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A-SERIES (PDF) [BUNDLE]

$99.00 $49.50

This bundle includes all A-Series releases to date, the ultimate collection to immerse your players in the Aventyr Campaign Setting*.


*More info on Aventyr Campaign Setting available exclusively to subscribers of Adventureaweek.com via links on the website.

 

The following products are included in PDF format within this bundle:

 

A00: Crow’s Rest Island

A simple introductory Pathfinder/3.5 Compatible Adventure for four Level 1 PCs

A00: Crow’s Rest Island is supported by Hero Lab files (included in download), minimum requirement: Pathfinder core system.

VTT maps, tokens, character artwork, and more included in this download!

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.

 

A01: Crypt of the Sun Lord

A Pathfinder compatible adventure for four to six PCs of level 1

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 Aventyr Campaign Setting fleshed out in great detail and accompanied with high…

 

A02: Devil of Dark Wood

A Pathfinder/3.5 compatible adventure for four to six PCs of levels 2-3.

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…

 

A03: Champion’s Rest

A Pathfinder compatible adventure for four to six PCs of Levels 2-3.

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…

 

A04: Forest for the Trees

A Pathfinder compatible adventure for four to six PCs of Levels 2-3.

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 A…

 

A05: Winterflower

A Pathfinder compatible adventure for four to six PCs of Levels 4-5.

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 da…

 

 

A06: Bear Trouble

A Pathfinder compatible adventure of 56 pages, designed with both good and evil adventuring groups in mind; four to six PCs of levels 5-7

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 PC…

 

 

A07: Alchemist’s Errand

A Pathfinder compatible adventure for four to six PCs of levels 6-8

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 don…

 

 

A08: Search for the Tri-Stone

A Pathfinder/3.5 Compatible Adventure for four to six PCs of levels 6-9

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 …

 

 

A09: Rogue Wizard

A Pathfinder compatible adventure for four to six PCs of levels 9-12

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”.

 

 

A10: Icecrag Monastery

A Pathfinder compatible adventure for four to six PCs of levels 5-7

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 …

 

 

A11: Wild Thing

A Pathfinder compatible adventure for four PCs of levels 5-7

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 …

 

 

A12: When the Ship Goes Down

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 casued 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 ap…

 

 

A13: Rise of the Drow–Descent into the Underworld

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.<…

 

 

A14: Rise of the Drow–Scourge of Embla

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 …

 

 

A15: Rise of the Drow–Usurper of Souls

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

==The massive grand finale of the RISE OF THE DROW TRILOGY.This final installment spans over 250 pages!==

A gargantuan special thank you to the entire Adventureaweek team for their hard work and support.

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 G…

 

 

A16: Midwinter’s Chill, Saatman’s Empire (1 of 4)

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! Tel…

 

 

A17: Haunting at Rybalka Lodge

A Pathfinder compatible adventure for four to six 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 wha…

 

 

A18: Storm’s Wake, Saatman’s Empire (2 of 4)

A Pathfinder compatible adventure for four to six 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 typ…

 

 

A19: Incandium’s Eruption, Saatman’s Empire (3 of 4)

A Pathfinder compatible adventure for four to six 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 Klave…

 

 

A20: Snow White part 1

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 MyersCartography 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 the…

 

 

A21: Snow White part 2

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

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…

 

 

A22: Saatman’s Throne, Saatman’s Empire (4 of 4)

A Pathfinder compatible adventure for four to six PCs of level 16

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 Klav…

 

 

A23: Twin Crossings

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 …

 

 

A24: Return to Crypt of the Sun Lord

A Pathfinder compatible adventure for four to six PCs of levels 6-8

The temple bells rang out, their crystal hollow-overtones calling gently to the dispersed worshippers dwelling within the underground sun temple. The Temple of the Sun was itself an enigma, a place dedicated to the sun but hidden far underground, shielded from the mighty rays of the light of life, forced to do so for both secrecy and protection. Internal holy radiance was the heart of the temple, bathing Flaesuros’ children with the light of the holy orb of light, emanations from a Sliver of the Sun, an actual piece of the massive orb of life above; this was the logic behind the temple’s secrecy, her many levels of protection and traps, the reason why priests who fervently revered light now clung to the shadows….

 

 

A25: Flute of the Four Winds

A Pathfinder compatible adventure for four to six PCs of Levels 4-5

The majestic tree of the Four Winds grew in the forest west of the village of Rybalka, revered by the Vikmordere druids of the Snoqua tribe for its power to control the weather and hold balance with nature. When the Klavek Kingdom invaded the area, a powerful druid named Manahzo transferred the essence of the tree into a magi­cal flute to keep its power safe from the threat of the militaristic Empire. Entrusted with the flute by the Snoqua, he and his wife sought to hide the flute from the reach of the invaders. As they fought the Klavek military they found themselves forced into an old cave system in the mountains of the Vikmordere Valley where they faced not only the Klavek soldiers, but ancient primal hor…

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