Title | : | Pathfinder Adventure Path #46: Wake of the Watcher (Carrion Crown, #4) |
Author | : | |
Rating | : | |
ISBN | : | 1601253117 |
ISBN-10 | : | 9781601253118 |
Language | : | English |
Format Type | : | Paperback |
Number of Pages | : | 92 |
Publication | : | First published June 15, 2011 |
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.
Art by Dave Rapoza
Pathfinder Adventure Path #46: Wake of the Watcher (Carrion Crown, #4) Reviews
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Probably my favourite part of the adventure path so far. Hope it will come together as well as I'm hoping.
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The weakest position so far in the Carrion Crown campaign. The pacing is weird and the plot shackles players to a linear progression events strung along by coincidences and timings which are not even very compelling. The mystery and atmosphere of Illmarsh is quite good initially but it's rather shallow and not really developed. Plus there is a lot of rather disgusting elements which a GM should really discuss with players if they are comfortable with - lot of gore and body horror. Overall, not the best but maybe a good foundation for GM to modify.
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This was a very good adventure if you like Lovecraftian atmosphere. I felt like all the elements to a good Lovecraft mystery were there and I cannot wait to have my group go through the adventure. The attitude of the villagers, the remoteness of Illmarsh, the pact with the skums and the interference of the mi-go all contribute to a memorable adventure. I also enjoyed the article on the Old Cults, it gave me a lot of ideas... A very good adventure and an enjoyable read!
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Good adventure. Don't bother trying to plug in insanity rules for this one book. My gaming group had fun. Like most Adventure Paths, this one is very linear.