D&D Adventure System – Guardian to the Abyss

Join me as I play with Joe and Hero of the Lance member Derek in the adventure Guardian to the Abyss with the D&D Adventure Cooperative Game. This is the third 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 Clerist’s Tower which fell in the Chaos 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. You have located the knights and freed them from their tormentors, and now you must locate and close the portal at all costs.

Guardian to the Abyss (Destroy the Dracolich, Adventure 6, Castle Ravenloft – Altered)

  • Start the Adventure Copy
    • With the Knights liberated, they leave to discover the truth about Vingaard Keep, promising to return with reinforcements. Now that you are once again alone in this temple, the jailer’s words echo in your mind. What ancient guardian could Chemosh be employing to protect his portal to the Abyss? You know you are close to ending this infernal threat, and at this point, the only way to go is forward. 
  • When the Arcane Circle is revealed
    • The image before you is truly terrifying. Dragonfear hits you like a wave, knocking you back a few steps. You want to turn and run as you hear a voice in your mind. You are certain it is coming from the monstrosity before you. “Come fools, meet your doom. It has been millenia since I have tasted mortal flesh.” Its voice fills you with the urge to retch. 
    • Suddenly Quinn’s holy symbol begins to glow with a brilliant light, easing the physical repulsiveness. You feel a presence in your mind, a divine calm embraces and cleanses you. Gilean appears in your mind, or rather, his presence feels close as words form telling you “You are not alone. The gods of light war with themselves. The gods of evil strive to claim Krynn, and you are my divine messenger, sent to close this portal. Retrace your steps, there is a laboratory which contains a Phylactery that will aid you in destroying this abomination.” as the presence fades from your mind, your holy symbol feels as though it is directing you.

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.

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