D&D Adventure System – A Knighthood Tormented

Join me as I play with Joe and Hero of the Lance member Derek in the adventure A Knighthood Tormented with the D&D Adventure Cooperative Game. This is the second in a four part series of customized Dragonlance themed adventures that we will be playing with the Wrath of Ashardalon board game. D&D Adventure Cooperative Games are a series of Board Games initially released in August 2010. You can buy the board game here: https://amzn.to/3qxvu4e

Bone Acolyte of Chemosh Series (Wrath of Ashardalon Board Game)

  • Cleric – Quinn Argose
    • Quinn Comes From a rich sea faering merchant family in Palanthis.  He left his family home to follow the walking god.  During a conversation with Valthonis he felt compelled to return home but not to his family.  His love of books and knowledge led him to the library and to follow Gilean.  His mission is to search for knowledge wherever it may be.  He has a serious analytical personality.
  • Paladine – Keyleth, Female Qualinesti Elf of Quen Illumini (Mishakal)
    • After the destruction of Qualinost, I followed my Speaker of the Sun Gilthas in his pilgrimage that ended in the elven nations battling for their very lives in the Inath-Wakenti. Once the valley was restored to life, I felt a call from Quen Illumini and traveled to Solamnia. I am road weary but driven by my divine purpose. I am curt and just, finding it difficult to warm up to my companions.
  • Rogue – Tarak
    • Tarak is a Half-ogre, Who doesn’t know where he is from. He finds copious amounts of joy in killing things. He is alway looking for adventure where he can sustain his blood lust. Other than that he likes long walks on the beach where he can try and find a fool to mug.

Recap

  • It is the Fifth Age of Krynn. With the God’s return, the socio-political factions across Ansalon are in upheaval. The Knights are seeking to rebuild the High Cleriests Tower which fell in the Chaor War, but they have discovered a horrible secret that has been hidden since the Age of Might. The High Clerist’s Tower was built over an ancient Temple of Chemosh. It was meant as a seal, protecting Solamnia from Chemosh’s Bone Acolytes, millenia ago. And it was successful, until the Secundus Cataclius and the destruction of the tower.
  • The Knights of Solamnia have already sent in a party to close the portal to the Abyss which must be the source of the evil. But they have not yet returned and the knighthood fears the worst. They have conscripted you, our intrepid heroes, to enter the Ancient Temple of Chemosh, rescue the knights if any survived, and stop the evil within. You have fought your way into the temple, and now you must locate and close the portal at all costs.

A knighthood Tormented (Free the Captives, Adventure 8 – Altered)

  • Start the Adventure Copy
  • You have just discovered the entrance to theTemple of Chemosh, hidden and forgotten for millennia under the High Cleriests Tower. The stench of decay mysteriously lands ripe on your senses, as if there is a slight current of air carrying it up from the abyss itself. 
  • Chemosh’s acolytes have been active in this area recently, and you even notice signs of battle. There is a longsword, epaulet and shield, clearly of Solamnic design. (A successful Heritage check of 16+ reveals that the epaulet belongs to the Donniver family, a noble Rose Knight from the north.There has been no effort to hide or cover up the blood from the stones beneath your feet. This tells you that the knights who first entered here, may not be alive and if they are, are most certainly being tortured by the Acolytes for their sick amusement.
  • Time is of the essence. You must delve deep into this ancient place of horror and liberate the knights! And who knows, you may learn more about this corruption’s source.
  • Reveal the Dire Chamber entrance Tile
  • You have discovered the Prison area in the temple. You hear the moans and cries of men mixed with the cackling and laughter of their torturer. You are certain this is where the surviving Solamnic Knights are located, and you have just one thing left to do… 
  • The Last breath of the prison guard
  • You may have saved these knights, but the Lord of Death will rise to victory! As we speak, Vingaard Keep is under siege. The Knights war with themselves, and you pathetic whelps will be crushed under the weight of Chemosh’s ancient guardian before you ever get near the gateway to the Abyss!

About Wrath of Ashardalon Board Game:

A cooperative game of adventure for 1-5 players set in the world of Dungeons & Dragons.

A heavy shadow falls across the land, cast by a dark spire that belches smoke and oozes fiery lava. A cave mouth leads to a maze of tunnels and chambers, and deep within this monster-infested labyrinth lurks the most terrifying creature of all: a red dragon!

Designed for 1-5 players, this boardgame features multiple scenarios, challenging quests, and cooperative game play.

Each player selects a hero; a rogue, thief, warrior, cleric, or wizard. On their turn, each player can explore further into the dungeon (turn over new tiles), move through the already explored parts of the dungeon, and fight monsters. When a new dungeon tile is revealed, there is typically an encounter of some sort, and new monsters to fight are added. Slain monsters reward the players with treasure, and experience points, allowing them to level up and increase their skills during play. Players must cooperate to stay alive, slay the monsters, and achieve the goal of their quest. Each scenario has a different goal – from retrieving a relic, to slaying a vampire lord.

Scroll to Top