Adventure Path for Monte Cook's Arcana Evolved (updated 6/24) Art by Ryan Barger

Colour me extremely interested! I picked up AE a couple of years back and it has been one of many systems that has sat largely unused for most of that time. I really liked some of the changes/new ideas in it, but as with most of said systems, lack of time/inspiration means I'm never very good at doing anything other than run pre-made adventures.

I've had my first taste of adventure paths recently (having joined a Savage Tides game in progress) and I reckon they are definitely the way to go for my group due to aforementioned time constraints.

I can't see us making the move to 4E so I was looking at Pathfinder and some of Paizo's material, plus War of the Burning Sky for potential future play once we eventually finish what we are doing (Paradigm's excellent Living Arcanis, which admittedly will keep us going for a couple of years yet!). But add this to the list of things that I will certainly pick up so good luck with it, I hope the recent release of 4E doesn't prove to be an insurmountable handicap to a product like this, and I look forward to seeing what you come up with.
 

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Hooks

Grufflehead: I hope the recent release of 4E doesn't prove to be an insurmountable handicap to a product like this,,,

I do not expect it to be. Arcana Evolved is a niche market, and is unlikely to be affected by 4e in any manner that is not positive (It will help rejuvenate the Rpg market in general).

ADVENTURE HOOKS

The adventure hook will plunge the characters into the action from the very beginning. However, to keep with the themes of Arcana Evolved, let the PCs choose the reasons they joined together before placing them in the encounter. Below is a list of suggestions that both the DM and the players can agree on. This list is by no means all-inclusive, and DMs are encouraged to tailor these to their unique group of PCs.

  • The PCs are young and newly appointed agents of the Diamond Throne, The Dragon Conclave, or the Queen of Zalavat. (Vethkar’s various inquires for assistance from the PCs through his political connections have been answered)
  • The PCs have sworn to serve in the rebellion lead by the Order of the Ax. (Vethkar, having abandoned his queen to save his daughter, asks for the PCs through an old friend of a noble family that has joined the Order of the Ax)
  • The PCs are/were all wards of the same noble. (Vethkar is that noble, and he finally believes that the characters are ready to help him. They may be fully aware of the adventure background except the DC 40)
  • The PCs are all part of the same orphanage. (Vethkar discovers them and adopts them)
  • A benevolent patron buys the PCs as slaves and then frees them. (Vethkar is the benevolent patron, who offers to reward them for their assistance)
  • The PCs all share the same adoptive mother. (A women in Vethkar’s village, which is why he settled here. He offers rewards and the plight of his daughter‘s malady)
  • The PCs actually all attended the same school, and they are subject to indentured servitude for their education via the merchants’ guild who was their patron. (Vethkar buys the PC’s contract from the merchants’ guild, and offers them payment as well.)
  • The PCs are all the children of a retired heroic company, who ask their heirs apparent to stand in for them.
  • An ancient dragon who stayed in the Lands of the Diamond Throne is recruiting a group of independent agents (his last group disappeared), and the players will be oathbound to his service. (The dragon is intrigued by Vethkar’s dreams about the PCs and sends the players to assist him)
  • The PCs recruited each other, every PC member must recommend and have a connection to the next party member (not the same one) until you come to the last who has to give a connection to the first party member. (Vethkar asks the first member, who started recruiting the party, to recruit the other members for the quest).
 

Zewthra (Female Verrick Kismet Witch) early rough sketch by Ryan Barger

Zewthra (Female Verrik Kismet Witch)
Artwork by Ryan Barger

You see a dwarfish woman with red-wine colored skin, her eyes purple within black. Her long hair stands straight out like long black pine needles, her face contorted in a painfully blank expression. Her garb is a patchwork of different colored fabrics, a different pattern on each piece (polka-dots, stripes, swirls, splotches, and silhouettes) and makes her look like some macabre doll.

450_Zewthra_Rough_Sketch.jpg


Zewthra is autistic. Her actions are always extreme, and her facial expressions, mannerisms, and speech are usually in direct opposition to those actions. She was a gifted gambler and prankster in her youth before the autism imprisoned her. Now she can perform only the most basic tasks, and when in an extremely agitated state her powers lash out at random. Around her father, witches, faen, humans and other verrik she is normally very compliant. She has manic attacks if confronted by non-witch litorians and generally ignores almost all other creatures, unless they cause her harm. Zewthra values her father and the feeling of safety he has created around her, and fears her own power, but within her mind she longs to be normal again. Though unable to express it, Zewthra understands her father’s finances even better than he does. She also still has friends at court. If cured she could become a powerful ally of the PCs.

History: (Delve Into Collective Memory, Gather Information or Knowledge (verrik) DC 15) All of Zewthra’s needs have been cared for by her father, ever since the accident. Fearing that she would be placed in the Haven of the Damned, her father fled with her to Far-rough.

Secret: (Delve Into Collective Memory, Gather Information or Knowledge (verrik) DC 25) Zewthra killed a young litorian in a prank gone wrong; he was the son of a chieftain, and a runechild. Racked with guilt she chose to suppress her power rather than risk harming someone again. This has caused unusual random changes in her thought patterns, however, ultimately resulting in her autism.
 

A Witch's Choice

Well it seems the new Enworld will not let me update the title of this thread.

Right now the first adventure is waiting on Cartography (Corey Graham), Layout and then Proofing.

Adventures 2-5 are written and going through a second draft (ENnie Nominated Soren K. Thustrup, is a tough editor).

I have commisioned Ryan Barger to continue with the artwork for #2 "To Kill or Not to Kill"

Here is the completed cover art for the first adventure.
 

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Just a short list of news bits.

Ryan Barger has agreed to do the second cover in the Adventure Path series: To Kill or Not To Kill.

I have had to make a change to our editorial staff and to our cartography staff (Perry Grosshans and Bill Collins are the new editors for the Series, and I hopefully will have word on the cartographer in a day our three (He is working on one project for us already, I want to make sure he is availabel for the series)

I am currently doing a test layout (without maps), which I will have lulu.com print up for me. I have plans to take this to gencon and playtest it there.

The Cover is currently being laid out by our layout and art director Corey Graham.

I have been working on the second draft of To Kill or Not To Kill making a few adjustments I am no working on the last encounter and resolution, I will send it off to editing after I have printed it out and read it aloud.
 

>>Other (please elaborate)

Miniatures. Minis for their more awesome, big, but 'shaped-like-nothing-else-I-have' monsters they come up with.

Working with Reaper to do pre-painted plastic ones would rock. I know, dream-dream-dream. :)

-DM Jeff
 


I have decided that I will be creating a free player's companion to the series, which can also serve as a regional sourcebook for the default location where the campaign saga takes place. I will be posting my work in progress, and plan to update at least once a week.

Player's Guide to The Rituals of Choice Adventure Path

A Companion
To help immerse both players and player characters in the saga of the campaign, Rite Publishing is proud to present The Player's Guide to The Rituals of Choice Adventure Path for Monte Cook's Arcana Evolved. DMs are encouraged to provide a copy of this document to each of thier players (Full permission is granted to reproduce this document) and allow players to reference the Player's Guide during the course of the game. This Player's Guide also serves to help assemble the emerging "Puzzle Piece Plot" that constitutes the story arc of the Rituals of Choice Adventure Path by providing the starting framework.

The default setting where the adventure path takes place is a large town known as Far-Rough along with its surrounding environment called the Edgelands, once known as the fallen Duchy of Nem before the coming of the Dramojh (Dragon Scions).

Why Far-Rough?

The Cradle of Nem, The Birthplace of Seral the Rune Messiah, the giants call it Tar-Duph but overtime the local population bastardized the giantish pronunciation so that now most everyone else calls it Far-Rough; I, Lomen Taverson, Bard of the Eldritch, call it home.

You will find my home at the center of the "Edgelands" a crossroads that can lead into the Floating Forest, the Central Plains, and the forbidding Bitter Peaks. It is an outstanding location serving as both a destination for trade, and as layover on the journey into these evocative regions. Far-Rough offers many a pursuit for both knight and seekers of fortune such as myself, from expeditions into the ancient ruins that dot the central plains, to the evocative environment of the floating forest, and even the Clandestine War of the Dark Depths. The town itself offers a unique political climate where the Hu-Charad rules over a far larger population of humans along with a mix of other races. Backed by the large numbers of non-giants the Order of the Axe challenges the power of the Diamond Throne; while the Nightwalkers and Jaren jockey for economic dominion. It is even more dramatic still for my people the "Roughfolk" judge others only by their deeds, often you will find visiting goblins, rhodin, and chorrim about town this does not even address the more astounding permanent residence that settle in both Far-Rough and the Edgelands.

Far-Rough features all the amenities and ancient traditions of an old world city, dating back to a time before the dragons left for the mysterious west, coupled with the friendly charm and the hospitality of a small town. It has an excellent variety of first-rate inns, taverns, restaurants, sages, a trade bazaar in the Traveler's Burrow and even a magic item shop, as well as a vibrant culture scene.

My Lyre greets you, welcoming you to Far-Rough, the crossroad of adventure.

Tone of the Campaign
While each adventure can stand alone, when run as a campaign The Rituals of Choice Adventure Path provides an epic over-arcing storyline. It makes full use of the Diamond Throne setting and its various adventuring environments. Players are encouraged to read Chapter 10: the Diamond Throne Gazetteer of Monte Cook's Arcana Evolved, as while the first five adventures will keep the players close to the northern border of the Floating Forest they will travel the height and breadth of the lands before the story is complete.

The Rituals of Choice Adventure Path is a campaign saga that places a great deal of importance on the choices the player characters make. Every choice holds consequences that effect encounters throughout the course of the adventure path. There is no pre-destined outcome to the campaign. PCs can fail; they can destroy the world, or bring about a pyrrhic victory. The PCs could leave behind a bleak dystopia or even win a wondrous victory where they bring about their own vision of the future.

The choices presented will be far beyond choosing the left or right corridor, these are difficult moral choices that change the foundation of who the player character is, and from choice of whether saving a soul is worth risking the welfare of the world or assisting in a ritual suicide.

Honor, duty, and loyalty are not just words in this fantasy campaign they are supernatural powers in their own right, and the Lands of the Diamond Throne respect that power. The campaign fully expects players to be a part of the world around them there are powers in the world who will seek you out as both ally and enemy based on your choices, those you support will call upon your aid. This is an idealistic campaign where people keep their word, enemies rarely lie, and the untrustworthy few stand out in the crowd. With powerful ceremonies and customs stronger than law, backing the cultural codes of conduct the PCs will find the Lands of the Diamond Throne setting helps encourage a heroic ideal within the campaign saga. However, nothing stops a player from having their character be a scoundrel or a villain so long as they are willing to suffer the consequences of their choices. Ultimately, the campaign leaves this type of decision in the hands of the DM.

Idealistic does not mean Utopian, every NPC every organization, every cause, every oath, every choice you make will put you in opposition to a different agenda. Those in opposition to your position are likely to be friends who were previously allies, and people of principle who you likely respect. Whose cause is more just, whose oath more sacred, which choice is the right choice. As heroic as the PCs are they are not the only heroes, and in this campaign heroic Npcs are just as likely to be the opposition and be in the right as the Player Characters, for they are the hero in their own story. Part of the saga is the path taken to attempt to navigate past these obstacles and sometimes the battles that fail or succeed in defeating them.

The campaign saga evolves, changing, growing, and transforming both the world and characters playing within it. Beyond gaining character levels, the adventure path encourages players to create backgrounds that allow for character growth. Players will grow as well due to both the role-playing challenges presented by the campaign as well, as how the adventure path uses the rules themselves from compelling questions to invoked apocalypse. Players, who have memorized every class, feat, spell, monster and rule that has been published will be also be challenged by reinvented and original material put forth over the course of the campaign. Nearly, every reward component of the adventure path is also reinvented or original material to help enhance the sense of magic, wonder, and change.
 
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