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Pathfinder Adventure Path #75: Demon's Heresy (Wrath of the Righteous 3 of 6) (PFRPG)

****½ (based on 5 ratings)
Pathfinder Adventure Path #75: Demon's Heresy (Wrath of the Righteous 3 of 6) (PFRPG)
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Chapter 3: "Demon's Heresy"
by Jim Groves

The Wrath of the Righteous Adventure Path continues with “Demon's Heresy,” by Jim Groves. After reclaiming the city of Drezen and recovering the lost sacred banner known as the Sword of Valor, the heroes have established a significant foothold behind enemy lines. With the demon armies still concentrating their attacks to the south, the heroes must now set off into the heart of the Worldwound to seek out powerful new allies and strike a mortal blow against the Templars of the Ivory Labyrinth—but in doing so, they discover a disturbing truth about the crystalline source of mythic power the demons have been using against the crusaders. Will the heroes survive the terrors of the Worldwound long enough to end the demons’ increasing attacks?

This volume of Pathfinder Adventure Path continues the Wrath of the Righteous Adventure Path and includes:

  • “Demon’s Heresy,” a Pathfinder RPG adventure for 9th-level characters with 3 mythic tiers, by Jim Groves.
  • A study of the Green Faith, an ancient philosophy revolving around nature, by Sean K Reynolds.
  • A look at the unnatural horrors known as worms that walk, by Amanda Hamon.
  • A journey to a crusader outpost inside the Worldwound in the Pathfinder’s Journal, by Robin D. Laws.
  • Four new monsters, by Jim Groves, Amanda Hamon, and James Jacobs.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.

ISBN–13: 978-1-60125-577-8

Note: This product is part of the Pathfinder Adventure Path Subscription.

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Product Reviews (5)

Average product rating:

****½ (based on 5 ratings)

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Character's Backstories Come Alive


Wrath of the Righteous continues to be a fantastic story. Demon’s Heresy isn’t as intense or as high stakes as the two previous chapters in the campaign, but it is still equally engaging and offers big opportunities for story and character development.

Wrath of the Righteous character traits pay off in big ways I never expected. I was playing a PC with the Touched By Divinity trait who was shocked and delighted to learn the news of her heritage. What a wonderful twist that was! Other characters also had interesting revelations about themselves depending on which traits they’d chosen. I was really impressed by the way each PC was given a personal story arc in this chapter that fit in so well to the overall adventure path. It was so enjoyable to play through.

This chapter also introduced Arueshalae, my favorite NPC of the entire campaign. What a strong, complex, loveable character she is! Her heartfelt desire to redeem herself is truly inspirational, and the love she shares with her chosen PC is really sweet.

Once again the artwork through the book is fantastic. There are interesting and challenging villains who are a pleasure to defeat. Lots of unique and pretty magical items, too.

Highly recommended!

a Hexceptional adventure!

***( )( )

Well, we get to the third part of the campaign. The PCs already saved a city and conquered a fortress, they blasted wardstones in the face of thousands of demons and retrieved a long lost artifact.

And now, they are reduced to roaming the worldwound and hoping something interesting would pop up in front of them.

I have now read 5 out of the 6 adventures in the campaign, and I feel like I have a good picture of it's general shape in mind. And I must say that this is the adventure where I feel the story maybe lost it's direction a bit.

The two previous adventures were about starting things off, and they did a really good job of it. By the end of the first adventure the scene was set for a new crusade, with the PCs standing firm in the front lines. By the second adventure the PCs already took an active part in the new war. But now? now nothing much is happening. Even though a war is supposedly raging in the near vicinity, the environment around the PCs does not really seem to react to it. This adventure is really kind of just a tour of the worldwound, more than it really is part of the campaign.
By the end of the adventure, the PCs spent their time walking around and bumping into numerous little encounters without getting anything important accomplished. Eventually they just happen to run into an encounter that is important, but really all the intermediate little stories could have been skipped. In later adventures the PCs will run around doing very important things, but the larger picture is missing. So much story momentum is lost here that I feel the entire campaign is a bit awkward after it.

Maybe it's my personal dislike of sandbox adventures, maybe not, I just feel that the players are going to spend so much time touring and sightseeing in this third part of the AP that by the time the actual story of the campaign kicks back in they might be a bit cold for it.

All in all, the weakest part of the AP, if for no other reason than it's non-significance from a story telling point of view. For those who like a sandbox, though, this one is as good as any Iv'e ever seen.

****( )

Read my full review on Of Dice and Pen.

Demon’s Heresy is a welcome change of pace for the Wrath of the Righteous adventure path. After the urgency of the first two volumes, it allows the PCs to breathe a little (just a little) as they secure their hold on Drezen and the surrounding lands. While they do this, the PCs also have the opportunity to make a powerful new ally and score a major blow against the demon forces. All things considered, Wrath of the Righteous continues to surprise me with just how good it is.

Great book, great adventure


This is a great addition to the adventure which is fantastic. I'm having a problem with the interactive maps in the PDF though, since they won't print with the grids, and stangely this one for once has a map with a hex grid rather than the standard squares. I have to say it does have by far my favorite NPC, I just have to make sure I lay the proper ground work for her introduction.


So, Demon's Heresy! Not going to go incredibly in-depth on this, I'll keep it brief, and hopefully mostly spoiler-free.

Each of the encounters feel suitably epic to a Mythic game, in my opinion, and overall the plot gels together quite nicely. There were a few twists I didn't expect, but that's to be expected. Each of the campaign traits player's guide had a tie-in in this adventure, and two in particular (my personal favorite was one of these, I admit) was freaking awesome. While there is some dungeon slogging (it is a D&D derived game), it doesn't feel nearly as bad as some adventures I've read, and the bosses are pretty impressive in my eyes.

However, what absolutely made the volume for me was the NPCs and items. It's rare that characters can bring me to the verge of tears, but this time one of them managed it. And each of the 'themed' magic items felt perfect to me. I'm impressed and gratified by their inclusion and the writing.

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