Anybody who has played or dmed Blooodsand Arena knows the hook it provides in the end. The characters gained the trust of Arisphistaneles and are granted the opportunity to join the Veiled Alliance. Opportunity and the though that it's a shame to let this hook go by unused have led me to write an adventure that contains the initiation rites of the Veiled Alliance.
The adventure is called "Veiled Customs". It contains the Green Test and the Test of Action. It grants XP for about half a level and starts where Bloodsand Arena ends, at level 2 and in Altaruk. You may, as already proposed in anther Thread ("Joining the Veiled Alliance"), also leave out the Green Test, if you have no arcane casters. It won't harm the adventure.
Summary of the story:
[sblock]
The adventure starts with hauling off the group’s arcane mages in the early evening. They are transported blindfolded to a house of the Alliance. There they will thrown in a supposedly deadly battle with another arcane mage of the Alliance. This is the Green Test and about not using defiling magic.
After the Green Test is passed, the group is sent on a quest to an ancient ruin to find an artifact. If they successfully bring it back and find out about the ruins purpose they have passed the Test of Action and gain membership of the Veiled Alliance cell in Altaruk.
[/sblock]
It's my first "published" adventure, so I'm really keen on any criticism I can get. So feel free to comment on anything. The adventure itself comes as a PDF and contains all monsters and the map. The quality of the map is not that good, but it should do. I had no good tool after dunddjinni didn't work as expected. The customized monsters of the adventure are also available as a separate download. They are in 4e Monster Builder-XML-format.
Downloads:
Adventure "Veiled Customs"
Custom Monsters for the adventure
The adventure is called "Veiled Customs". It contains the Green Test and the Test of Action. It grants XP for about half a level and starts where Bloodsand Arena ends, at level 2 and in Altaruk. You may, as already proposed in anther Thread ("Joining the Veiled Alliance"), also leave out the Green Test, if you have no arcane casters. It won't harm the adventure.
Summary of the story:
[sblock]
The adventure starts with hauling off the group’s arcane mages in the early evening. They are transported blindfolded to a house of the Alliance. There they will thrown in a supposedly deadly battle with another arcane mage of the Alliance. This is the Green Test and about not using defiling magic.
After the Green Test is passed, the group is sent on a quest to an ancient ruin to find an artifact. If they successfully bring it back and find out about the ruins purpose they have passed the Test of Action and gain membership of the Veiled Alliance cell in Altaruk.
[/sblock]
It's my first "published" adventure, so I'm really keen on any criticism I can get. So feel free to comment on anything. The adventure itself comes as a PDF and contains all monsters and the map. The quality of the map is not that good, but it should do. I had no good tool after dunddjinni didn't work as expected. The customized monsters of the adventure are also available as a separate download. They are in 4e Monster Builder-XML-format.
Downloads:
Adventure "Veiled Customs"
Custom Monsters for the adventure