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

***½( ) (based on 10 ratings)
Pathfinder Adventure Path #46: Wake of the Watcher (Carrion Crown 4 of 6) (PFRPG)

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Print Edition Out of print

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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

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

Print Edition: This product is out of print.

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Product Reviews (10)
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Average product rating:

***½( ) (based on 10 ratings)

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Wake of the Watcher or Look we can do Lovecraft too!

*( )( )( )( )

By now, it appears the writers have forgotten that they are writing a story about the Whispering Way and just want to toss any old horror setting into a book to just show they can. I’ve seen various groups playing this AP and often they don’t even remember the Whipsering Way any longer and DM’s have to constantly remind them. The Cthulhu aspect is not terribly done and enjoyable if that is the focus of the campaign or one off. But when taken with the return of the theme of the adventure it makes no sense to have it in here other than to just say “We can do Lovecraft in Pathfinder”.

The module is rather enjoyable by itself and does add in a fun creepy factor that people like with the Lovecraft theme but alienates itself completely with the Adventure Path. This departure from over all theme has been reflected in the rating. Take by itself, it’s a five but as a part of the greater whole, it’s a one.

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.

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.

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