By Greg A. Vaughan, James Jacobs, Rob McCreary, F. Wesley Schnieder
Not anyone is going to Illmarsh, a decrepit village haunted by way of stories of ghastly dead night rites and sacrifices to shadows from the ocean. while the heroes examine of an unholy cut price among the cultists of the Whispering method and the drowned gods of this wretched city, they need to trip via a desert long gone incorrect to avoid it. Can the heroes become aware of what foulness festers within the brain of Illmarsh and face up to the whispers of an madness from past the celebrities? A Pathfinder Roleplaying online game event for 9th-level characters, this quantity keeps the Carrion Crown experience course, drawing on issues of vintage horror tales lengthy awaited through gamers. The heroes will examine lands encouraged through the mind-bending horrors of H.P. Lovecraft and face off opposed to terrifying foes drawn from his ever-popular Cthulhu Mythos. This quantity additionally introduces the unbelievable terrors of the Elder Gods to the Pathfinder crusade environment with an elevated Bestiary unleashing a number of maddening Lovecraftian monsters, plus even more together with new fiction within the Pathfinder's magazine!
Read or Download Pathfinder Adventure Path: Carrion Crown Part 4 - Wake of the Watcher PDF
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Extra resources for Pathfinder Adventure Path: Carrion Crown Part 4 - Wake of the Watcher
If the PCs have located and read The Book of Abstruse Geometries from area F20, they can recognize these symbols without making any checks. Creature: During the skum’s last summoning attempt, they also managed to call down a shantak, an elephantine, scaly birdlike creature from the depths of space. When the creature arrived, it immediately gobbled up one of the skum who summoned it. The surviving skum f led, hiding their summoning book in area F20, and headed back into the tunnels beneath Undiomede House in the hope that the creature would leave.
Stores Str 31, Dex 21, Con 23, Int 12, Wis 18, Cha 16 Base Atk +9; CMB +20; CMD 35 Feats Blind-Fight, Combat Reflexes, Improved Iron Will, Iron Will, Power Attack, Vital Strike Skills Intimidate +15, Perception +16, Stealth +13 (+21 in swamps), Survival +13, Swim +18; Racial Modifiers +8 Stealth in swamps Languages Aquan, Common, Giant SQ amphibious Gear greatclub, rocks (10), fishgold armband engraved with eels entwined around humanoid figures (worth 500 gp) This chamber holds only old crates and sacks of food stores, largely disintegrated over the years.
A DC 15 Knowledge (arcana) recognizes the symbols as some sort of summoning runes, and a DC 25 check identifies them as directed toward the Dark Tapestry. If the PCs have located and read The Book of Abstruse Geometries from area F20, they can recognize these symbols without making any checks. Creature: During the skum’s last summoning attempt, they also managed to call down a shantak, an elephantine, scaly birdlike creature from the depths of space. When the creature arrived, it immediately gobbled up one of the skum who summoned it.