Turbine continues Dungeons and Dragons
's descent into madness with new content with Update 10, which (conveniently) goes live today. Offered the chance to get a hands-on preview, I jumped at
the opportunity and was run through the first adventure in the Reign of
Madness adventure pack in addition to learning of the crafting update
heading players’ way. My tour guides were Ian Currie (Design
Director), Erik Boyer (Producer), and Fernando Paiz (Executive
Reign of Madness
is primarily the Reign of
Madness adventure pack. This series
of adventures (level 17 and up) continues the madness-themed
adventures, Harbinger of Madness, from Update 9
As we were starting
up, I told the DDO
team that I was looking forward to the new adventure
as long as there were no beholders as that my entire party had been
wiped a few times by a bad-ass beholder the night before. (We were
eventually victorious). The response from the DDO
team was a great deal
of laughter and I was informed that not only would I be facing
beholders, but there were, in fact, three new beholders in this
adventure pack. Sighing with the certainty of failing my saves, I
plunged into the adventure.
You'll find yourself facing a
ton of beholders like the new Fleshmender Beholder.
The overall theme of Reign of Madness is that the Tower of the Twelve
is overtaken by forces from Xoriat, the plane of madness. To free the
Tower from the grip of insanity, you’ll have to travel to
Xoriat itself and turn powerful Xorian lords against one another. The
quest begins with the Acute Delirium adventure.
The evil mindflayer who
possesses the scepter.
In Acute Delirium, the goal is to recover the Scepter of Belashyrra, a
powerful artifact that can open portals between the world of Eberron
and Xoriat. The hapless Rorry Malcanus has lost it somewhere in the
Sleeping Spell Inn and it is up to you to recover it. Overall, this
adventure is broken into four distinct parts and is incredibly
First, the players look and attempt to recover the scepter.
enter the inn, you'll begin your search. Eventually, you’ll
the scepter within the grasp of a mindflayer, who you’ll
chase throughout the inn. Poor souls who have been tainted by chaos
will assault you. If you take too long in dealing with them, hideous
floating eyeballs will erupt from them and attack you. After
dispatching those doomed souls and killing the mindflayer, the scepter
is there for you to take, but….
As soon as you go to grab the scepter, a treasure chest in the corner
comes alive, rushes over, and swallows the scepter. This is no mere
treasure chest, it’s a mimic! A mimic is a creature that can
change its shape and disguise itself as an inanimate object, which is
usually a chest. This marks the introduction of the mimic to DDO
will then be forced to chase the mimic throughout the inn as he capers
about taunting you as you chase him. You eventually corner him in the
laundry room where he activates the scepter, which opens a portal to
Xoriat. Your screen changes with an eerie red tinge to it and the
perspective becomes slightly warped. As you look up to the ceiling, you
see the ceiling break apart and the portal to Xoriat becomes clear.
Next, a huge beholder comes down and swallows the mimic whole and
returns to Xoriat.
The mimic taunts you
worse than the French guy in Monty Python and the Holy Grail.
|The mimic is a cruel,
Thus begins the second stage of the adventure. You have to travel to
Xoriat, but the portal is high up past the ceiling. What to do? The
voice of the DM informs you that you need to build an
airship…an airship built from the materials from the inn.
Since the properties of Xoriat are now flowing into the inn, natural
law no longer exists.