Wake of the Watcher

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Pathfinder Adventure Path #46:
Wake of the Watcher
Wake of the Watcher
Author(s) Greg A. Vaughan et al.
Publisher Paizo Publishing, LLC
Price Print: $19.99
PDF: $19.99
Released June 15, 2011
Type Adventure Path issue
Binding Paperback
Pages 96 pages
ISBN ISBN 978-1-60125-311-8
Rules set PFRPG
Series Pathfinder Adventure Path #46
Carrion Crown 4 of 6
Follows Broken Moon
Precedes Ashes at Dawn
Artwork from Wake of the Watcher

Wake of the Watcher, an adventure by Greg A. Vaughan with supporting material by James Jacobs and fiction by F. Wesley Schneider, is the fourth chapter in the Carrion Crown adventure path and was released on June 15, 2011.

The Stars Are WrongNo 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:


Foreword: "Oh Fhtagn!" by F. Wesley Schneider (4)

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1. "Wake of the Watcher" by Greg A. Vaughan (6)

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2. "Cults of the Dark Tapestry" by James Jacobs (60)

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3. "Relics" (Guilty Blood) by F. Wesley Schneider (68)

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4. "Bestiary" by James Jacobs and Greg A. Vaughan (74)

Adventure synopsis

  • 9th
  • Location(s)
  • Ustalav
  • No one goes to Illmarsh, a decrepit village haunted by tales of ghastly midnight rites and sacrifices to shadows from the sea. When the heroes learn of an unholy bargain between the cultists of the Whispering Way and the drowned gods of this wretched town, they must journey through a wilderness gone wrong to prevent it. But an eerie evil has also set its eye on Illmarsh, and the community's deep lords are the first to fall. Can the heroes discover what foulness festers in the mind of Illmarsh? And will they be able to withstand the whispers of an insanity from beyond the stars?