Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
Pathfinder Adventure Card Game Pathfinder Roleplaying Game Pathfinder Adventures Pathfinder Campaign Setting Pathfinder Player Companion Pathfinder Accessories Pathfinder Miniatures Pathfinder Fiction Pathfinder® Society™ Pathfinder Roleplaying Game Compatible Products Pathfinder Apparel & Gifts Pathfinder Licensed Products
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends

PaizoCon 2014!

Pathfinder Adventure Path #46: Wake of the Watcher (Carrion Crown 4 of 6) (PFRPG)

****( ) (based on 9 ratings)
Pathfinder Adventure Path #46: Wake of the Watcher (Carrion Crown 4 of 6) (PFRPG)
Show Description For:
Non-Mint

Add Print Edition: $19.99

Add PDF: $13.99

Add Non-Mint: $19.99 $14.99

Facebook Twitter Email

Chapter 4: "Wake of the Watcher"
by Greg A. Vaughan

No one goes to Illmarsh. An ugly town, unfriendly to strangers and squatting amid the nastiest stretch of swamp in Ustalav, Illmarsh seems to breed rumor and madness, and those who speak of it always whisper of strange disappearances, misshapen shadows, and sacrifices to things terrible and forgotten. But when the trail of the death cultists known as the Whispering Way leads to Illmarsh, it’s up to the PCs to learn the secrets of the sickly village. There they’ll find a desperate people, caught in a war between beings from beneath the seas and invaders from the darkest corners of the cosmos. Can the heroes save Illmarsh from its tradition of terror? Or will they be the next victims of the horror from beyond the stars?

    This volume of Pathfinder Adventure Path continues the Carrion Crown Adventure Path and includes:
  • “Wake of the Watcher,” a Pathfinder RPG adventure for 9th-level characters, by Greg A. Vaughan
  • Blasphemous secrets of the foul faiths known collectively as the Old Cults and sanity-shattering gods such as Azathoth, Nyarlathotep, and Cthulhu, by James Jacobs
  • A giant bestiary filled with eight classic monsters inspired by the writing of H. P. Lovecraft and the tales of the Cthulhu Mythos, by James Jacobs and Greg A. Vaughan
  • Laurel Cylphra’s discovery that the dead aren’t the only dangers in Ardis in a new entry into the Pathfinder’s Journal, by F. Wesley Schneider

Each monthly full-color softcover 96-page Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

ISBN–13: 978-1-60125-311-8

Wake of the Watcher is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (561 KB zip/PDF).

Note: This product is part of the Pathfinder Adventure Path Subscription.

Product Availability


Print Edition: Ships in 2 to 6 business days.

PDF: Fulfilled immediately. Will be added to your My Downloads Page immediately upon purchase of PDF.

Non-Mint: Ships in 2 to 6 business days. This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.

PZO9046


See Also:



Product Reviews (9)
1 to 5 of 9 << first < prev | 1 | 2 | next > last >>

Average product rating:

****( ) (based on 9 ratings)

Sign in to create or edit a product review.

Cthulhu Dungeon crawl

***( )( )

Overall an enjoyable adventure but not a strong entry in the CC AP. The adventure starts off strong with investigation and memorable setting and NPCs. However, it then quickly slips into a hackfest as the party must essentially clear out 3 locations (albeit 3 interesting and well-written locations). There are some great encounters, lovecraftian references that help mitigate this but the adventure still feels like a missed opportunity in using the mythos. Additionally, the background is a muddle and needs to be streamlined. For DMs running this as part of CC I suggest you look on providing the party more motivation to be following the Dark Rider (perhaps some more fleshed out clues as to the Raven's Head) as a DM sticking to the written content may find players wondering why they're going to all this trouble.


Very portable

*****

Due to some player vacationing, I subjected my Serpents Skull group to this. Even though they were higher level (12-13) than the book would recommend, they still had a great time. The dungeon at the end is creepy and mind warping enough to slip in anywhere. Obviously I can't speak for the overall story plot line, but if your group enjoys some Cthulhu in its D&D, you will enjoy this book.

Spoiler:
The idol that communes with Dagon is a personal favorite, my players have carried it around for months debating whether to use it or not!


A good try but a grindy finish

***( )( )

Excellent and very creepy first part but once the characters go looking for the source it grinds horribly, and on top of that the writer tries to jam in as many different mythos monsters as they can to the point it feels like you are going down an index of the Necronomicon.

The optional sanity rules could use some work but overall they could add another fun dimension as a one off if you really wanted to stress the 'otherworldiness' of the things encountered... and the last one is all but guaranteed to blow someones mind.

Not bad at all but needs some re-writes.


I love Cthulhu!

*****

When you put James Jacobs and Greg Vaughan together and toss in some Cthulhu Mythos for spice you come out with the most sanity-bending awesome tools any H. P. Lovecraft loving GM can use, nay, MUST have. Now Wake of the Watcher is the fourth installment of the Carrion Crown Adventure Path, but I can’t talk about the adventure's place in the path, how this fits in with the rest, or how it flows with them. I can say that the adventure within these pages is easily the most portable of the adventures in the paths I have observed in a while. All a GM needs to do is place Illmarsh in the path of players on the way to someplace else, take out any direct references to following Whispering Way operatives and, Whammo! Adventure.

Taken alone the adventure is useful for a GM seeking to fit in to his own campaign, whether you run the Adventure Path as a whole or not. Combined with the support articles, you have pure Cthulhu-esque gold. Now what I hoped for, and happy enough to recieve, was a conversion of ALL of my personal favorite Cthulhu monsters. (Color Out of Space!!) But Mr. James Jacobs went and converted all of my old favorite Outer Gods and Old Ones to Pathfinder godhood status. Not only can I use these to terrify my players, but they can’t even touch them because they are treated as gods. Pardon me while I giggle to myself a little bit.

I realize I haven’t spoken of F. Wesley Schneider’s contribution. This is because I haven’t read it (yet). When I have additional funds I will make every effort to purchase the first three contributions to this adventure path and catch up on what I missed.

Gold, Messrs. Jacobs and Vaughan, Wake of the Watcher is pure gold for Lovecraft lovers. This gem scores a full five elder signs from me.


The stars are right and they rule

*****

I like this one the most of the carrion crown Aps so far especially the beastairy and the article for the elder gods, for this stuff alone made it worth it for me. I am not much for using modules/adventure paths for I like home brewd adventures when I DM but I love ideas and tools so that is why I buy them, well that and I love monsters and magic items. The adventure itself is chock full Lovecraftian goodness that oozes out of every pore just like a lot creatures in there would do if they had the chance.


1 to 5 of 9 << first < prev | 1 | 2 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.