A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11).
The citizens of the gnome enclave of Whistledown in distant Varisia are being kidnapped by malevolent creatures that stalk the night. You are sent there by the Pathfinder Society to see if this sudden surge of vile activity is linked to the rumors of a hidden tomb near Whistledown that holds the body of a famed Osirion concubine. Can you save the town of Whistledown from certain doom and find the lost tomb of the ancient concubine?
Terror at Whistledown is part 3 of the Echoes of the Everwar series. Parts 1, 2, and 3 can be played in any order and part 4 must be played last. Look for part 4, Pathfinder Society Scenario #53: The Faithless Dead, in June 2010.
Written by Hank Woon
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
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I have to agree with the rest. The encounters are pretty repetitive, that's too bad. But they're pretty scary encounters, even with a pretty powerful party. There's still room for improvement, but it's a nice step up from the last two scenarios.
It's a shame that there's very little backstory, but I had great fun with the roleplaying aspects. I'm not sure how much of that is actually in the scenario and how much is my GM's zany improvisation, but the groundwork's certainly there.
There's potential for very dangerous combats due to enemy abilities. Our GM made good use of that and really made us sweat, which was great. Even without that, some combats are still pretty tricky, even after the power increase and 6 player party.
In the end though, I have to rate it lower than I did the other two parts. The repetitive combats and disconnected story really dragged this scenario down. It's certainly not a bad scenario, but it could've been so much better.
Sorry to say but this one is a real disappointment. There is no story or background to it, especially nothing to tie it to the overall plot. There isn't really an adventure either as this is just one combat after another with next to no role play. We had a good GM who tried to make it worthwhile and that's the only reason I give this 2 stars.
I liked the repetion, I have ran this twice now months apart and I have to say, I dislike it when the party believes they are not facing a threat(and them being right).
Play this at low tier keep those Pc's on their toes.
I agree with Moreland regarding the repetitive nature of the foes in this scenario. I also agree that while this series has some intriguing background, it isn't presented to the players unless the GM works hard at it. Having run this several times now, I find that this scenario can be the most tactically challenging (at high tier) of all 4 parts of the series. The saving grace of this scenario is the amount of open roleplaying you can do in Whistledown. I typically spend the first 60-90 minutes of this scenario roleplaying the citizens of Whistledown. The cottage offers another great RP opportunity if properly prepared for it.
Terror at Whistledown is part 3 of the Echoes of the Everwar series. Parts 1, 2, and 3 can be played in any order and part 4 must be played last.
Part 4 recommends playing the first three parts first, but does not require it (and language similar to the above was correctly left off its product page). Looks like a decision was made to adjust this. Causing some confusion.