Wrath of the Righteous: The Demons Are in the Details

Tuesday, April 7, 2015

Greetings and welcome to the Pathfinder Adventure Card Game: Wrath of the Righteous preview blog. I'm Paul Peterson, and I'll be your host as we delve into the depths of this demonic set. We've got a lot to cover here, and I'm going to reveal everything about this powerhouse set!

(Mike: Everything? No, you're actually not going to do that.)

Um, okay. Then... everything that you'll let me reveal.

(Mike: Okay. But rein it in. I'll be right over here. Watching.)

Okay! Hold on to your souls (at least for now), and let's dig in!

Mythic

From the beginning, I knew that bringing mythic heroes into the game was going to be exciting... and a huge challenge. I set some pretty lofty goals for this. First, the characters had to feel epic. They had to fight demon lords and travel to the Abyss and feel like it was well within their power to do so. Second, it had to be compatible with everything else. I wanted you to be able to bring Lem from Rise of the Runelords along and have him feel right at home.

So we created the mythic path cards.


Mythic up yourself.

At a certain point in the story, you get to pick one of these cards and add it to your character. You can pick any of them, so if you want Harsk to be a Mythic Guardian, you can make that choice (although you must live with the consequences afterwards).

These cards bring your characters up to a level more fitting of the word "mythic." At the start of each scenario, you add mythic charges to your card. These charges give you a bonus to EVERY roll of the dice for the skills associated with that path. You can also spend them to change 1 or more of your dice on a roll to a d20. That's right, a d20! And you can do it as often as you have charges to spend!

However, the players aren't the only ones who get to be mythic. What is the point of being a superhero if you don't have supervillains to face? Monsters get to be mythic as well, and defeating mythic monsters is one of the ways you can replenish your mythic charges.

Demons

As you might expect in an Adventure Path about an invasion from the Abyss, the set also has a few demons.


Those don't look nice.

And when I say "a few," I really mean OH MY GOD, LOOK AT ALL OF THEM! They start off a little slowly in the base set, just to give you time to adjust and put your affairs in order, but by Adventure 6, they're an overwhelming horde of evil, pounding at your doors and demanding entry.

And where there are demons, there are things to help you fight them.


These might help.

In this set, you'll find many tools that specifically target your evil foes, including weapons that bash them and spells that banish them.

Khorramzadeh

Speaking of mythic cards and demons, I'm just going to leave this right here for you to think about, right after I tell you that this is a card in the *Base Set*.


Don't say we didn't warn you.

Cohorts

This adventure path has a strong focus on the NPCs you'll encounter. Some of them grow and change as they share adventures with the players. In addition, many of the characters we were looking at creating showed a deep connection to their companions. We brought all of that together to create a new type of card: the cohort.

Cohorts act much like allies, but most of them start in your hand instead of your deck. A few cohorts have owners and appear on an owner's cards list. For example, Donahan is owned by the cavalier Alain, so at the start of each scenario, Alain gets to add Donahan to his starting hand. (Similarly, summoner Balazar has his eidolon Padrig; in the Character Add-On Deck, hunter Adowyn has her wolf Leryn, and shaman Shardra has her stone spirit Kolo.)

Other cohorts, like Cecilla, are handed out as part of a particular scenario. After the players draw their starting hands, they get to decide who gets those cohorts. Alternatively, the scenario might create a condition under which you would get a cohort, as happens with Vinst. After the scenario, these cohorts are returned to the box until they're called for again. Oh, and if your cohorts get banished? They're gone forever. So don't let them get killed, because if you do, they're not coming back.

Corruption

One of my favorite things about this adventure path is the theme of corruption and redemption that appears time and time again. It was essential that we captured that theme in the card game as well.


Redeem me!

Many boons in this set have the Corrupted trait. Corrupted boons have pretty severe drawbacks. However, you'll have opportunities to use the redemption card to redeem some of them. Once a boon is redeemed, the penalty is gone, and you're free to use the boon in all of its uncorrupted glory.

The Abyss

This set represents the first time that players really get a chance to spend some quality time on a plane other than their own.


Hold the phone. Is that a TRAIT on a location card?

Many of the locations in this set are in the Abyss, and the rules on a plane full of demons are not always the same as they are here. All of those lovely spells and weapons that give you extra dice when you're fighting an outsider don't work when your enemy is no longer considered one.

I hope you've enjoyed this peek at Wrath of the Righteous. In fact, I hope you're very excited (and a little afraid). I know that I am! I can't wait to tell you more about each of the adventure decks, especially Adventure Deck 3, where we'll be releasing...

(Mike: Okay, we're done here.)

WAIT... STOP... LET ME TELL THEM!

(Mike: Please ignore the sound of grinding and manacles.)

Paul Peterson
Adventure Card Game Designer

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Tags: Pathfinder Adventure Card Game
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Mythic!

I love the Abyssal Rift! Not in the sense that I'd ever want to go there on vacation or something, but I love that it is a change to how locations work. Not only does it have a trait, it is never permanently closed!

Grand Lodge

:O

:O

:O

:O

:O


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

"If you fail a check to defeat Khorramzadeh, you die." O_O


Really looking forward to the new adventure. It is going to be awesome.

Sovereign Court

1 person marked this as a favorite.

Wow, so many new parts to the game. Love the Redemption / Corruption feature.

Am I the only one that needed to change my pants after seeing an auto-death failure in THE FREAKING BASE SET? Paizo, you guys are more dangerous than these demons!


5 people marked this as a favorite.

I hear Tanis is considering making Khorramzadeh the villain for every organized play scenario.

Grand Lodge

1 person marked this as a favorite.

If you're familiar with the Adventure Path, it totally makes sense why they'd include Khorramzadeh in the base set.

It's so wickedly evil of them to do so, but I totally get it.

Silver Crusade RPG Superstar 2014 Top 16

These cards look SERIOUSLY amazing! I can't wait to get my copy at PaizoCon and start playing! Oh man.. I've got a lot of new code-writing to do to make all these new cards work in OCTGN as well!


1 person marked this as a favorite.

I'm so excited my heart is racing. I can't wait to play the summoner. And the cohort concept is fantastic. The mythic choices are going to be interesting to read.


Wow, this is set looks intense and awesome. I was debating on picking this one up for a while since I have the first two already, but these previews sold me.


4 people marked this as a favorite.

Worm Demon is there to remind you that the spice must flow.


1 person marked this as a favorite.

<3 <3 <3 <3 <3 <3

Love everything in this post

Just checked and saw Wrath is expected in May, when I thought July.

Life is good.

<3 <3 <3 <3 <3 <3


I stand by what I said previously - Donahan is enough to make me want to play Alain. I want an armoured horse.

Paizo Employee Chief Technical Officer

It may not be completely clear in the blog, but there are more than just 2 mythic path cards.

People familiar with our Mythic Adventures RPG book might expect there to be six.

What? Expect? Oh, yes... expect. Never goes wrong, expecting does, does it? Oh, no. You just go ahead and expect.


The_Napier wrote:
I stand by what I said previously - Donahan is enough to make me want to play Alain. I want an armoured horse.

The punishment for starting with a rad horse in hand should be Favored Card: Armor.


This looks fantastic. Between cohorts, mythic paths, and corruption/redemption, it looks like the designers are really stretching the engine in new ways to create a thematic experience and to create even more of a sense of an ongoing campaign.


2 people marked this as a favorite.

I couldn't say it before, but I can say it now: poor Valendron.

Adventure Card Game Designer

zeroth_hour wrote:
I couldn't say it before, but I can say it now: poor Valendron.

Yeah, he will not like this set very much.


This is so awesome.

I think my favorite new aspect of the game is the Phasing. (Well, it's probably not called phasing, but it reminds of it).

Especially the fact that you become the Outsider in some cases. So clever. Job. Well. Done. Paizo!


Regarding Monkey's Paw and using the second ability to add a d20 to a check. It says if you fail the check; however, you banish the paw. But in order to use the paw, you have to shuffle it into your deck. Do we dig through the deck to find the paw to banish it? Or is it expected to display the paw until you have determined if you succeed the check or not, then either shuffle or banish the paw?


ThreeEyedSloth wrote:

:O

:O

:O

:O

:O

Exactly my reaction to all of this.

Alain appears to be a glorified Amiri. Can't wait to inevitably have someone in my party pick him up.

I was right in assuming Cohort will show up in the Card List section on the character cards.

Is it safe to assume that Biter will be a Cohort for Harsk as well as being an Ally card from the Iconic Heroes minis? Same with Balazar's Padrig?

Also, what happens when we take the WotR characters to a different Base Set? Will we ignore the Cohort section or do we transfer the cohorts over as well?

Very excited for this set, 10x more than with S&S.


bbKabag wrote:
Is it safe to assume that Biter will be a Cohort for Harsk as well as being an Ally card from the Iconic Heroes minis? Same with Balazar's Padrig?

Biter's card has already been revealed, and it is an ally.

bbKabag wrote:
Also, what happens when we take the WotR characters to a different Base Set? Will we ignore the Cohort section or do we transfer the cohorts over as well?

I'm thinking you transfer the Cohort too. After all, it is listed as part of their character card deck list.


Pathfinder Adventure Path Subscriber

Do characters with Cohorts effectively have 16 card decks starting out? Alain's decklist added up to 15, not counting Donahan.

Should the Worm Demon be immune to the Mental trait, since he's got the Undead trait?

I'm loving this preview, and am super excited about WotR. I hope I'll get to play it some at PaizoCon.

Adventure Card Game Designer

4 people marked this as a favorite.
Donny Schuijers wrote:
I think my favorite new aspect of the game is the Phasing. (Well, it's probably not called phasing, but it reminds of it).

It's called Phasing. Also, Donahan has Trample, Leryn has Banding, and Padrig is not affected by summoning sickness.

Adventure Card Game Designer

First World Bard wrote:
Should the Worm Demon be immune to the Mental trait, since he's got the Undead trait?

No, and the reason why is "It's complicated." The Worm Demon is a demon that kills you and then animates your corpse. So it's Undead because clerics can blast your corpse, but it is alive and thus not immune to Mental stuff.


Hawkmoon269 wrote:


Biter's card has already been revealed, and it is an ally.

I meant on WotR' Hark's character card, will he have Biter as a Cohort?

Adventure Card Game Designer

bbKabag wrote:
I meant on WotR' Harsk's character card, will he have Biter as a Cohort?

Biter is not in Wrath, sadly.


Pathfinder Adventure Path Subscriber
Mike Selinker wrote:
It's called Phasing. Also, Donahan has Trample, Leryn has Banding, and Padrig is not affected by summoning sickness.

That last one is called Haste nowadays. That said, given that Padrig is a summoned creature (but a special snowflake one at that), the old terminology seems more appropriate. :)

Adventure Card Game Designer

NyteJKL wrote:
Regarding Monkey's Paw and using the second ability to add a d20 to a check. It says if you fail the check; however, you banish the paw. But in order to use the paw, you have to shuffle it into your deck. Do we dig through the deck to find the paw to banish it? Or is it expected to display the paw until you have determined if you succeed the check or not, then either shuffle or banish the paw?

We are crafting a slightly expanded rule about how you deal with cards that say "Do this! No, wait, do that!" Vic will have details.

Adventure Card Game Designer

8 people marked this as a favorite.
First World Bard wrote:
That last one is called Haste nowadays.

It's adorable that you think I don't know that.


Pathfinder Adventure Path Subscriber

So, how long until the Community Card Creator creates cohort cards?


First World Bard wrote:
Mike Selinker wrote:
It's called Phasing. Also, Donahan has Trample, Leryn has Banding, and Padrig is not affected by summoning sickness.
That last one is called Haste nowadays. That said, given that Padrig is a summoned creature (but a special snowflake one at that), the old terminology seems more appropriate. :)

I am so confused right now.


Pathfinder Adventure Path Subscriber

Hawk: It's a Magic: The Gathering joke. All of the mentioned terms are abilities creatures could have. (And with the exception of Trample, they're somewhat old abilities that have fallen out of common use)


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Mike Selinker wrote:
It's adorable that you think I don't know that.

Point taken.

Because it's late and I'm feeling punchy and no one is around to take my laptop away from me, here's a terrible PACG joke I for some reason came up with today.

Q: Why can't Ezren have an Acid Dart in his starting deck?
A: Because it's not Basic.


1 person marked this as a favorite.

"This location is never permanently closed."

That made me laugh a lot more than it should have.


That villain is properly crazy - I really hope he's like Hirgenzosk or the Sandpoint Devil, rather than being a thing you HAVE to defeat to complete the scenario.

Don't really understand the monkey's paw - even uncorrupted, you're making the check d20 harder, then adding d20. On average that does nothing, AND has potential to make life much harder.


i`m scared *_*


I'm little unsure, I want to buy my first set of Pathfinder ACG and I was going to buy RotR first, then I heard that new adventure is comming and from what I heard, it is expected that it will be somehow more polished than the RotR (I dont like pirate theme, so Im not considering the SS).

The thing is, I like Diablo too, but I'm a little more fancy for the generic fantasy setting that I read is in first set - goblins, bandits, dragons etc..
To me it seems that this set is only about Demons as enemies, is that true? What would You advice me then? I want to play both, solo and with group and Iam little worried that if we fight only demons all the way (and im not sure how will locations look like), we will miss the diversity in enemies and places where we explore (I like kind of moving through woods, dungeons and all different places I think are in the first set).

I have opportunity to get first set with reduced price and all the expansions with it, it will take only like half of the price that I would pay normally. But I already preordered Wrath.. Do you think that it is worth to get more polished game with more mechanics I believe other than more diversity in enemies from first set? (Im not much looking on the price difference, more Im looking for fun aspect and great gameplay/replayability)
edit: nvm the scenario diversity, seems that this will be ok, but the thing about monster type is still here.


Vic Wertz wrote:

It may not be completely clear in the blog, but there are more than just 2 mythic path cards.

People familiar with our Mythic Adventures RPG book might expect there to be six.

I'm not familiar with the RPG at all but I'd assumed there'll be at least six mythic paths because each character in a six-player game will need one (and, like characters, maybe some of them will be in the Character Add-on?).

bbKabag wrote:
Also, what happens when we take the WotR characters to a different Base Set? Will we ignore the Cohort section or do we transfer the cohorts over as well?

I was wondering about that as well. I figure the characters are designed with their cohorts in mind as part of the character, so transferring them over makes sense. Also, the general opinion after the character preview was that the summoner (Balazar) looked pretty weak and his cohort had better make up for that — now it looks increasingly like that's the case. If Padrig gets banished I think Balazar is in a lot of trouble.

Nothing in this preview seems to tell us how much mythic charge characters start each scenario with. I'm guessing it must be one of (a) the back of the mythic path card, (b) the scenario card (the one shown is probably pre-mythic path) or maybe (c) the adventure card.


Mike Selinker wrote:
Biter is not in Wrath, sadly.

Noooooooo!!


MightyJim wrote:
Don't really understand the monkey's paw - even uncorrupted, you're making the check d20 harder, then adding d20. On average that does nothing, AND has potential to make life much harder.

What would you expect? It is a Corrupted Gambling card, after all. You'd have to be desperate to use it!

(See also The Monkey's Paw by W. W. Jacobs, or the Wikipedia summary of the story.)


Nefrubyr wrote:
If Padrig gets banished I think Balazar is in a lot of trouble.

If Donahan gets banished, I'm gonna make sure everyone gets in a lot of trouble


I'm really excited and now I'm looking forward to this one even more!


Zaily wrote:

Do you think that it is worth to get more polished game with more mechanics I believe other than more diversity in enemies from first set? (Im not much looking on the price difference, more Im looking for fun aspect and great gameplay/replayability)

edit: nvm the scenario diversity, seems that this will be ok, but the thing about monster type is still here.

Only one of the design team could tell you for sure, but I think there will be monsters other than demons, but there will be lots of demons. If you look at the Elven Entanglement scenario card in the big post, it mentions animals. And it seems you are fighting plants.

Having said that, I'd also be tempted to get RotR if there was a great price on it.


First World Bard wrote:
Hawk: It's a Magic: The Gathering joke. All of the mentioned terms are abilities creatures could have. (And with the exception of Trample, they're somewhat old abilities that have fallen out of common use)

Ah. Thanks. I went looking through the Paizo PRD and couldn't find any feats or terms matching those words. I wasn't even thinking about something like Magic.


Nefrubyr wrote:
Vic Wertz wrote:

It may not be completely clear in the blog, but there are more than just 2 mythic path cards.

People familiar with our Mythic Adventures RPG book might expect there to be six.

I'm not familiar with the RPG at all but I'd assumed there'll be at least six mythic paths because each character in a six-player game will need one (and, like characters, maybe some of them will be in the Character Add-on?).

There are six mythic paths because that is how many there are in the RPG. It has nothing to do with the six-player limit; that's just how many they decided to make when they came up with the mythic rules. They all fill broad roles that easily complement most character concepts such as a defensive fighter and arcane caster (the two paths shown) as well as an offensive fighter (called a Champion), divine caster (Hierophant), leader/helper (Marshal), and rogue-types (Trickster). There could be more paths (some third party publishers have already made new ones) and there could have been fewer paths just fine if they each had a broader scope since multiple characters can follow the same mythic path.

Personally, I'm hoping that in the card game multiple players can choose the same mythic path as well and share the card for reference. I don't see why you wouldn't be able to based on the cards shown. I mean, what path would dedicated arcane spell casters like the Arcanist and Sorcerer want to pick other than Archmage? I'd hate for them to have to fight over it if they were in the same party.


Pathfinder Adventure Path Subscriber
Hawkmoon269 wrote:
If you look at the Elven Entanglement scenario card in the big post, it mentions animals. And it seems you are fighting plants.

Hawk: if you are curious, I believe the source material for that scenario is this:

Pathfinder Society Scenario #5–05: The Elven Entanglement
Though I've yet to play it, it's got a reputation for being a deadly RPG scenario.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Having read the entire AP and getting ready to run it for some friends here shortly, I cannot wait to see how they adapted it to the card game.

50 THEN 50?!?!???!?!

And if you fail it you die?!?!?!?!!?

Are you kidding me? BRING IT ON!!!!


Mike Selinker wrote:
First World Bard wrote:
That last one is called Haste nowadays.
It's adorable that you think I don't know that.

I don't know that. I stopped playing Magic around 2000 when my wife decided to move in the cellar the 5 cubic square meters (yes that's a loot of cubic square feet) of cards I had.

Summoning Sickness forever.


1 person marked this as a favorite.
MightyJim wrote:

That villain is properly crazy - I really hope he's like Hirgenzosk or the Sandpoint Devil, rather than being a thing you HAVE to defeat to complete the scenario.

Don't really understand the monkey's paw - even uncorrupted, you're making the check d20 harder, then adding d20. On average that does nothing, AND has potential to make life much harder.

The Monkey's Paw is for those desperate situations where you have no chance of succeeding without it. e.g. You need a 8 to close a location and you have a d4. With a blessing you still have only a 1/16 chance of success. But the monkey's paw gives you about a 1/4 chance.

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