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Will run Madness at Gardmore Abbey - "Siege" or other pre-story

buddhafrog

First Post
Based on comments from posters here, I've done gone and bought Madness at Gardmore Abbey to DM. Pretty excited about receiving the box set.

Like others, I wish WotC would print Siege at Gardmore Abbey. Alas. I think I'm going to try and create my own prequel one-shot campaign to give a little back story, which is my understanding of of Siege does, right?

Can anyone give me a very brief breakdown of the Siege at Gardmore Abbey, or possibly how you might run a one-shot prequel to Madness at Gardmore Abbey?
 

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I'm purposely being vague with names and events to avoid spoilers for anyone else reading this.

The main problem you have is that the siege has to happen and more or less succeed (if you plan to eventually run "Madness"). So any prequel you do needs to take into account that the party cannot successfully _stop_ the siege else Madness does not happen.

Therefore, I'd start off making sure that a "Siege" prequel did not have the obvious objective of stopping the siege but rather something ELSE needs to be going on. And it needs to be something "winnable" so that the PCs are not in an unwinnable situation with no chance of feeling like they accomplished anything.

- Maybe the party needs to get someone (or something) out of the Abbey - making it a "get out in the midst of the fighting" plot
- Maybe the party is part of the troops and they are ordered by to stall the invaders while reinforcements come from Winterhaven -- that makes it a "need to buy time for reinforcements to arrive" plot -- of course, reinforcements will never arrive because "that guy" does "the thing" in desperation first.
- IF IT WORKS FOR YOUR PLAYERS run the siege and let the PCs think they have the possibility of success only to have "that guy do that thing" and then it really turns in to not can you win, but how long until you die
- Maybe the party IS successful but that guy (who was in that isolated location) does not know that the siege is ending. He still does "that thing" despite the PCs being victorious. Of course, this means that the "race" that has taken over the lower areas would not be left over from the siege but rather new ones that just came in and took over.
- Maybe the party is stationed -outside- the abbey and they are to repel some of the invaders trying to come over the wall (or up the mountain side). That way the PCs can still see/hear everything going on inside the walls AND have a chance at being successful at their specific task, but then the abbey events can still happen inside

Out of all these ideas I like the first one the most as it gives a chance for the party to be traveling through the abbey grounds (thus seeing/interacting with more of the events and people) but any of the others allow for more detail in a single part of the abbey.

as a slight tangent (putting it in sblock since it is a tangent and you can ignore it if wanted) my guess as to why WotC doesn't publish Seige or other prequels
[sblock]
It's events that are supposed to have taken effect long ago. The chances of a group seeing those events AND then Madness are almost zero (short of some corner case campaign where the party is time traveling). So they probably don't want to develop it only to realize no one can really use it unless they have a whole different campaign/group of PCs
[/sblock]
 

is it important how far in the past these events are supposed to have occurred?

I also like the first idea best - will try to tie in the person/thing to be saved to my campaign.....

I sort of jumped the gun with this thread because I haven't even received my box in the mail yet - but I've read all I can online and am very excited for this adventure.
 

is it important how far in the past these events are supposed to have occurred?

I also like the first idea best - will try to tie in the person/thing to be saved to my campaign.....

I sort of jumped the gun with this thread because I haven't even received my box in the mail yet - but I've read all I can online and am very excited for this adventure.

I think the original timeline for the siege is 100-150 years in the past, but could easily be changed to a few decades. Up to how the DM wants to run it.

IMC, I moved Gardmore to near Neverwinter in the FR setting using the Neverwinter book that came out last August. I set the fall of Gardmore up to coincide with the spellplague epidemic for story reasons.

Leilon got beefed up to a pseudo-Winterhaven and I put Gardmore in the foothills of the Sword Mountains ENE of Leilon.

Thus far it is working out pretty well.

For your case, I think I would set up a place to go back in time(there is a good spot in the adventure to do this) and thus participate in the siege. Perhaps they need to do this to get some cards or other quest items that disappeared after the siege.

It could work well.
 

Dice4Hire - I like it, thanks. I haven't decided whether I'll have my one shot as a prequel, or if I'll do the "time jump". I've read that recommendation before.
 

Opening Scene:
PCs are at the temple paying respects (those who explicitly don't want to be followers of Bahamut, maybe they are there are friends of another PC and just sitting and waiting for that other PC to say his prayers)

There is also an elderly dragonborn priest there -- an important high priest who is said to hear whispers from Bahamut's angel messengers.

All is quiet until there is a loud shout outside in the distance.
The temple door is kicked open and it is a paladin soldier of the abbey "The outer wall is being breached. You five (pointing to the PCs), get his holiness out of here. If he is injured or killed, we shall never know the prophecy he has been interpreting... you you and you (pointing to other random people) get to the halls of glory and begin moving some of the relics in to hiding."

Here is a run through idea for a prequel session, put in sblocks because i do mention a couple things as foreshadowing that might spoil a couple surprises.

Encounter 1:
[sblock]
Skill challenge. PCs must convince the high priest to come for the interest of the faith as a whole
[/sblock]

Encounter 2:
[sblock]
The high priest needs his prayer book to finish interpreting the prophecies, it's at the dormitories. The PCs much take him and get the book. However, some of harpies are in the dorms. Fight through them to get the priest's book. As a subtle foreshadow, as the PCs are leaving the dorms, mention that they see a few more harpies that are flying in the distance nearby.
[/sblock]


Interlude to set some scene
[sblock]
Exiting the dorms, the PCs run in to Captain Havarr. He sees what they are doing and explains to them that the main path out is too dangerous and that they should use the secret staircase. The high priest makes some cryptic comment to Havarr about how he needs to make wise command decisions and remember the grand scheme rather than immediate repercussions (of course, havarr (not knowing what he is about to actually do) thinks that the high priest is just commenting about general fighting command decisions and not the other decisions he is about to make).

Taking the priest to the secret stair case becomes a problem as the priest says he is too feeble to go that way (yes, i know the secret stairs is supposed to not be a challenge for the PCs in "madness" but let's say it's too difficult for this old man. and it's not exactly the type of thing they can carry him down ...)
So he says "But you did convince me I need to leave -- so let us make a hard push for the lower area"
[/sblock]

Encounter 3:
[sblock]
Heading towards the lower area, crossing through the grove, there is a bear (or some other natural creature) that is simply spooked by all the commotion and and is being predatory in an effort to protect its bear cubs.

note that the fighting is still mostly at the lower area right now and not crossed into the groves. so play up the sound of fighting as they get further and further down into the lower area.
[/sblock]


Encounter 4:
[sblock]
The party is more or less surrounded by fighting of orcs and paladins now. Skill challenge on how to get the priest through.
success allows them to make progress and the priest has time to cast a bless on them (+1 to all attack rolls in the next encounter)
failure should just result in a skirmish with some orcs but otherwise they still make progress but no bless from the priest
[/sblock]

Interlude to set some scene
[sblock]
Play up how they are seeing lots of fighting going on. At one point they can see many people dieing on both sides. Also mention a touching scene of a man in long blue robes (Vandomar if any of the PCs are from the abbey and would know him) carrying a corpse up the staircase and into his tower as he ignores the flaming arrows being shot around him.
[/sblock]

Encounter 5:
[sblock]
In a corner ally, the party sees a paladin being attacked by orcs. He'll surely be killed if the party doesn't stop. They have the option of trying to rescue him (despite needing to get the priest out quickly and safetly) or just keep going.

If they fight and rescue the paladin, it's Silas - he got separated and he must hurry off to the garrison
If they don't fight / rescue him, pretend that this is Hrom (who in the original history never made it back to the garrison).
[/sblock]


Encounter 6:
[sblock]
The party can either try and scale the wall with the priest to get out or head for the main gate.

In either case, as they do so, they are caught by the orc second in command and his troops
[/sblock]


Encounter 7:
[sblock]
After the PCs get out with the priest, there is a final encounter with some other random creature (we'll say werewolves). They were allied with the orcs and are coming as the orcs reinforcements. The PCs here have a chance to stop them and keep the werewolves (or whatever creature) from actually being part of the invasion force (since the events of "Madness" don't have the werewolves).
[/sblock]


And, of course, during encounters 1-7, the priest needs to be kept alive. And there isn't really any directions the priest could go run and hide since you go too far one direction and he's bound to attract the attention of more orcs/etc. so in different encounters he might very well be standing in the middle which changes PC tactics some


Closing
[sblock]
as the PCs finish encounter 7 or 6 or whatever you decide to do, the sky fills with dark clouds and multicolored lightning begins to flash all around the inside of the abbey walls.
The PCs feel blinded by the flashes of light, the last thing they remember is the priest casting some sort of protective spell and invoking the name of bahamut.

You can end it there. Or if you want to use the same PCs for Madness, the PCs then wake up 10 years later in Winterhaven. They are told that they have been in a coma all this time but the high priest had saved them.
The high priest has since left winterhaven and has translated many important prophecies in the 10 years since. so it is a good thing that he was saved. the PCs can be brought up to speed about what has happened in the past 10 years (chaos just seemed to settle in at the abbey and anyone who tries to go there is never heard from again ...)

this then leads to lord padrig learning that the coma patients have awoken. he is interested to speak with them as they are the only living people who were at the abbey (aside from the priest they saved). given their knowledge of the place, they want the PCs to try and go and investigate since the abbey has become a base for the orcs who seem to closer and closer to winterhaven as their supplies run around. it's not safe...
[/sblock]


Obviously, i added a bit more than what could be done in a single session since you might want to trim a way some of these encounters if they don't fit your group's playstyle.



okay, sorry that this is a ramble rather than something more coherent. This is really off the top of my head so I didn't give it full thought.

The other things I would add in general is, for any sort of prequel, remember that at this point of the prequel, [sblock]it should mostly just be an orc invasion at the lower area. most of the other things at the abbey are a result of what happened after "the event"that Havarr did.[/sblock]
 

fba827 ~ you have my vote for president in 2012 (but I am currently unable to give you more XP before spreading it around first)

My initial reaction is that I will use this as my working prequel and tweak where necessary. It is so helpful to have this laid out for me.

As for the time frame, I'm thinking of using the same PC's but haven't decided for sure. I have a small group of three students and one is dragonborn Bahamut paladin, so this fits well.

If this adventure goes well, I'll likely run it with my other classes. Right now I'm finishing Reavers of Harkenwold in four of my classes, which has been my favorite adventure to date. Really solid. Now I have high hopes for Madness.
 
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My initial reaction is that I will use this as my working prequel and tweak where necessary. It is so helpful to have this laid out for me.
Glad to help. But, yeah, please do tweak it as i wrote it in less than 10 minutes and i know some areas of it can be cleaned up.

I was just trying to toss in some foreshadows
[sblock]
harpies off in the distance coming towards the upper area
orcs fighting in the lower area
tossing in appearances from some of the key people (the captain, the garrison paladins, and the scene of the wizard taking the dead body inside).
[/sblock]

and of course some of those encounter ideas may not work as good for particular play styles as others (for instance, maybe the PCs will find a way to take the old priest down the secret staircase... in which case, everything is cut short and going from encounters 1, 2, then 6, and 7)

As for the timeline. I don't think it needs to be 150 years as originally written in the module. But is is helpful for -some- time to pass. As that lets the various "factions" in the abbey get settled and stake their territory. it should be at least 6 months if you are pressed to make more compact timeline. but something like a couple years would be more 'realsitic' since you have lots of competing factions who have already settled in to their territories by the time "Madness" begins.
 

IMO, you could play Siege without the module as long as you knew the plot and the characters.

When writing the adventure, I wanted to deemphasize the fall of the abbey and make the adventure about the characters themselves and the way they felt about the abbey, the knights, and Nerath as a whole. All of them had been let down in some way by the establishment, so the ultimate choice comes down to: are Nerath and Gardmore worth fighting for, or are they tired, broken down institutions that ought to be wiped clean for a new beginning? Thus, the fall of the abbey is only the backdrop--the thing that's happening around the characters as they make these choices. That way, you don't feel like you're being asked to stop something you can't stop; the central choice comes down to whether it's worth preserving at all. And there are repercussions for the characters depending on what each individual chooses, and whether each individual succeeds or fails at his or her personal quest during the adventure.

So if someone summarized the characters and their goals and the basic events of the module, I think you could improvise it pretty easily or make your own adventure around it. The cool thing about it is that the events in Siege resonate with the encounters in outer Gardmore--so there's a feeling of continuity between the two, a resonance you experience from having been there in another skin.

When I received the assignment for "Siege," there was talk about putting it on DDI around the release of "Madness," so I wrote it with home play in mind.

The official word is that the brand team keeps "specials" exclusive.
Still, I'd love for you to have the experience of playing it; I know people have been asking for it... maybe one day, if there's enough demand. Stranger things have happened.

Good luck with whatever you decide to do!

-the designer
 

Drammattex ~ thanks for contributing. I want to congratulate you on this adventure as well - I've only heard really fantastic things about it. I live in Korea and there is no way for me to make any Cons. I hope to see it released one day.

I like what you said and it makes a lot of sense. It'll help guide me as I chose what works best for my prequel to Madness.

Keep up the good work.
 

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