Carrion Crown Adventure Path
From the whispering shadows of haunted Ustalav an ancient evil rises to grip the world in a new age of horror!
Amid the mists of this land of dark superstition and dread secrets stand both those who would defy the return of evil and those who would seek its terrible favor. Can the heroes discern their allies from their enemies in time to save a tortured realm from a tyrant’s return? Pathfinder’s darkest and most frightening campaign ever sets the heroes against the agents of Golarion’s most notorious villain, the Whispering Tyrant, in a terrifying trek across a land of lurking horror and ancient mysteries.
(1 of 6): When cultists seeking to free the imprisoned lich king Tar-Baphon violate the ruined prison of Harrowstone, the long-quiet ghostly inmates rise in undead revolt! Brought together by the death of a common ally, the heroes unite to save the residents of a tormented town and lay the spirits of Harrowstone to rest.
(2 of 6): When the reign of terror of a savagely cunning flesh golem comes to an end, the enlightened folk of Lepidstadt insist that the creature face a lawful trial. While on the trail of the Whispering Way cultists, the heroes find their fates entwined with that of the beast when they are enlisted to guard it against infuriated townsfolk, scholars of the macabre, and the slaves of its mad creator!
(3 of 6): The mysterious murder of Ustalav's lord of werewolves triggers a war in the nation's grim forests that soon spills onto the streets. The forlorn land's desperate people begin a hunt to scour the nation of its deadly shape-shifters. Entreated by the lord of the werewolves to help unite his savage people, the heroes must risk becoming tainted by the curse of lycanthropy as they race to find an outcast lair.
(4 of 6): When the heroes learn of an unholy bargain between the cultists of the Whispering Way and the drowned gods of the wretched town of Illmarsh, they must journey through a wilderness gone wrong to prevent the terrible union. But an eerie eye has fallen upon Illmarsh, and the community's deep lords are the first to fall! Can the heroes discover what foulness festers in the minds of Illmarsh? And will they be able to withstand the whispers of an insanity from beyond the stars?
(5 of 6): A murderer stalks the streets of Caliphas, a slasher who only hunts a particular type of victim: vampires. As the heroes track the cultists of the Whispering Way, they lose their quarry amid the mazelike alleys of Ustalav’s crowded capital city. But from the shadows, a dark patron rises with offers of aid and insights into the cult’s ultimate evil. All he asks in return is that the adventurers put an end to the murderer terrorizing the city’s vampires. This leads the heroes into an underworld of endless night, where they must explore the vampires’ deadly society and indulge its blasphemous traditions if they’re to discover who’s murdering the undead.
(6 of 6): The deadly plot of the Whispering Way cultists comes to its terrifying climax in the shadows of the tower imprisoning the Whispering Tyrant himself! There the cultists plot to conduct a ritual to resurrect the notorious villain, using their collected relics to transform an innocent into a new undead body for the imprisoned lich king. Can the heroes withstand the ageless evil to Gallowspire to finally defeat the Whispering Way? Or will the Whispering Tyrant, one of the greatest villains of known history, be unleashed upon the world once more?