Here There Be Demons

Tuesday, May 19, 2015

Welcome to "The Worldwound Incursion", the first adventure of the Wrath of the Righteous Adventure Path for the Pathfinder Adventure Card Game. (I think I just about used up my allotment of capital letters there, but I'll try to soldier on.)

Note: This blog post, including previewed cards, features substantial spoilers of the plot and events in the first installment of the Wrath of the Righteous Adventure Path. Please tread carefully if you plan to play through the Pathfinder RPG version of the story, or if you like to be surprised by turns of event in the Pathfinder Adventure Card Game.

When you get your Wrath box, you'll get the first adventure, along with the shiny new rulebook you can grab from the product page. It includes all the knowledge you'll need to defeat the scenarios in the base set and begin your journey through the Wrath of the Righteous adventure path. Those of you who are interested in Pathfinder Society Adventure Card Guild will also want to grab your copy of the new Pathfinder Society Adventure Card Guild Guide so you can start playing the first scenario of the Season of the Righteous when it's released to stores next Wednesday.

If you're one of the lucky subscribers who has already received your Wrath box, you've hopefully sharpened your skills on the introductory base set scenarios. Once you've done that, you're ready to begin the journey set forth in the Adventure Path. This is where the story truly starts: the Fall of Kenabres.


Have a nice trip!

Remember Khorramzadeh from my previous blog post? He's a demon lord that destroys the city of Kenabres, decapitating the silver dragon Terendelev in the process. You get to use him here by shuffling him into the blessings deck as he rampages through the dying city.

Did you think we would make you encounter him in Adventure 1? We aren't that cruel, but does show up again in [Mike: NOPE!] though. Each time he pops out of the blessings deck, he shakes things up and throws some fire around before popping right back into the deck, only to show up more and more as the deck dwindles away. You better hurry!

Want to know what happens next? The rest of the adventure involves falling into the underground, fighting your way back to the surface, rallying the survivors in the town, assaulting the demons in their base, and finally stealing back the wardstone they shattered to breach the Worldwound in the first place. Fortunately for you, the wardstone still has some juice left.


All we need is some Krazy Glue and some time.

Running Themes

You'll notice a couple of new features as you play through this adventure. The first is the set of cohorts you'll have available. One of the themes in Wrath of the Righteous is the importance of NPCs, both good and bad. You'll see these faces again and again, and you'll come to depend on them.


We get by with a little help from our friends.

There's one other thing to notice about some of these cohorts. Take a closer look at the phrases on them, such as "if you have a role card." This is our tricky way of making them more powerful as the game progresses.

Another thing you'll note are the Scales. When the Storm King slew the silver dragon Terendelev, her dying gift to the characters was her scales. The party can choose one of them as loot at the end of each of these scenarios. However, there's only one of each type, so players must decide who will wield them. I suggest single combat!


Not to scale. BOOM.

Bring on the Demons!

As promised, the demons start ramping up a bit, and a few new ones are introduced here.


All demons chosen based on their good looks and excellent senses of humor.

Faxon is the villain for the fourth scenario, and he's nasty. Everyone has to recharge all of their healing when he pops up, and it costs you cards to play cards against him. Even when you win, you'll have to pay a high price.

Don't get me started on the Demonic Fly. I hate that thing. It's tough to beat, and if you don't, it goes and messes up someone else's plans. And the Wrecker Demon is even tougher, and he takes out your items, and he's ugly, too.

Everyone Loves a Mutt

The mongrels are a group of patchwork mutants living under the city. They also make a strong showing here, both as monsters and allies.


Whose side are you on?!

Their defining characteristic is their random nature. You'll have to pull a card from the box to see how difficult they are to defeat or acquire. I love this variation on the Veteran trait. As you add more powerful cards to the box in later adventures, encountering the mongrels is going to get tougher as well.

One Last Cool Thing

There's a sword you'll find in this set called Radiance.


Well, it isn't glowing blue, so at least there aren't any orcs around.

In the adventure path, Radiance is just a simple sword that you find early on, but as you perform brave deeds, more of its abilities unlock, and it grows along with the characters. You'll see more about how we are doing this in a really cool way in adventure...

Mike: And I think that about does it for this blog! Paul will be released from his dungeon in a month to preview adventure 2, if he can prove he can keep his mouth shut.

Paul Peterson
Adventure Card Game Designer

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Tags: Adventure Card Guild Pathfinder Adventure Card Game
Paizo Employee Chief Technical Officer

FYI, the PDF edition of the rulebook contains a number of changes beyond the printed rulebook. I'll be putting up Wrath FAQs early next week that describe these changes, though *most* of them will be identical to Skull & Shackles rules FAQs issued in the last few months.


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Sounds like this is *not* the AP to specialize in electricity magic :P


Definitely nice that there is no villain to allow Khorramzadeh to be shuffled into a random open location.


Random question: Is poison EVER useful? I've wondered this since the other APs, and it's always seemed to me that any boons with the Poison trait are pure liabilities, due to how common its immunity is.

I'm not surprised that Electric will be less useful this time around though. Perhaps all the elements, which makes Archmage useful and Enora's Eldritch Savant role worth a look...


Sandslice wrote:

Random question: Is poison EVER useful? I've wondered this since the other APs, and it's always seemed to me that any boons with the Poison trait are pure liabilities, due to how common its immunity is.

I'm not surprised that Electric will be less useful this time around though. Perhaps all the elements, which makes Archmage useful and Enora's Eldritch Savant role worth a look...

Currently, the only thing I can think of is Olenjack who has a role that lets him do something extra if he uses the poison trait to defeat a bane. Other than that corner case, it's always been a liability.

I am guessing that there will be some sort of way to change the traits on your spells, or perhaps the electric trait just won't come up very often this time around.


Faxon: Are villain powers limited to once per step/check? If not, how can I become a henchman and eventually work my way up to villain? Perhaps that comes with a role card?

Adventure Card Game Designer

mlvanbie wrote:
Faxon: Are villain powers limited to once per step/check? If not, how can I become a henchman and eventually work my way up to villain? Perhaps that comes with a role card?

See, now I want to put him in the Witch Class Deck.

Sovereign Court

Mechalibur wrote:
Sandslice wrote:

Random question: Is poison EVER useful? I've wondered this since the other APs, and it's always seemed to me that any boons with the Poison trait are pure liabilities, due to how common its immunity is.

I'm not surprised that Electric will be less useful this time around though. Perhaps all the elements, which makes Archmage useful and Enora's Eldritch Savant role worth a look...

Currently, the only thing I can think of is Olenjack who has a role that lets him do something extra if he uses the poison trait to defeat a bane. Other than that corner case, it's always been a liability.

I am guessing that there will be some sort of way to change the traits on your spells, or perhaps the electric trait just won't come up very often this time around.

He starts with an ability that lets him explore again whenever he defeats a monster while using poison.


Interesting, we had "before you act" and "after you act." Now there's "while you act."


Mechalibur wrote:
I am guessing that there will be some sort of way to change the traits on your spells, or perhaps the electric trait just won't come up very often this time around.

One of Enora's roles gives her a power option to change elemental traits. First, cold <-> fire, then also acid, electric, and force. The problem? It's the one most people won't take, because the other role gives Knowledge to barriers (among other nifty things.)

The Archmage mythic path also lets you ignore immunity by burning a charge.


That Wardstone Fragment looks to be quite useful against Khorramzadeh.


Hawkmoon269 wrote:
That Wardstone Fragment looks to be quite useful against Khorramzadeh.

and also if you used Temptation of Big Die beforehand.


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber
Sandslice wrote:

Random question: Is poison EVER useful? I've wondered this since the other APs, and it's always seemed to me that any boons with the Poison trait are pure liabilities, due to how common its immunity is.

I'm not surprised that Electric will be less useful this time around though. Perhaps all the elements, which makes Archmage useful and Enora's Eldritch Savant role worth a look...

I think the point of Poison is to be a drawback, similar to cards in WotR that will no doubt add the Electricity trait to checks. These cards will likely give you an ability or utility slightly more powerful than other cards in the same Adventure Deck, with the drawback that it cannot be used in every situation due to immunities. So, when building your deck you need to decide between more powerful thing that may not be able to be used, or less powerful thing that applies in a wider range of situations.


Pathfinder Adventure, Adventure Path Subscriber

Yeah, that was my take on both poison and mental - a stronger than average ability but with the downside of not always being able to use it.

Scarab Sages

Poison shouldn't be a drawback - it should add to damage, or banish the monster even if you don't "win" (maybe if you come close). Or something - anything.

Mental attacks at least often have unique abilities like evasion. But poison - at least, for characters other than thieves - just sucks. The poison spells in particular are just dead weight. Unless and until they introduce an arcane trickster or investigator or some other type of thief / magic user combo. Hoping that happens some day.


Poison Blast is so powerful however, there's no way I'm not adding it to my Sorcs deck, even for Wrath. I'll be able to use it on *something*. When playing a campaign you get a lot of options, but in OP there aren't a lot of spell options, you take what you can get.

But yeah, probably won't be playing Wu Shen in Wrath.


In general, I think poison usually makes up for the resistances by being more powerful (e.g. Poison Blast, Poison Dagger which use d12's). However, when there's not a big bonus attached, such as with Viper Strike, it looks really bad in comparison.


Viper Strike is easier to recharge than other Divine spells, however (6 instead of 8)

Adventure Card Game Designer

My thoughts on Poison.

Sovereign Court

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Tanis O'Connor wrote:
My thoughts on Poison.

Surprisingly amazing in ways you can't explain?

Pathfinder ACG Developer

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Huh, and here I was thinking something slightly different.


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Both were what I wanted, so I guess I'm happy. :D

Adventure Card Game Designer

Tanis O'Connor wrote:
My thoughts on Poison.
Keith Richmond wrote:
Huh, and here I was thinking something slightly different.

As lead designer, I must perforce overrule you two.

Adventure Card Game Designer

I foresee a sequel to the Best Character Ever blog series.

Pathfinder ACG Developer

1 person marked this as a favorite.

That is a solid type of Poison, Mike. Though I'm a little surprised by the specific vintage.

Alas, I think Tanis's might be the most insidious of all of them, given that it was _still in my head_ hours later.

Adventure Card Game Designer

Every rose has its thorn, Keith.

Pathfinder ACG Developer

But the Worldwound, that scar remains.

Adventure Card Game Lead Editor

Needs more Muppets.

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