Crow’s Rest Island

By Jonathan G. Nelson, Joshua Gullion

PDF

Rated 4.67 out of 5 based on 3 customer ratings
(3 customer reviews)

SAVAGE WORLDS!

A SWADE compatible adventure for Novice characters

Shrouded in whispered rumors, Crow’s Rest Island has been avoided for as long as anyone 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 Heroes will find themselves driven as a storm threatens to drive their ship below the waves. Awaiting the stalwart adventurers 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 group not as adversaries to the specters, but rather as their benefactors, A0: Crow’s Rest Island challenges the Heroes with a tribe of foul kobolds, a haunted village, and the forgotten servant of a long-departed ice devil. An excellent introduction to the Aventyr campaign setting, this adventure gives the adventurers their first glimpse into Vikmordere culture. The Crow’s Rest Island adventure 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 Aventyr Campaign Setting
  • Aventyr Campaign Setting is free and located online at: https://adventureaweek.com/campaign-setting/
  • 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!).
  • A Savage Worlds adventure for starting Novice characters.

$6.99

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3 reviews for Crow’s Rest Island

  1. Rated 5 out of 5

    Adam (verified owner)

    Good intro adventure. Beautiful maps and tokens for VTT.

  2. Rated 5 out of 5

    Karl Rodriguez (verified owner)

    looks really cool

  3. Rated 4 out of 5

    Joris B

    I ran this yesterday and as an intro, it was perfectly servicable. It’s an adventure for lvl. 1 so it’s going not going to epic by definition, an that’s okay. There are certainly some tweaks that can be made to improve on the story as written, though.

    My two biggest gripes are that the mystery doesn’t really get explained unless through exposition. It would have been cool to find the hut of the druid with a journal or something to make the investigation and discovery a bit more impactful. And the other point is that the macguffin was right there in the village. Once the party finds the village, everything happens right there. I ended up having them follow the clues to a cave/the lair some distance away for the big finale and have them find the item there instead. The discovery felt more meaningful that way.

    Also, remember that kobolds have sunlight sensitivity and don’t get advantage when fighting outdoors. This makes the larger fight a bit more survivable and my fight in the cave was against less enemies, but now they are in the dark and DO get advantage, so it actually felt scarier than the other ones.

    Again, as a lvl 1. adventure, perfectly servicable, a good length and the price is right too!

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