A-series Adventures

A0: Crow’s Rest Island

by AaW
Art by Todd Gamble, Tim Tyler, and Ramon Lucha

A Pathfinder/3.5 Compatible Adventure for 4 Level 1 PCs

Shrouded in whispered rumors, Crow’s Rest Island has been avoided as long as any can remember. Nothing but death, and the memories of those long gone, greet any who take to land upon the isle’s shores. It is to this island that the PCs will find themselves driven as a storm threatens to drive their ship below the waves. Awaiting the PCs are far more than ghost stories upon this island, for there lives a very real threat, hiding here among the legends that keep sailors at bay.

A classic ghost story that casts the PCs not as adversaries to the specters, but rather as their benefactors, A0: Crow’s Rest Island challenges the PCs with a tribe of foul kobolds, a haunted village, and the forgotten servant of a long departed ice devil. An excellent introduction to the Adventureaweek.com campaign setting, this adventure gives the PCs their first glimpse into Vikmordere culture. A0 may also be easily ported to any setting containing a northern wilderness near a large body of water.

  • A0: Crow’s Rest Island (PDF) – Introduction to the A-Series Adventure Path!
  • Detailed maps by 3x ENnie Award winning Cartographer Todd Gamble.
  • Designed to last between 2-3 hours and lead into A1: Crypt of the Sun Lord.
  • Pre-generated characters complete with illustrations for fast play!
  • VTT files included (maps, tokens, and more!)
  • HERO LAB files included!

 

A1: Crypt of the Sun Lord

by Jonathan Nelson
Cartography and illustrations by Todd Gamble
Interior art by Tim Tyler

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of level 1

Adventureaweek.com PDFs are fully supported by Hero Lab files (included in download), minimum requirement: Pathfinder core system.

The adventurers travel across Serpent Lake with a group of Rybalkan soldiers.  The group camps for the night adjacent to the ruins of Ka’Teek.  As they sleep a goblin steals a precious keepsake from one of the PCs and disappears into the ruins.  The party pursues and finds themselves confronting undead guardians of the Sun Lord while avoiding dangerous traps.

Will the PCs find the goblin and retrieve their precious keepsake or stumble upon something much more sinister?

Also included in “Crypt of the Sun Lord”:

  • The first adventure ever launched on Adventureaweek.com
  • Exclusive locations in the Adventureaweek Campaign Setting fleshed out in great detail and accompanied with high resolution maps
  • Maps and Illustrations by 3x ENnie Award winning Cartographer Todd Gamble
  • The Life Ring, a new magical item which bestows the wearer with extra HP
  • A new minor artifact with hidden powers which unlock as the PCs increase in level

 

 

A2: Devil of Dark Wood

A2

by Jonathan Nelson
Cartography and illustrations by Todd Gamble
Interior art by Tim Tyler

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 2-3.

Adventureaweek.com PDFs are fully supported by Hero Lab files (included in download), minimum requirement: Pathfinder core system.

Bakinqa is not your typical devil.  Influenced by human society at a young age he took it upon himself to learn as much as he could about the “pink skins”.  When his first meeting with humans results in the death of his father, Bakinqa swears to find and kill the boy responsible.  Ten years later Bakinqa has prepared his plans for revenge.  He begins experimentation on human werewolves, turning them into slaves and using them to work his way into human society searching for the boy that killed his father, now a man.  When local hunters begin to disappear the mayor takes notice and hires the PCs to investigate.

The PCs search will take them into the dreaded Dark Wood where they battle werewolves and hybrid devil spawn in search of the manipulative devil Bakinqa.

Also included in “Devil of Dark Wood”:

  • All maps by 3x ENnie Award winning cartographer Todd Gamble
  • New location: The Thirsty Serpent Tavern complete with tavern floorplan map and illustration.
  • New NPC: Fin Starling, retired adventurer and owner of the Thirsty Serpent Tavern.
  • New location: Hunter’s Cabin in Dark Wood
  • Three new herbal medicinal cures: Healing Salve, Disease Curing Tea, and Resuscitation Powder
  • Bonus maps: Rybalkan Peninsula, village of Rybalka, and Hunter’s Cabin
  • Numerous options provided to power up or down the final encounter
  • New Magical Item: Fetish Dolls
  • New Magical Item: Tome of Lycantrope Control
  • Optional open ending to allow GMs to continue the adventure!

 

A3: Champion’s Rest

by Jonathan Nelson
Cartography and illustrations by Todd Gamble
Interior art by Tim Tyler

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of Levels 2-3.

Adventureaweek.com PDFs are fully supported by Hero Lab files (included in download), minimum requirement: Pathfinder core system.

The Loi’Tok burial mound of the Vikmordere was abandoned long ago. The party is hired by the mayor of the local town to locate some soldiers who went missing after entering Loi’Tok.  Strangely enough no sign of the soldiers can be found within the burial site aside from a few scattered weapons and pools of blood.  Before the party has time to investigate, Vikmordere barbarians show up searching for a group of their own missing kinsmen.

Will the two groups blame each other or join forces to solve the mystery surrounding the recent disappearances?

Also included in “Champion’s Rest”:

  • Maps by 3x ENnie Award winning Cartographer Todd Gamble
  • Maps included: Rybalkan Peninsula, Hunter’s Cabin in Dark Wood, and Loi’Tok Burial Mound including additional artist sketches of the interior rooms.
  • New NPC: Cual Beartooth the hunter of Dark Wood and only human resident able to survive in the devil infested forest
  • New Puzzle: Sarcophagi Puzzle where PCs must match birthstones to the proper sarcophigus or face the wrath of the dead
  • New Puzzle: Altar Puzzle where PCs must discern a specific pattern to proceed or find themselves in a very sticky situation
  • New Magical Item: the mysterious Sacred Necklace
  • New Monster: Poisonous Firefly Swarm
  • New Monster: Shadow Stealth Skeleton
  • New Monster: Kra’Tah

 

A4: Forest for the Trees

by Jonathan Nelson
Cartography and illustrations by Todd Gamble
Interior art by Tim Tyler

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of Levels 2-3.

Adventureaweek.com PDFs are fully supported by Hero Lab files (included in download), minimum requirement: Pathfinder core system and Bestiary 1.

The loggers of the West Wood have been logging these lands for over five years without a problem. Now, an eerie entity demands that they cease their logging activities and evacuate the forest immediately. If they refuse, they will die.

When the PCs arrive to help they find that things are not so black and white. The decisions which they make will have permanent and lasting implications for the entire region.

Will the PCs choose to save the forest and lose the support of the village, or destroy a sacred elder tree in order to win the hearts of the loggers and their families?

Also included in “Forest for the Trees”:

  • New location: West Wood
  • New Spell: Shenanigans
  • Featured Artist Sketchbook Illustration: Logging Camp Artifacts and Equipment
  • Maps and Illustrations: Hamadryad sisters, Kobold Cave,
  • Maps by 3x ENnie Award winning Cartographer Todd Gamble
  • Numerous situations which must be dealt with diplomatically and solved using skillful tact.
  • New Monster: Hamadryads
  • A4: Forest for the Trees allows the PCs to make choices which will permanently impact the local village and shape the future of the region.

 

 A5: Winterflower

by Jonathan Nelson
Cartography and illustrations by Todd Gamble
Interior art by Tim Tyler

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of Levels 4-5.

Adventureaweek.com PDFs are fully supported by Hero Lab files (included in download), minimum requirement: Pathfinder core system.

The annual Winterflower Festival & Dance is just around the corner! What originally started as a festival to honor the rare Winterflower has grown into an annual gathering for families, soldiers, and hunters to eat, drink, and dance the night away.

The festival is named after the rarest flower in the world. It thrives in a cold mountainous region and has a reputation for growing on sheer mountain peaks and cliffs. It is the only flower known to grow through layers of snow in order to reach the sunlight. When carefully transplanted near the village the Winterflower is considered a blessing which protects the village from harm.

It is customary for the men of the village to ask the women to the dance by presenting them with rare, difficult to obtain gifts. A woman will usually select from the men based on the rarity of the gift with which she was presented.

This year, a beautiful maiden by the name of Gwendolyn has come of age and many men vie for her attention. Three such men are Nicoli Vrodle, Alem Dulgra, and Vladimir Pelchonal- all of which are willing to go to great lengths to attend the Winterflower Festival & Dance with the maiden Gwendolyn on their arm.

Each of the three men hire the PCs to retrieve the rarest gifts in the land.

The catch? The Winterflower Festival starts in just 5 days so the PCs must hurry!

Also included in “Winterflower”:

  • Maps and Illustrations by 3x ENnie Award winner Todd Gamble
  • Optional story arc transitioning from A4 into A5 depending on the PCs actions in the previous adventure.
  • Three main quests, of which the PCs may choose to take only one or all three if they so wish. Adventure conclusion varies greatly depending on the PCs choices and actions.
  • New Trap: Stone Walk
  • New Puzzle: Entrance to the Dwarf Realm
  • New Map: Old Rybalkan Shipwreck
  • Illustration: Winterflower and the Solitary Giant
  • New Monster: Snow Roc
  • Paizo reviewer ENDZIETGIEST calls the final encounter “one of the coolest environmental showdowns I’ve read in any PFRPG adventure and feels truly unique.”

 

A6: Bear Trouble

by Jonathan Nelson & Stephen Yeardley
Cartography and illustrations by Todd Gamble
Interior art by Tim Tyler

Note: This is a massive adventure and may take some time to load in your browser.

A Pathfinder/3.5 Compatible Adventure of 56 pages, designed with both good and evil adventuring groups in mind; for 4-6 PCs of levels 5-7

Adventureaweek.com PDFs are fully supported by Hero Lab files (included in download), minimum requirement: Pathfinder core system.

It’s said that “Two’s company, three’s a crowd”, but what happens to those who make their living from adventuring if work begins to dry up and their only rivals are doing a better job than they are? Even heroes have to eat, so when their source of income is taken by others, they have to make some tough decisions. But if those around you don’t much care for you any more, what then; surely those tough decisions are easier to make?

From being the stars of the show to last on the bill, the PCs find themselves caught up in skulduggery at every turn and having to decide just who is on their side. Friend becomes foe and those the PCs have counted as rivals may suddenly be their best allies. And in all of this confusion an exiled dwarf challenges their true loyalties; which way will the PCs turn?

Also included in “Bear Trouble”:

  • Maps and Illustrations by 3x ENnie Award winning Cartographer Todd Gamble
  • Two completely different paths! One designed for lawful/good parties, the other for chaotic/evil adventuring groups.
  • New NPC group: The Black Bears
  • Dozens of possible paths and scenarios for PCs to choose from which all result in completely different endings.
  • Maps: The Thirsty Serpent Tavern (at night), Village of Rybalka, Secret Hideout
  • NPC illustrations: Fin Starling, Quorron the Dwarven Blacksmith, Wvolf of the Village Guard, and a member of the Black Bears Mercenary Company.

 

A7: Alchemist’s Errand

by Jonathan Nelson
Cartography and illustrations by Todd Gamble
Interior art by Tim Tyler

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 6-8

Adventureaweek.com PDFs are fully supported by Hero Lab files (included in download), minimum requirement: Pathfinder core system.

Sometimes it is the simplest of tasks which end up taking much more of time and energy than they should. When the party is asked by the local sage to collect some rare flora, it feels like relatively easy money; a journey into the woods they’ve traveled before, a conversation with someone they’ve met before and then on to gather the crop. The characters can hear the Thirsty Serpent tavern calling them after a brisk afternoon’s work.

But the PCs’ plans go awry when it turns out nothing is quite that straighforward. Deals have to be struck, foes defeated, anger and scorn dealt with and then the whole process gone through again. When there is duplicity at every turn and double-crossing is done with relish, the PCs have to keep their wits and weapons equally sharp. Dealing with someone who is prepared to cross the line between humiliation and harm at a moment’s notice is a tough challenge; this quickly becomes about much more than mere mushrooms!

Also included in “Alchemist’s Errand”:

  • Maps by 3x ENnie Award winning Cartographer Todd Gamble
  • New Monster: Tri-Tongued Horror
  • 7 New Traps
  • 1 High Resolution Battlemap
  • 3 Full Screen Cave Maps filled with illustrations
  • New Magical Item: Jaamuuri’s Amulet of Icy Defense

 

 

A8: Search for the Tri-Stone

by Jonathan Nelson
Cartography and illustrations by Todd Gamble
Interior art by Tim Tyler

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 6-9

Adventureaweek.com PDFs are fully supported by Hero Lab files (included in download), minimum requirement: Pathfinder core system.

When you are successful , your reputation will spread farther and more widely than you might imagine. And when that reputation reaches those who believe that “the enemy of my enemy is my firend,” you might just find yourself working with and for some interesting people. So when the village go-between for the mayor of Rybalka and local Vikmordere tribespeople asks the party to recover an item, you can’t be sure exactly who you are going to earn your coin from.

The PCs find themselves having to tread a very thin line to be successful with this job; the Monachy’s agent in Rybalka is very interested in what they are doing, as are other, less friendly tribes; but the PCs don’t know this. In fact, there is much they don’t know and they will only become aware of some of the implications of their actions when potential problems become reality. Of course, if they’d know they were meant to find a ship buried in a cliff face, defeat its entire crew before finding great beauty in physical and material form, take what belongs to a king and then return unnoticed through territory claimed by old enemies and new allies, they would have prepared quite differently, wouldn’t they? Ah, hindsight is a wonderful thing…

Also included in “Search for the Tri-Stone”:

  • Maps by 3x ENnie Award winning Cartographer Todd Gamble
  • New Runic Language introduced through a Runestick which PCs may use on their journey to decode puzzles and find clues in their search for the Tri-Stone
  • High resolution map of the Thingallor Burial Shrine
  • New Monster: Zombie Handmaidens
  • Numerous New Maps and Illustrations!
  • New Magical Items: Sword and Shield of King Rytan
  • New Artifact!
  • Here’s what Paizo reviewer ENDZIETGIEST says about A8: Search for the Tri-Stone: “Just when I thought I knew what to expect at best from adventureaweek.com, they pull this one out of their hats. Let me spell it out for you: This is as of yet by far their best module – from the awesome puzzles (that should stupefy no player, but be fun and come with DM-aids to help stuck players) to the iconic dungeon and sense of ancientness, I can find no weakness in the narrative or the module’s overall presentation. In fact, I was positively blown away by how neat and concise the narrative is presented.”

 

 

 

A9: Rogue Wizard

by Jonathan Nelson
Cartography and illustrations by Todd Gamble
Interior art by Tim Tyler

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 9-12

Adventureaweek.com PDFs are fully supported by Hero Lab files (included in download), minimum requirement: Pathfinder core system.

The party have a straightforward charge; bring in a rogue wizard!

This adventure takes the PCs into a wizard tower crowned by a strange alien life form. A blob of flesh encapsulated in a chitinous shell firmly grips the sides of the tower with long tentacles which also crash through many of the tower’s windows. Every room of the tower presents a different challenge for the PCs who must fight and think their way through many dangerous and odd situations.

After a multitude of obstacles the PCs must confront a series of guardians the likes of which they have never before seen; and all of this before they come face to face with the infamous “Rogue Wizard”.

Also included in “Rogue Wizard”:

  • One of the most bizzare adventures you will ever run
  • Maps by 3x ENnie Award winning Cartographer Todd Gamble
  • Illustrations by renowned graphic novel artist Tim Tyler
  • High Resolution Maps of all Tower Levels and interior
  • New Monster: Undead Ogre Guards
  • New Monster: Grizzly Bear Rug
  • New Monster: Sentinel
  • New Monster: NITNAM
  • New Monster: Tormented Flesh Golem (made of halfling corpses and fully illustrated)
  • New Monster: Black Pudding Knight (fully illustrated)
  • New Spells: Taxidermy Swarm (lesser and greater)
  • Over 10 fully illustrated and in-depth puzzles for your players to solve!
  • Multiple New Traps!
  • New Machine: Bone Grinding Machine
  • New Material: Bonedust

 

 

 

A10: Icecrag Monastery

 by Jonathan Nelson
Cartography and illustrations by Todd Gamble
Special Thanks to Stephen Yeardley and Nathan Land
Interior art by Tim Tyler

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 5-7

Adventureaweek.com PDFs are fully supported by Hero Lab files (included in download), minimum requirement: Pathfinder core system.

Icecrag Monastery is located atop a towering mountain peak and has long been a haven for those that choose a peaceful and meditative way of life. After receiving a dire plea for help from the Icecrag monks the PCs make the long and dangerous journey to the isolated monastery.

Upon arrival they discover a once stable relationship between neighbors has been shattered, though the catalyst is not readily known. Strangely enough an orc shaman, a lesson in herbalism from the old monks, and an old legend may help the PCs resolve the conflict and once again bring peace to the region.
Also included in “Icecrag Monastery”:

  • The new “Herbalism” Feat introduced in the Apothecary of Icecrag Monastery
  • A new magical plant form to go with the new feat
  • Two new magical items; one used for good, the other: evil
  • An exciting location to use in future games complete with maps by three time ENnie Award winning cartographer Todd Gamble
  • Different ways to complete the primary quest
  • HERO LAB files for everything contained within the adventure

 

 

A11: Wild Thing

by Jonathan Nelson
Cartography and Illustrations by Todd Gamble
Cover and Interior Art by Tim Tyler
Special Thanks to Stephen Yeardley

A Pathfinder/3.5 Compatible Adventure for 4 PCs of levels 5-7

Adventureaweek.com PDFs are fully supported by Hero Lab files (included in download), minimum requirement: Pathfinder core system.

The PCs are hired by the Black Gold Consortium to track down passengers of the Wasp, a ship which has wrecked somewhere in the Vast Swamp. One passenger in particular interests the consortium more than any other: a woman named Sandalia. Sandalia is known by every citizen of Cherrian’s Rest as the most beautiful woman in the city, she was recently hired to train as a diplomat for the powerful Black Gold Consortium. Now Sandalia has gone missing and the consortium wants her back.

What starts out as a simple rescue mission suddenly takes a turn for the worst when a love struck wild thing leads the PCs on an all out chase through the swamp. The would-be rescuers travel through haunted bogs and fields of fire to a final confrontation which may just be the oddest conclusion anyone has ever experienced.
Also included in “Wild Thing”:

  • Choice of 3 vessels with special swamp navigation rules
  • New swamp bugs and diseases
  • Environmental/Meteorlogical/Bestial Randomization chart for swamp travel
  • 1 new Monster: the Bog Troll!
  • 2 new Magical Items!
  • 7 new Traps!
  • A new city: Cherrian’s Rest and the powerful Black Gold Consortium which runs the region with financial influence
  • Multiple ways to complete the primary quest
  • HERO LAB files for everything contained within the adventure

 

 

 

A12: When the Ship Goes Down

by Stephen Yeardley
Cover Art & Cartography by Todd Gamble
Interior Illustrations by Todd Gamble, Joe Calkins, and Andrew Shepard
Special Thanks to Jonathan Nelson, Todd Gamble, Will Myers, Joshua Gullion, Joe Calkins, and Andrew Shepard

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 8-11

The PCs are asked by a friend, Captain Erfaran Honamatros, to find out what has caused the death of one of her fellow captains. After weeks of storms and bad weather, ships from Mohkba haven’t been arriving, but a body has floated in. Captain Honamatros is so concerned that she offers her ship, her crew and even to pay for the journey if the PCs come along, as well as everything they find unless it is a keepsake. The captains that sail the Serpent Lake are experienced women and men and the loss of a ship and its complement is a rare event outside of war.

What starts out as a journey to discover what sank a ship quickly becomes more involved. Former companion creatures of a giant appear, telling of a floating island causing chaos, and when the PCs find this island, they discover it holds new occupants who have no wish to leave and a weather machine that has been damaged and is malfunctioning!  The task is now to decommission the machine and make the sailing route safe once again. But where do you start when a violent storm is raging around the island and the giant’s former home is now upside down?

Also included in “When the Ship Goes Down”:

  • Choice of crowd control rules to deal with a riot
  • A minor artefact weather machine and its extreme weather table
  • 1 new Monster: the Elektrohydra
  • New Monster variation: the Lightning Mephit (3.5E), Snow Roc and Incorporeal Giant
  • 4 new Magical Items, inclusding a Weather Machine in need of repair!
  • 3 new Traps!
  • Suggestions to adjust the encounters for parties of different levels and hooks to continue the adventure

 

 

RISE OF THE DROW: Part 1

A13: Descent into the Underworld

by Stephen Yeardley & Jonathan Nelson
Cover Art by James J Krause & Todd Gamble
Cartography by Todd Gamble
Interior Illustrations by James J Krause, Tim Tyler,
Malcolm McClinton, Ryan Sumo, Joe J. Calkins, Silvano
Special Thanks to Will Myers, Nathan Land, and Cory Vickruck

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 6-8

The drow city of Holoth is a wealthy metropolis of power-hungry drow families, with various houses constantly vying for position and prestige at the expense of each other.  House Gullion, one of the more sinister houses, seals a pact with a mysterious race called the Vidre, an agreement which causes a shift Gullion’s way and throws the entire Underworld into utter chaos.  Matron Maelora of House Gullion is as devious as they come and has far greater dreams than simple regional conquest; visions from the Spider Goddess give her insight into the expansion of her house and dominance over both the Under and Overworld.

When the dwarven trade city of Embla is placed in a tight position, being between the Overworld and the drow city of Holoth, it calls upon the Overworlders for help.  Most of Embla’s dwarven warriors have been enslaved or killed, and Emlba’s citizens have little hope of holding back the hordes of drow from Holoth.

The PCs are called upon to help the dwarves of Embla.  Their choices will have profound implications on the Underworld, as well as Rybalka and the entire Vikmordere Valley.  When the dust settles, the entire region may be changed forever.

Also included in “Descent into the Underworld”:

  • Map of Krelgar Keep by 3x ENnie Award winner Todd Gamble
  • Map of the Underworld by 3x ENnie Award winner Todd Gamble
  • Illustrations by James J Krause, Tim Tyler, and Silvano of Italy
  • New Trap: Ochre Jelly Dust
  • New Special Ability: Third Eye of Fear
  • New Feat: Fused Weapon Fighting
  • New Items: Drow Kllellek Paper, Drow Quill, Drow Ink
  • New Magical Item: Coin of Singing
  • New Spell: Iceflame
  • New Monster: Skildpadder
  • New Monster: Underworld Giant Skeleton
  • New Class: Titanic Beastmaster

 

 

RISE OF THE DROW: Part 2

A14: Scourge of Embla

by Stephen Yeardley & Jonathan Nelson
Cover Art by Tim Tyler
Cartography by Todd Gamble
Interior Illustrations by James J Krause, Tim Tyler, and Andrew Shepard
Special Thanks to Will Myers

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 8-11

After battling their way to the dwarven trade center of Embla, the PCs find a city under siege, as business dries up and the population show increasing signs of fear towards the drow city of Holoth and its power-hungry head family, House Gullion. So confident, so audacious has Matron Maelora of House Gullion become, that she starts the plans to expand the influence of her house to both the Under and Overworlds by assaulting Embla, initially in a small way, but with greater plans afoot.

Once the ruling council of Embla has woken up to its predicament and gained the PCs as allies, it takes full advantage of the Overworlders help. With most of Embla’s dwarven warriors having been enslaved or killed, the party represents an unexpected addition to the city’s arsenal; advice, guidance and equipment are offered, and the party can either attempt to enter the city of Holoth with a force of Rybalkan soldiers or go along with a reliable and revitalized guide into the lesser-used passages of the Underworld.

But neither path is the easy route; each has its perils and predicaments. Allies may be gained or friends lost, and approaching Holoth will tax the party. Because on accepting the calls to help the dwarves of Embla, the PCs find their choices will have profound implications on the Underworld, as well as Rybalka and the entire Vikmordere Valley. When the dust settles, the entire region may be changed forever.

Also included in “Scourge of Embla”:

  • Maps by 3x ENnie award winner Todd Gamble include
  • *City of Embla
  • *Back Road to the City of Holoth and the entrance to the Fungi Forest
  • *Map of the Underworld
  • The dwarven city of Embla fleshed out in great detail and usable for future games
  • Three different plot paths to guide the GM through the rest of the trilogy
  • New Feat: Colorless Mercantile
  • New Monsters: Albino Bronze Dragon, Petrous,  Purple Worm Hatchling, The Ottaakiinni, The Fungiant, Vvor, Mushroom Golem
  • New Item: Giant Green-spored Parasol mushroom poison
  • New Spells: Ironfiber, Fiber Shape
  • New Item  Fungi Forest Kombucha
  • Amazing multi-layered Mushroom Harvesting Mini-Game by Stephen Yeardley with 6 pages of detailed rules on how to run this game for your players!
  • …and more!

 

 

RISE OF THE DROW: Part 3

A15: Usurper of Souls

by Stephen Yeardley and Jonathan Nelson
Special Guest Authors: Joshua Gullion, Will Myers, Nathan Land, and Cory Vickruck
Cartography by Todd Gamble
Cover art by James J Krause
A gargantuan special thank you to the entire Adventureaweek team for their hard work and support.

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 11-15

The drow city of Holoth is a wealthy metropolis of power-hungry drow families, with various houses constantly vying for position and prestige at the expense of each other.  House Gullion, one of the more sinister houses, seals a pact with a mysterious race called the Vidre, an agreement which causes a shift Gullion’s way and throws the entire Underworld into utter chaos.  Matron Maelora of House Gullion is as devious as they come and has far greater dreams than simple regional conquest; visions from the Spider Goddess give her insight into the expansion of her house and dominance over both the Under and Overworld.  Numerous bold moves plant House Gullion in a position of power over the entire region.  Now the PCs must make their move and stop the evil Matron Maelora in her play for power, but how will they go about it?  How will they ensure their victory?

Also included in “Usurper of Souls”:

  • Maps by 3x ENnie award winning cartographer Todd Gamble
  • Three main paths for the PCs to explore with downloadable PDFs detailing the layout of each
  • Numerous locations within the drow city of Holoth for use in this adventure as well as your campaign setting
  • The gargantuan “Temple of the Spider Goddess” numbering close to 20 locations, and including a special map by Todd Gamble
  • House Gullion’s home, “Tolgorith Tower” which spans across 6 maps and includes over 30 different locations for your PCs to explore
  • An adventure which is well over 250 pages long with additional supplemental histories on each member of House Gullion
  • Multiple ways for the PCs to end the adventure, each with it’s own experience rewards and regional influence
  • New Monsters
  • New Traps
  • New Magical Items
  • New Artifact
  • The Demi-Plane of Venom
  • The conclusion of a trilogy spanning 3 adventure modules and almost 500 pages

 

 

 

A16: Midwinter’s Chill

Saatman’s Empire

Adventure Path part 1 of 4

A16new-cover

by Michael McCarthy

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of level 10

A snowstorm ravages the Klavek Kingdom, betraying the forces of nature and blanketing the land in snow and ice, leaving the skeletons of towns in it’s wake. The PCs delve into the snow, only to find omens of worse things to come – a powerful white dragon is manipulating events to bring her frozen fortress into the middle of the kingdom – can the PCs stop her and her minions before she arrives to dominate the kingdom?

Also included in “Midwinter’s Chill”:

  • A dragon egg, as well as detailed rules for how to care for, hatch, and train the dragon within!
  • A new monster, the Murashyk, a guilt-ridden undead sure to lead the PCs to their doom.
  • Three new magic items! Teleportation spires, and two types of dragon-slaying medallions for your PCs to prepare for the challenges ahead!
  • A new spell, splice location, which allows you to shift entire buildings or even cities from one place to another!
  • A new deity, Arnut, the goddess of winter and the north wind!
  • Maps and Illustrations by 3x ENnie Award winning Cartographer Todd Gamble

 

 

 

A17: Haunting at Rybalka Lodge

by Jonathan Nelson, Stephen Yeardley & Will Myers

A 3.5/Pathfinder compatible adventure for 4-6 PCs of Levels 7-9

With royalty coming to town, the reopening of the new Rybalka Lodge couldn’t be timelier.  Although the place is warm and inviting during the day, it becomes a different place at night.  Locals refuse to approach Rybalka Lodge and the owner is fire-fighting rumors of it being haunted.

The original lodge burned down just one year ago, possibly by Vikmordere arsonists, and killed the visiting Ambassador Valdritch with his entire retinue.  Now with the imminent arrival of a Klavekian Prince on the anniversary of the tragedy has stirred up both memories of the fire and the spirits of those consumed in the flames.

Can the party get to the bottom of what is going on before the prince sets foot in town? Will the spirits of those who suffered from the arsonists attack get their revenge? Will the Vikmordere try to instigate another assassination attempt? And who is the mysterious woman occasionally seen in the shadows around the new lodge?

An adventure for 4-6 keen-witted PCs of levels 7-9 who aren’t afraid of the dark!

Also included in “Haunting at Rybalka Lodge”:

  • The Incorporeal Inquisitor, a new class for your players!
  • Loads of New Magic Items: Capture Crystals, Release Crystal Orbs, Circlet of Destinations, Ring of Light Effects, Illusory Glass
  • New Location: Rybalka Lodge
  • Todd Gamble’s Maps of Awesomseness

 

 

 

A18: Storm’s Wake

Saatman’s Empire

Adventure Path part 2 of 4

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by Michael McCarthy

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of level 12

For centuries, the dragon Storm has ‘peacefully’ lived off the eastern coast of the Klavek Kingdom, sinking or collecting any ship that ventured into her territory and eating sailors and sea-creatures alike. Now, however, she has moved inland and invited a host of problems, devastating trade and nearly blasting the city of Cherr’s Landing from the map. The PCs have to save the city, and re-open trade along the Klavek Kingdom’s eastern coast, or the mysterious forces gathering in the background will only gain more of an upper hand!

Also included in “Storm’s Wake”:

  • A new template for Titanic creatures, larger and more powerful than any of their kind
  • A new type of dragon, the Swampscale, whose dragon eggs can be captured in this adventure and trained
  • Two new magic items, the fleetmaster’s compass, and the spade of excavation
  • A new deity, Perenna, the god of spring and vanity
  • Maps and Illustrations by 3x ENnie Award winning Cartographer Todd Gamble

 

 

 

 

 

 

A19: Incandium’s Eruption

Saatman’s Empire

Adventure Path part 3 of 4

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by Michael McCarthy

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of level 14

Incandium’s youth was fairly typical, at least for a half-dragon raised amongst dragons, filled with years of endless physical and mental abuse. It was always clear he was different than his clutch-mates, though his mother only claimed it was because he was ‘special’, never explaining what latent power his elemental blood held. And so, after studying magic and drawing on untold power, he slew his mother and claimed control over the volcano he called home, which he has ruled with an iron fist ever since. Now, however, he sees the PCs as a threat to his plans, and he calls them to the field of battle! Even if he is defeated, can the party stop his machinations to unleash a wave of dragons on Klavek’s western border?

Also included in “Incandium’s Erruption”:

  • A new magic item, the bracer of shields
  • Two new alchemical solutions, azure powder and engraving solution
  • A new spell, redirect teleport
  • A new deity, Hado, the god of summer and judgement
  • Details on Elemental Princes, and the blessings and curses they can bestow on characters
  • Details on the Serpins Sanguis cult, including their origins and goals
  • Maps and Illustrations by 3x ENnie Award winning Cartographer Todd Gamble

 

 

A20: Snow White – Part 1

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An adventurous fairy tale in two parts.

3.5/Pathfinder compatible adventure for 4-6 PCs of Levels 6-8

Written by Stephen Yeardley, Jonathan G. Nelson, and Will Myers
Cartography by Dan Roy, Todd Gamble, and Jonathan G. Nelson

Love is firmly in the northern air of Klavek, as what started as a marriage of political practicality has turned into the real thing. Prince Ruhtin Tolkovar has met the true love of his life, Lumi Valtatytar, daughter of Lord Herttua Valta of Morsain. Lumi is loved by everyone, for her intelligence, kindness and, not least, for her grace and beauty, which are beyond compare.

But the path of true love rarely runs smoothly, and the PCs, initially there to help at the wedding, find themselves involved with assassination attempts, political intrigue, dastardly machinations, insurgents, and even murder! At every turn, someone or something seems determined to stop the PCs from getting Lumi Valtatytar to the church on time. Who is behind all this, and can they be caught? There’s plenty for the party to reflect on as they make every effort to ensure the marriage of the year goes ahead, whilst fighting to clear their names at the same time.

Also included in “Snow White – Part 1″ are:

  • Part 1 of a traditional fairy tale brought to life with all the main characters described
  • Map of a full-scale castle
  • A new multi-stage poison, “Assassin Vine Cocktail”
  • A new magic item, the “Orb of Misleading”
  • AaW rules for running a chase at speed through a forest
  • Multiple paths to reach each stage of the story

 

 

A21: Snow White – Part 2

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Inspired by the old Hessian folk tale with ideas from the fairy tale by the Brothers Grimm

Part Two of an adventure for 4-6 characters of levels 6-8

by Stephen Yeardley, Jonathan Nelson, & Will Myers

Haunted Forest & Forest Maze cartography by Jonathan G. Nelson
Hillside Cabin cartography by Todd Gamble

In Snow White part 2 the party is responsible for tracking down Lumi and returning her to Castle Morsain. Their quest won’t be easy as they must first enter the dreaded Haunted Forest and deal with the seven short folk responsible for Lumi’s abduction.

 

During their journey the PCs must evade a bottomless pit ravenously following them through the woods, explore the fabled feyglade, and escape a forest maze and her minotaur guardian. Then the party will come face-to-face with the short folk and a wizened crone, before returning to Morsain and finding themselves under attack as someone tries to prevent them from getting back to the castle. A special PC may even have to deal with Lumi falling in love with him or her!  Fantastical locations are only fitting for an epic fairy tale of this magnitude, and this adventure is filled with them. In this book you will get loads of fantastic locations, an Alchemist’s Journal detailing flora and fauna in the Haunted Forest, new spells, monsters, and magic items, as well as beautiful maps by Todd Gamble and Jonathan G. Nelson.

So what are you waiting for? Tuck in to Snow White parts 1 and 2, an adventure spanning 2 modules and clocking in at well over 250 pages!

Also included in “Snow White – Part 2″ are:

  • Part 2 of a traditional fairy tale adventure
  • New creatures, including the Twisted Treant, Bottomless Pit and Gravewrap
  • Fairy tale-themed traps, such as the Wrapping Rocking Chair
  • New magic items, including the Bed of Alertness and Amulet of Sleep
  • Multiple possible endings to the tale, depending on the players’ actions throughout the adventure
  • An alternative method for falling in love – the heart rules the head!
  • And of course, all those essential fairy tale elements; a beautiful heroine, a prince, a queen, a magic mirror, and a hidden cabin in a haunted forest

 

A22: Saatman’s Throne

Saatman’s Empire

Adventure Path part 4

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Nearly two thousand years ago, in the land which now holds the Klavek Kingdom, a different power ruled the land. The Saatman Empire was a land unlike any seen before or since: it was a place where dragons ruled as gods, each in their own kingdom keeping lesser races as cattle. And above all of these god kings stood and watched the Saatman, an emperor among god-kings.

Eventually, the humans rose up, and great heroes struck down Saatman, bringing the empire to the ruins it was today, and scattering their servants.

But not destroying them.

Now, a cult still dedicated to the dragon-god-emperor has returned the ancient dragon to life. In revenge of his own empire, he has declared war on the Klavek Kingdom – and commanded the death of all humankind. Can the party stop the genocide, and turn his own allies against him?

Also included in “Saatman’s Throne”:

  • A detailed system for reputation and infamy amid a city warring houses – all of which lay claim to dozens of mad wizards!
  • The city of Gustavin, where dragons are gods and feuding houses control every coin.
  • The Scrollblade, a powerful weapon that can store any magic it chooses
  • Radiant Elixir, and endless source of magical power, at a steep price
  • A great and terrible spell, Genocide
  • A stitched-together monstrosity, the Serpens
  • Appendix: Gods and Kings detailing hidden secrets in the Klavek Kingdom
  • Maps by ENnie award winning cartographer, Todd Gamble

 

 

A23: Twin Crossings

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A mercantile endeavor for four to five 4th level PCs.

Embroiled in a struggle between two rival merchant houses, the party races to assemble and escort a valuable load of cargo to a commerce-starved city.

The loss of the yearly supply ship to a late winter storm places an isolated town in peril. A lone survivor, clinging to a hatch cover and blown hundreds of miles by the tempest, brings the disastrous news. Two premier merchant houses make plans to attempt the overland route. The race is on to get word to the far side of the mountains and assemble a relief caravan to cross back over. The loss of the ship means that any goods that do make it over the hump will yield great profit. The survival of not only of the merchant houses but of the very town itself is dependent on those willing to brave the journey. Monsters, difficult trails, and unscrupulous behavior by the competition stand in the way of success—and profit.

Also included in this adventure:

  • A flexible encounter sequence that allows the PCs to chart their own course over the mountains.
  • Rich roleplaying opportunities and skill challenges that impact the party’s final success.
  • Three new magic items including magical engineering equipment from a hidden cache.
  • A new monster—the Salt Worm—that leaves naught but the desiccated husks of its victims behind.
  • Notes on scaling the encounters for parties of six or more.