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

3.80/5 (based on 11 ratings)
Pathfinder Adventure Path #46: Wake of the Watcher (Carrion Crown 4 of 6) (PFRPG)

Add PDF $13.99

Print Edition Out of print

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

PDF:

Fulfilled immediately.

Print Edition:

Out of print

This product is out of print.

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

PZO9046


See Also:

1 to 5 of 11 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

3.80/5 (based on 11 ratings)

Sign in to create or edit a product review.

Near Masterpiece

5/5

A near masterpiece of an adventure, as a standalone. Eldritch horrors, finely crafted theme, story, plot, and ambiance. Challenging foes, and less politically correct narrative than more current PF products. Brilliant adventure, especially for anyone seeking to evoke an H.P. Lovecraft feel into their PF campaigns. Highly recommended.


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

1/5

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

3/5

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

5/5

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

3/5

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.


1 to 5 of 11 << first < prev | 1 | 2 | 3 | next > last >>
201 to 211 of 211 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

I'm curious - what guidelines do you use for which sources you are willing to draw on for material?

It just seems like with so many clerics of Dagon, squeezing in a Demoniac (PrC from Book of the Damned 1) would have been fitting.

RPG Superstar 2011 Top 16

Where can I find more info on Dagon? I'm a long way off from running this, but once I get there, I feel like I'm going to need to know a little more about the faith. For example,

page 22 wrote:
Caleb Voltiaro ... vizier of the Order, currently occupies this room, instructing a cultist in the finer points of Dagon’s worship.

What could that entail?


Erik Freund wrote:
Where can I find more info on Dagon? I'm a long way off from running this, but once I get there, I feel like I'm going to need to know a little more about the faith. For example,
page 22 wrote:
Caleb Voltiaro ... vizier of the Order, currently occupies this room, instructing a cultist in the finer points of Dagon’s worship.
What could that entail?

A lot of careful pronunciation, I should think...

"Nonono -- it's 'eeeee-ahhhh eeeee-ahhhh,' NOT eye-ayyyyyy eye-ayyyyyy!!!"

"Fuh-- fuh-- fuh-thay-ginnn?"

"[exasperated sigh]"

;-)

Cheers, JohnH / Wanda

Paizo Employee Creative Director

martinaj wrote:

I'm curious - what guidelines do you use for which sources you are willing to draw on for material?

It just seems like with so many clerics of Dagon, squeezing in a Demoniac (PrC from Book of the Damned 1) would have been fitting.

The guidelines are basically: Use what you want and what makes sense for the adventure. That said, when we use stuff outside of the core rules, we tend to reprint a lot of the powers and stuff, and in the case of doing a demoniac of Dagon, we would have had to do just that, making that particular character's stat block longer, which would have forced an equal amount of cutting of content elsewhere.

But the main reason we didn't use the demoniac class was that it just didn't fit the flavor of any of the NPCs in the adventure. A demoniac is someone who specifically lets themselves be possessed by a demon, after all, and that's not really in line with the themes of the adventure.

Paizo Employee Creative Director

Erik Freund wrote:
Where can I find more info on Dagon? I'm a long way off from running this, but once I get there, I feel like I'm going to need to know a little more about the faith.

For Pathfinder, the best place to go would be "Lords of Chaos," but there's a little bit more information about his worship in the Inner Sea World Guide.

If you want a LOT of info, you could always pick up issue #349 of Dragon magazine. There's a giant article about Dagon in there. It's for D&D, but it's basically the same Dagon so a lot of that material works fine.

Beyond that, reading Lovecraft stories, particularly "The Shadow Over Innsmouth," is a great place to go to learn more about Dagon.


The bestiary section rules hardcore.
A thousand thankyou's for all the copious Lovecraftian Love......
HUZZAH!!!


Sorry for the necromancy, however...Ijust had to post about this wierd little happenstance.

I *finally* got my copy of this module:

I heard my daughter talking to someone at the door and came out to see. The Truck was driving away and she had a package in her hand. I went "Yay, that's my next Carrion Crown module" She opened it for me and handed me a plastic wrapped insert with Academy of Secrets showing. I was a bit dissappointed until I realized there were two books there. As I shifted Academy to see what the other one was...there was a huge flash of lightning and a loud crack of thunder and it started to pour.

And, yes, Wake of the Watcher was under Academy.

This module is going to be fun.


Not that Paizo exactly needs any help from me, but I decided to try my first actual review of a Paizo product.

*Disclosure: This writer is an unabashed Lovecraft lover and Call of Cthulhu long time player and GM.


I notice there is no map of the town of Thrushmoor in this Module. Does it exist somewhere in another Paizo product?

Thanks


Theo Stern wrote:

I notice there is no map of the town of Thrushmoor in this Module. Does it exist somewhere in another Paizo product?

Thanks

It's in Rule of Fear.


Thank you

201 to 211 of 211 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Adventure Path #46: Wake of the Watcher (Carrion Crown 4 of 6) (PFRPG) All Messageboards

Want to post a reply? Sign in.