of the
distant stars.
In this stage,
the adventurers must navigate a path through the weird space of the Far Realms
to reach the third level of the tower.
Bothwell also failed this stage, so he had 2 chaos points heading into
the last stage of the skill challenge.
Stage 3: The
Final Door
In this stage,
the party must resist the forces of chaos and madness to reach the center of
the tower, where rest the three cards.
The stars grew
larger and clearer, resolving into bright rectangular shapes. Cards.
Millions and millions of cards.
Three, larger than the rest, were clustered at the center of the vast
starscape.
In one sweeping
motion, all the other cards simultaneously turned like doors on a hinge, and a
cosmic wind howled through the void.
Inside each dark doorway lurked some horrific, amoeboid shape… Ha, ha,
ha! Just kidding! Inside each doorway lurked some horrific, tentacled thing
that jabbered idiot rhymes as it reached forth.
Meanwhile, the three cards at the center still glowed, doors waiting
open.
The adventurers
must make it to the manifestations of the three cards. First, they must resist the otherworldly wind
blowing them toward the waiting beasts. A
couple of our heroes failed their checks here, so they were grabbed by a monster. Bothwell failed for the third time, so he was
transformed into a Far Realm monstrosity (I took away his mini and replaced it
with a shardsoul slayer, which I thought looked appropriately otherworldly and
monstrous). Luckily for Lord Bothwell,
the party quickly accumulated enough successes to arrive safely in the armory,
so when that happened, he turned back into his studly self.
Encounter 16:
The Last Defenders
The three cards
grew ever larger until their cold radiance seemed to fill the universe. The light suddenly grew brighter and brighter
until it overwhelmed vision, then all was suddenly dark.
Slowly, a room
came into view. Our heroes stood in a
round chamber encircled by a short flight of stairs leading up to a landing,
upon which stood three glowing doors in the shapes of cards. Four suits of armor decked in tabards of Bahamut
stood at attention. For a brief moment
the environment seemed stable…
Then the suits
of armor ripped open as if made of paper.
Twisted humanoid creatures emerged as the room shifted and morphed like
a mad dream. An unearthly wail erupted
from the darkness as a floating horror of eyes loomed before the party.
Having made
their way to the armory, the adventurers must battle the tower’s four original
defenders, who have been stranded in time and transformed into horrors of the
Far Realm. A Far Realm monster, a
terrifying beholder, had also appeared in the tower when the chaotic energy of
the cards swept through Gardmore Abbey.
Unfortunately for the beholder, the defensive magic of the watchtower
prevented the chaotic energy of the Far Realm from extending outside. The building became a pocket dimension, a prison
that allowed nothing to enter or leave.
The beholder, hungry to enter the natural world and transform the entire
plane into a warped mirror of the alien Far Realm, was desperate to escape.
- 4 Aberrant Wretches (Level 9 Minion Soldier)
- Beholder (Level 9 Solo Artillery)
This was a
villian encounter (see page 22, Book 1), since the beholder had three cards
from the Deck of Many Things. As soon as
combat was joined, the Idiot card in its possession activated immediately. The Eurydale card activated next, but the
Vizier card never came into play.
Throughout the
encounter, 3 morphic zones (represented by Warped Magic tokens) marked areas of
shifting reality. Each round, they would
move randomly around the armory and weird stuff would happen in a burst 1
centered on each token. (Weird stuff:
alien brain tissue sprouts up, a mass of paralytic jelly appears, a dimensional
hole forms, a rocky spur raises the area 20 feet, etc.)
Since the four aberrant
wretches were just minions, the party actually took all of them out during the
first round of the encounter.
The beholder,
though, was another story. It wreaked havoc each round with its Eye Rays at-will
attack power (the monster used two of its eye rays each round, using each
against a different target). It was
especially fond of its Petrifying Ray attack… +14 vs Fortitude; the target is
petrified (save ends). And with its 392
hit points, it could absorb a lot of damage.
I won’t lie to
you, dear reader, the beholder was handily kicking our heroes’ butts. Not that I was enjoying that, mind you. No, no, no, of course not; I’m not that kind
of DM. Well, okay, I am… kind of. A little bit.
Finally, just
before the beholder would’ve been bloodied, but just after Silas had been cut
down (Dagon quickly healed him and brought the eladrin vampire back into play),
I had the beholder speak to the party. While
warily carrying on a conversation with the monster, our heroes learned that the
beholder was trapped in the tower and wanted to escape. It said it would give them the three cards in
its possession if they would then liberate it from the tower. Silas, not wanting to die-die for the fourth
time during the campaign, readily agreed to the beholder’s deal. The rest of the party wasn’t too sure about
this “bargain,” but in the end they followed Silas’ lead.
And so it came
to pass that when our heroes reunited the beholder’s three cards with the rest
they had already gathered, the tower’s connection to the Far Realm was
sundered. The beholder was freed from
its timeless prison and it quickly made off out into the world beyond the
watchtower.
The corpses of
the four aberrant wretches transformed before the party’s eyes. Three of the lifeless figures were human
paladins of Bahamut, while the last was a silver haired eladrin who looked like
an older version of Berrian Velfarran.
In fact, the eladrin was none other than Berrian and Analastra’s father,
Zandrian Velfarran. During the final
siege of Gardmore Abbey, Zandrian and the three paladins defended this
area. When the Deck of Many Things was
scattered, they were trapped in the transformed watchtower. Their long proximity to the raw energy of the
Far Realm had corrupted their bodies and minds, finally turning them into aberrant
monstrosities.
After searching
the watchtower and finding naught but a handy haversack, the party carried
Zandrian’s body to the Feygrove where they regretfully informed Berrian and
Analastra of their father’s fate.
There was just a
bit more that took place before we wrapped things up for the night and took our
leave, but I think I’ll save those events for the beginning of the next post.
Thanks for
checking out our adventure! Be sure to
tune in next week to see what happens as the party continues to explore the
ruins of Gardmore Abbey!