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“Crow's Rest Island” is a 3.5 OGL & Pathfinder Compatible Adventure designed for 4
1st level characters. This product makes use of the 3.5 OGL, Pathfinder Roleplaying
Game Core Rulebook, Pathfinder Role-playing Game, and Pathfinder Roleplaying
Game Bestiary. These rules can be found online as part of the 3.5 SRD and Pathfinder
Roleplaying Game Reference Document at www.d20srd.org &
paizo.com/pathfinderRPG/prd/ respectively. This adventure is compliant with the Open
Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or
the 3.5 edition of the world’s oldest fantasy roleplaying game. The OGL can be found
on page 20 of this product.
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Table of Contents A0: Crow’s Rest Island
This adventure was designed as a prelude to the
• Important Locations Adventureaweek.com adventure module A1: Crypt
of the Sun Lord.
• Klavek Kingdom (country)
A0: Crow’s Rest Island, the introduction to the
• Mohkba (capital) Adventureaweek.com Campaign Setting and
A-series adventure path, was created by the entire
• Rybalka (village) Adventureaweek.com team. Without the following
• Serpent Lake individuals this adventure would not be possible:
Todd Gamble, Joshua Gullion, Nathan Land, Will
• Vikmordere Myers, Jonathan Nelson, Tim Tyler, and Stephen
Yeardley.
• Introduction
• Adventure Background
• Adventure Synopsis
• Adventure Hook
• Chapter 1: Impending Storm
• Vikmordere Ship
• Chapter 2: Shelter from the Storm
• Vikmordere Village
• Chapter 3: Dark Omens
• Vikmordere Longhouse
• Conclusion
• New Magic Items
• Spirit Wheel
• The Calumet
Important Locations
Klavek Kingdom (country) Serpent Lake
Sometimes referred to as the Klavek Homeland, A massive glacial lake that meanders through a
the Klavek Kingdom hosts the most powerful valley surrounded on all sides by the Vikmordere
military in the known world. The Klavek Kingdom Valley.
is ruled by King Tokolvor XIII, a tyrannical leader
and military genius.
Vikmordere
Mohkba (capital) The word Vikmordere can mean either the land, or
the people which dwell there. The Vikmordere are
Capital City of the Klavek Kingdom. A fortress- the original inhabitants of the Vikmordere Valley.
like city of towering spires topped with onion- They are a race of nomadic barbarians who
domes. Mohkba is home to the Royal Monarchy (according to the Klavekians) utilize Serpent Lake
and the majority of the Klavek Kingdom’s military and Serpent Tail River to conduct their bloody
when not at war. Mohkbavians are both feared and raids on Klavekian villages in the lowlands.
respected throughout the land.
Rybalka (village)
A Klavekian controlled fishing village, deep with-
in Vikmordere territory and adjacent to a very luc-
rative iron mine. Rybalka was once a Vikmordere
village but was taken by the Klavekians in a
bloody war.
Introduction
The PCs hail from the Klavek Kingdom, the most
powerful country in the world.
The kingdom is paying citizens to pack up and
relocate to the small Klavekian fishing village of
Rybalka. The monarchy has had difficulty
convincing citizens to relocate to Rybalka due to
its location within Vikmordere territory.
The horrific stories of Vikmordere brutality keep
many Klavekians from accepting the relocation
offer. Tales persist of frequent raids on the
Klavekian lowland towns and villages. All
Klavekian children are told frightening bedtime
stories of the Vikmordere. These tales speak of
Vikmordere warriors that arrive at nightfall to
slay the Klavekians and steal their belongings.
These men are described as “ghostly” and
“demon-like.” They return to their ships with their
loot, only to sail away and disappear back into the
mountains from which they came. Recently the
monarchy has sought out adventurers looking for
fame and riches, both of which are promised to be
found in Vikmordere lands. The Klavek Kingdom
is paying a handsome sum to those brave enough
Crow’s Rest Island. With nearly every sailor on
to make the trek to Rybalka. In the past, the
these waters seeming to know a tale or two about
journey to Rybalka has been plagued by many
a friend of a friend who was forced to the island
tragedies. Thus the Klavekian Military now
by weather, the collection of stories have made
personally escorts potential new citizens and
sure that this small, densely-forested piece of land
adventurers to Rybalka via longboat.
has remained undisturbed for many a year.
Crow’s Rest Island was not always such a place
Using your own Campaign Setting of dread, nor was it always so devoid of life.
If you do not wish to use the Adventureaweek There was, at one time, a settlement of
Campaign Setting you may relocate Crow’s Rest Vikmordere people here, living a peaceful
Island and the village of Rybalka to any region existence attuned with the world around them,
containing sub-arctic forest, surrounded by snow- taking only what they needed from the bounty
covered mountains. that their island provided.
Decades ago, the icy waters of Serpent Lake and
the creatures gliding below its surface claimed a
Impending Storm suitable landing site for the ship. It will take a bit
of a hike to reach the site, but there is just enough
time to do so before the storm hits.
Vikmordere Ship
A captured vessel left over from the initial
battles between the Klavekians and the bar-
barous Vikmordere, the craft you ride upon cuts
the icy waters of Serpent Lake with ease, gliding
north into the frontier. Dark clouds heavy with the
coming storms hang on the horizon, threatening
to impede your voyage. The mood amongst the
crew and captain has been foul for most of the
day as the clouds have loomed closer. More than
once you have heard the mention of Crow’s Rest,
and the disdain in the voices speaking the name
has been evident.
Vikmordere Ship
Top Deck
Vikmordere Ship
Below Deck
Vikmordere Ship
Snow!
Vikmordere Ship
In the Thick of the Storm
Weather 3: The ship begins to take on
even more snow and the wind grows so
Crow’s Rest Island
strong it begins to push the ship off course. The crew scrambles to turn the vessel into the
shores of the island, aiming for a protected
With the storm now upon them the Players outcropping of rock near a small beach. The mood
overhear an argument between the captain and his has gone from foul to downright miserable as the
first mate regarding whether to try and continue entire crew seems to be caught in a nervous
on or take shelter within the shores of the island. energy. Looming ahead is the island, growing
ever larger by the minute…and you would swear
Eventually the captain deems the snow too heavy
that several of the crows circling have now taken
for them to safely continue on, and orders the
perch upon branches to watch as the ship
crew to drop anchor off the shore of the island.
approaches.
“Damn the tales, lads! We have to seek Allow for the group to role-play as much of the
shelter before the weight of the snow sinks landing and debarking as they wish. In the end the
us into Serpent Lake!” captain will be sending them off alone to venture
into the woods to seek shelter. During the
unloading of supplies, the group will have their
initial encounter with one of the spirits haunting
this island.
Chapter 2:
Shelter from the Storm
Following the White Crow
If the PCs choose to follow the crow they will
find themselves led through the woods on
overgrown paths that they very well may have
missed without their unlikely guide. Along their
journey however, they will cross paths with a
small group of kobold warriors.
Landing upon stacks of supplies is a large crow,
whiter than the falling snow. Its caw etches itself Venturing through the undergrowth of these
across your soul, as if it were calling out from the woods, you could almost believe you were
pits of despair themselves. Oddly you notice that entirely alone on this island. The solitude and
although not one sailor is willingly going near the silence of the woods is enveloping. Stepping into
supplies where the crow has landed, none of them a clearing, the tranquility of your surroundings is
seem to actually see the crow. Flying a short shattered by a surprised scream from a small
distance ahead into the woods, the crow lands and reptilian humanoid, who is joined by three
watches, seeming to be waiting to see if you will comrades immediately. They look upon you with
follow. hunger in their eyes as they advance, pulling their
cruelly curved blades.
As with all cowardly things, given enough time deserve their plight (true according to the
the kobolds have become emboldened again, and kobolds)
have begun rooting through the remains of the DC 30 Never once in all the years has a kobold
village. Their salvage attempts have been largely managed to catch or trap a crow, even though this
unsuccessful since a great deal of the useful items area is filled with them. (true)
of this village were taken by previous generations
of kobold invaders. Still, the mystery as to why After you finish dispatching the kobolds the white
the longhouse has managed to survive the crow again returns, this time landing close enough
elements and neglect, and the sheer fact that none to be touched. As you approach the bird shifts into
of them seem to be able to enter it has roused the form and stature of a woman of Vikmordere
their curiosity. descent. Glowing with a soft white essence, with
a form of milky incorporeality the woman is none
This group of kobolds are in fact returning to the the less beautiful to behold.
caves the tribe makes its home within on the
Western side of the island, having failed again to “My people need you, heroes from another land.
gain entrance into the longhouse. Depending upon Please, you must follow me.”
the strengths of your PCs, feel free to lower the Upon her final word she again takes on the form
threat of the kobolds by removing a hp or two of the white crow, and flies ahead, always careful
from each to demonstrate their recent ordeal of to stop just within site. Her eyes speak to the
trying to enter a warded area. desperation of her plight.
Kobolds (4)
3.5 | Pathfinder
Kobolds When lit the pipe will emit smoke in the general
direction of the Spirit Wheel, regardless of wind
3.5 | Pathfinder
direction, making the calumet the best option to
Ice Homunculus find and retrieve the spirit wheel.
3.5 | Pathfinder
Contained within are the necessary statblocks Additionaly, all combat sequences through out the
required to effectively run this adventure, both for adventure are linked to their respective page
the OGL 3.5 system and the Pathfinder system, within the index for your convenience.
distinguished by the colorations of orange and
red, respectively.
Kobold Light Sensitivity (Ex): Kobolds are dazzled in
bright sunlight or within the radius of a daylight
Kobold, 1st-Level Warrior
spell.
Size/Type: Small Humanoid (Reptilian)
Hit Dice: 1d8 (4 hp) Skills: Kobolds have a +2 racial bonus on Craft
Initiative: +1 (trapmaking), Profession (miner), and Search
Speed: 30 ft. (6 squares) checks.
Armor Class: 15 (+1 size, +1 Dex, +1 natural, +2
leather), touch 12, flat-footed 14
Base Attack/Grapple: +1/–4 Ice Homunculus
Attack: Spear +1 melee (1d6–1/x3) or sling +3 This one-armed vaguely humanoid
ranged (1d3) creature is about the size of a cat but looks more
Full Attack: Spear +1 melee (1d6–1/x3) or sling like a toothy, winged devil.
+3 ranged (1d3)
Size/Type Tiny construct
Space/Reach: 5 ft./5 ft.
Hit Dice 2d10 (11 hp)
Special Attacks: —
Initiative +2
Special Qualities: Darkvision 60 ft., light
Speed 30 ft., fly 40 ft. (poor)
sensitivity
Armor Class 14 (+2 Dex, +2 size), touch 14, flat-
Saves: Fort +2, Ref +1, Will –1
footed 12
Abilities: Str 9, Dex 13, Con 10, Int 10, Wis 9,
Base Attack/Grapple +2/+2
Cha 8
Attack 1 claw +4 melee (1d2+1 cold)
Skills: Craft (trapmaking) +2, Hide +6, Listen +2,
Full Attack 1 claw +4 melee (1d2+1 cold)
Move Silently +2, Profession (miner) +2, Search
Space/Reach 2-1/2 ft./0 ft.
+2, Spot +2
Special Attacks –
Feats: Alertness
Special Qualities construct traits, immune to
Environment temperate underground or deep
cold, low-light vision
forest
Saves Fort +0, Ref +4, Will +1
Organization solitary, gang (2–4), nest (5–30
Abilities Str 10, Dex 15, Con —, Int 10, Wis 12,
plus equal number of noncombatants, 1 sergeant
Cha 7
of 3rd level per 20 adults, and 1 leader of 4th–6th
Skills Fly +10, Spot +3, Stealth +12
level), or tribe (31–300 plus 35% noncombatants,
Feats Lightning Reflexes
1 sergeant of 3rd level per 20 adults, 2 lieutenants
Languages Common (cannot speak); telepathic
of 4th level, 1 leader of 6th–8th level, and 5–16
link
dire rats)
Alignment Lawful Evil
Challenge Rating: 1/4
Treasure: NPC gear (leather armor, spear, sling, SPECIAL ABILITIES
other treasure) Telepathic Link (Su) A homunculus cannot
Alignment: Usually lawful evil speak, but the process of creating one links it
Kobolds are short, reptilian humanoids with telepathically with its creator. A homunculus
cowardly and sadistic tendencies. knows what its master knows and can convey to
him or her everything it sees and hears, out to a
A kobold’s scaly skin ranges from dark rusty
distance of 1,500 feet.
brown to a rusty black color. It has glowing red
eyes. Its tail is nonprehensile. Kobolds wear
ragged clothing, favoring red and orange. A
kobold is 2 to 2-1/2 feet tall and weighs 35 to 45
pounds. Kobolds speak Draconic with a voice that
sounds like that of a yapping dog.
Kobold CR 1/4 Cowards and schemers, they never fight
fair if they can help it, instead setting up
This short, reptilian humanoid has scaled
ambushes and double-crosses, holing up in
skin, a snout filled with tiny teeth, and a long tail.
their warrens behind countless crude but
XP 100 ingenious traps, or rolling over the enemy in vast,
Kobold warrior 1 yipping hordes.
LE Small humanoid (reptilian) Kobold coloration varies even among siblings
Init +1; Senses darkvision 60 ft.; Perception +5 from the same egg clutch, ranging through the
DEFENSE colors of the chromatic dragons, with red being
AC 15, touch 12, flat-footed 14 (+2 armor, +1 the most common but white, green, blue, and
Dex, +1 natural, +1 size) black kobolds not unheard of.
hp 5 (1d10)
Fort +2, Ref +1, Will –1
Ice Homunculus CR 1
Weaknesses light sensitivity
This one-armed vaguely humanoid
OFFENSE
creature is about the size of a cat but looks more
Speed 30 ft.
like a toothy, winged devil.
Melee spear +1 (1d6–1)
Ranged sling +3 (1d3-1) XP 400
LE Tiny construct
STATISTICS
Init +2; Senses darkvision 60 ft., low-light
Str 9, Dex 13, Con 10, Int 10,Wis 9, Cha 8
vision; Perception +3
Base Atk +1; CMB –1; CMD 10
Feats Skill Focus (Perception) DEFENSE
Skills Craft (trapmaking) +6, Perception +5, AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
Stealth +5; Racial Modifiers +2 Craft hp 11 (2d10)
(trapmaking), +2 Perception, +2 Profession Fort +0, Ref +4, Will +1
(miner) Defensive Abilities construct traits; Immune
Languages Common, Draconic cold
SQ crafty OFFENSE
ECOLOGY Speed 30 ft., fly 40 ft. (poor)
Treasure NPC gear (leather armor, spear, sling, Melee 1 claw +4 (1d2+1 cold)
other treasure) Space 2-1/2 ft.; Reach 0 ft.
SPECIAL ABILITIES STATISTICS
Crafty (Ex) Craft (trapmaking) and Stealth are Str 10, Dex 15, Con —, Int 10, Wis 12, Cha 7
always class skills for a kobold. Base Atk +2; CMB +2; CMD 11
Feats Lightning Reflexes
Kobolds are creatures of the dark, found most
Skills Fly +10, Perception +3, Stealth +12
commonly in enormous underground warrens or
Languages Common (cannot speak); telepathic
the dark corners of the forest where the sun is
link
unable to reach. Due to their physical similarities,
kobolds loudly proclaim themselves the scions of SPECIAL ABILITIES
dragonkind, destined to rule the earth beneath the Telepathic Link (Su) A homunculus cannot
wings of their great god-cousins, but most speak, but the process of creating one links it
dragons have little use for the obnoxious pests. telepathically with its creator. A homunculus
knows what its master knows and can convey to
While they may speak loudly of divine right and
him or her everything it sees and hears, out to a
manifest destiny, kobolds are keenly aware of
distance of 1,500 feet.
their own weakness.
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