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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Vic Wertz wrote:
First World Bard wrote:
Consus wrote:


Possible additional power: "Banish this card to automatically acquire the Loot Weapon 'Board with a Nail In It'"?
I mean, that's basically what the Goblin Pegleg is; a piece of wood with a (poisoned) nail.
The ultimate goblin goal: to create a board with a nail in it so big to doom goblinkind.

The ultimate troll-dwarf goal: to create the hammer to go with it.


Question:

Reg. The mythic villain above:

When you fail a check then YOU die.

This is not clear in the English version!
The one player who did the check or all players at this location?


Myfly wrote:

Paizo should introduce besides bury and banish: destroy... You could get a much better effect, when you destroy the card (rip it apart) afterwards. Then increase the difficulty level ... And suddenly Paizo will sell more BASE SETS... Unexperienced PACG players then have to buy two or more base sets/adventure packs when they fail the adventure path :-)

€€€€$$$£££¥¥¥¥

In case you successfully completed the adventure path... Then some of the destroy cards are gone. Trying to go thru the same adventure path again the difficulty level will be automatically higher for you (you know what is coming, but some helpful boon cards are missing). Cool mechanism to improve :) not only the replayability..

Chaos Orb anyone?

Pathfinder ACG Developer

Myfly wrote:

Question:

Reg. The mythic villain above:

When you fail a check then YOU die.

This is not clear in the English version!
The one player who did the check or all players at this location?

Whoever fails the check. If you don't roll, you don't die.


Myfly wrote:

Question:

Reg. The mythic villain above:

When you fail a check then YOU die.

This is not clear in the English version!
The one player who did the check or all players at this location?

Let's not go off about y'all, yinz, youse, you people, and Chineses again. The "you" in the card pertains to the person attempting the check to defeat. It's pretty clear to me. If they wanted to kill everyone in the same location it would say "each character at this location dies."

Check this FAQ

Sovereign Court

Myfly wrote:

Question:

Reg. The mythic villain above:

When you fail a check then YOU die.

This is not clear in the English version!
The one player who did the check or all players at this location?

The odds of them making a card that could instantly kill everybody is so indescribably unlikely I'm going to go ahead and say it never is going to happen.

This is an obvious singular "you".


From a german viewpoint, the first "you" COULD be singular and the second plural... Could be... The villain smashes the complete location with a MyTHIC strike...

Come on, he is my mythic, demon and outsider at the same time...
Do such creatures follow any given rules ????


I'm assuming it's "you" the player, and that this will be the end of half the Pathfinder Community...

Paizo Employee Chief Technical Officer

bbKabag wrote:
Myfly wrote:

Question:

Reg. The mythic villain above:

When you fail a check then YOU die.

This is not clear in the English version!
The one player who did the check or all players at this location?

Let's not go off about y'all, yinz, youse, you people, and Chineses again. The "you" in the card pertains to the person attempting the check to defeat. It's pretty clear to me. If they wanted to kill everyone in the same location it would say "each character at this location dies."

Check this FAQ

That FAQ definitively covers the "you" in Khorramzadeh's "before you act" power, but it kind of only tangentially covers the two "yous" in the "if you fail a check" power. A better answer for that is here.

(As it happens, the answer is the same for both—"you" means the person making the check—because the second power explicitly applies only to a person attempting and failing a check against him...)

bbKabag wrote:
It's pretty clear to me. If they wanted to kill everyone in the same location it would say "each character at this location dies."

Yep—exactly like we did in the power immediately below that one. You'd have to stretch pretty hard to assume that both of those powers affect the same people when they're worded that differently...


never using Temptation of Big Die. I think the emphasis must be on 'die'


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You only say that from the comfort of your computer. Wait until you have it face up next to a location and you encounter a boon you really, really want or a bane that is going to be a huge punishment if you don't defeat it, or the final showdown with the villain, then you might use it. Or better yet, imagine your friend encounters a boon you really want. You just might be encouraging him to use that Temptation of Big Die. "After all," you'll tell him, "that particular d20 has been rolling low all night."


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Hawkmoon269 wrote:
You only say that from the comfort of your computer. Wait until you have it face up next to a location and you encounter a boon you really, really want or a bane that is going to be a huge punishment if you don't defeat it, or the final showdown with the villain, then you might use it. Or better yet, imagine your friend encounters a boon you really want. You just might be encouraging him to use that Temptation of Big Die. "After all," you'll tell him, "that particular d20 has been rolling low all night."

Guarantee I roll double-10 rather than a 20 and a 1 though


The only time I could see myself using the card would be if my character is about to die anyway. Hopefully early in the AP. If we're on at least adventure 3, there's no way you'd get me to risk that. A d20 on a check is not enough temptation for it, but I'm probably wrong. Let Wrath prove me wrong.


So, the interesting thing with Temptation of Big Die (Which, in case you haven't seen it and are wondering how we are all talking about it, was in an email Paizo sent out.) is that you get to choose which cards you are going to bury and they can come from your hand, deck or discard pile.

Personally, I'm going to be tempted. These things will be potential factors in that temptation:

1. If I've acquired a lot of cards and felt like I had a decent amount to spare.

2. If I'm not likely to get another turn. i.e. a check to temporarily close a location or to defeat a villain.

3. How good I think the boon I'm trying to acquire is.

4. How bad it would suck to fail to defeat bane I'm attempting to defeat. (We'll call this the Khorramzadeh Principle, but there are lots of other horrible things I can imagine happening when I fail to defeat something.)

5. How likely it is I could be brought back to life. Raise Dead might be available, or other card or character powers can bring me back from the dead.

6. If I'm a character or I have a card that can mitigate the effects. Shield of Gorum Oloch is an example of this. Since it seems I can choose the cards, Oloch could choose armors and weapons and not really have to bury them.

I'm excited to see just how much they can tempt me.

Sovereign Court RPG Superstar 2011 Top 32

There are some interesting strategies there - let's say it's the villain, so the scenario could end with this roll, and you're gotten enough boons that your deck is bigger than 20 cards. The chance of death from the Temptation roll is minimal - remember that since you add the larger die to your check, the bonus you get caps the damage you can take. If you're getting a +19 or 20, you probably win the scenario before you have to redraw your hand and possibly die from it. If you only get a +4 or something, the damage is likely not important.


Aside from Poog, Barrier promos have my favorites. Dance with the Squealy Nord was plain fun, but Goblin Keelhaulin was the card I most wanted to encounter. A not-so-tough check for 5-8 plunder cards all at once? Don't mind if I do! Don't know if Temptation of the Big Die will hit those heights for me, but I'm interested in it just for the "Display next to your deck" section of the text. I've loved the tiny bits of sideboarding you get in RotR and S&S, good or bad. Everyone probably agrees that Emerald Codex and Immortal Dreamstone are the bomb, but we had our first failure against a Coral Golem the other night and that was pretty fun too! I wouldn't mind if Temptation presages more use of spaces on the table outside of your deck/hand/discard pile.

Like Hawk and Ryric have mentioned, I can see this in a lot of 'all or nothing' scenarios. More often in S&S--though usually by our own boon-sleuthing--we hit a situation where we've got to kill a villain and temp close a location on the final turn. Seelah and Amaryllis would not have minded a risky d20 on deck for the couple times where success or failure hinged on their d4 chance of an Intelligence/Knowledge or Craft check.


I also admit that 'barrier that doesn't need actually defeating' will turn out to be a blessed relief whenever it appears


Haha, I was thinking the same thing. I mean we basically have that now with things like Treasure Hunt. Turning it over and going "whew, it wasn't an Undead Cyclops Hands."


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Dave Riley wrote:
Goblin Keelhaulin was the card I most wanted to encounter. A not-so-tough check for 5-8 plunder cards all at once? Don't mind if I do!.

You know it's double-veteran right (or some kind of non-made-up term to mean the same thing.

Plus it's still plunder, so unless you win the scenario, you don't get the cards.


Well I know how to read~

I'm not 100% certain of the numbers, but by AP6 it should be a Con/Fort 17 or a Wis/Survival 20? High, but it takes a looong time to get there. Every party we played had some way to deal with it. Jirelle napped through the Survival checks, Freiya and Lem could recharge a card. Most characters we played had either a d8 in Wisdom or Con, and we were pretty scrupulous about keeping Blessings of Milani, Hrushusha, or Besmara on hand, on top of Potions of Heroism, someone probably trucking around Besmara's Tricorne, and so on. I think we only lost a roll to it once? And hey, you still get the plunder. :3

Even with S&S's increased difficulty we weren't really in the habit of failing scenarios. Besides which, a stack of 10+ plunder cards is a good incentive to take the rest of the session seriously. And taking pictures of gigantic messes of plunder after a scenario was a lot of fun (even if you usually don't get much worth keeping).

http://fastkarate.tumblr.com/post/99133663803/raiders-of-the-fever-sea-comp letion-log-for-cool
http://fastkarate.tumblr.com/post/104493926693/the-free-captains-regatta-an d-other-tales-of
http://fastkarate.tumblr.com/post/111878326453/paralictor-valeria-asperixus -lookin-like-the-best


Khorramzadeh. I guess it's going to be a short campaign. :)

Paizo Employee Chief Technical Officer

Hawkmoon269 wrote:
So, the interesting thing with Temptation of Big Die (Which, in case you haven't seen it and are wondering how we are all talking about it, was in an email Paizo sent out.) ...

You can see Temptation of Big Die here. It's our convention promo for the season (debuting at PaizoCon) and it will be sent to subscribers with the first Wrath shipment, along with our May retailer promo, the goblin ally Chuffy Lickwound.

Sovereign Court RPG Superstar 2011 Top 32

BTW, I really like the pun in the title of Temptation of Big Die. It tempts you with a big die(d20) but it could also make you die (as in death) bigtime.


Question regarding the "Temptation of Big Die." At the end of the scenario, does it return to the box? The card doesn't clearly state this, and I could be tempted to keep it next to my character until I come across something that would make me want to take the plunge.


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There is a sentence in the rules in the section on rebuilding your character deck after the scenario that says "put all other cards back in the box" which covers all the card left in the locations and elsewhere when the game ends. It would cover a haunt still displayed by your character and it covers this too, since you can't keep it in your deck.


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I also note it has the 'temptation' trait, so could maybe be not alone in that. Fits with fiends, right?

Paizo Employee Chief Technical Officer

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Wrath is going to tempt you with many things.

Sovereign Court

That reminds me Vic, when do we get a Deck of Many Things?

Paizo Employee Chief Technical Officer

Since the PACG doesn't use the OGL, you will never be getting a thing by that name....

Sovereign Court

"By that name"

Excellent

Adventure Card Game Designer

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ryric wrote:
BTW, I really like the pun in the title of Temptation of Big Die.

Great, now Liz will be lording that over me all week.


Vic Wertz wrote:
Since the PACG doesn't use the OGL, you will never be getting a thing by that name....

Ok, the Die of Various Outcomes, which has 20 different potential things that could happen, several of which may or may not be inspired by a certain set of cards...


Vic Wertz wrote:
Since the PACG doesn't use the OGL, you will never be getting a thing by that name....

And then the Wrath of the Reality felt upon us all. Beware poor mortals. 'Cause Mighty-Vic used the "N" word. Poor us we really had faith is the fact that there would never be a never in PACG. That the future could hold anything (including a lot of "thoughts"). That after the Mythic, there would be the Epic, then the Ultimate, then the...

But put-put-put we don't have lightspeed.

OK back to reality (sorry it's SpringBreak here in France so we are all a little dizzy): I'm all with Andrew and Sandslice, if it's just a question of naming, I can find one (sure I can find a French translating of the Big Die pun but that may be XXX-rated. Don't blame me, I'm born here :-))


AP : "Never say never"
Name: Thing of many Decks
Type : Loot (Item)
AP level : 3
Traits : Object, Magic, Gambling
Check to Acquire : See below (*)
Powers :
Discard an item to acquire this item.
Display this item and recharge another item from your discard pile to draw a random item from the box and display it. You may play any of your displayed items for one of its power anytime, if you do so return the item to the box. At the end of your turn, recharge one of your displayed item and return all your other displayed items to the box.

(*) Yes it is a loot with a Check to Acquire, who said loots never have a Check to Acquire? Anyway in the "Never say never" Adventure Path, the world never is never used. Except in the "you can never explore out of your exploration step" sentence because it is said as a golden rule that there should never be a rule without at least one exception. Never!

Sovereign Court

That's not powerful enough. It needs to have both the ability to instakill a villain, as well as instantly kill the whole party.


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When you encounter a villain, banish this card to roll a D20 (just cos)

On an even number, you defeat the villain, automatically passing all checks, and any checks before or after you act. This card overrides any immunities the villain may have, and overrides any text saying "if... this card is undefeated."

On an odd number, kill all characters participating in this game. The player who banished this card is also killed.

Sovereign Court

That sounds about right. I'd probably even say on 1-16 everyone dies, and 17-20 the villain dies.

Or even, 17-20, draw a random monster, if it's highest check to defeat is even, the villain dies. If odd, the players die.

What am I doing? We have a card creator now.

TO DRIVE THRU


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This blog post did it for me, I am now subscribed to WotR! I can't wait to die by that Demon!


Vic Wertz wrote:
Wrath is going to tempt you with many things.

This makes me nervous. One of the players in my group will always succumb to temptation. He will always stick his hand in Melfeshnakor's Pit, he'll always do "one more explore" when he's down to two cards in hand and one of them is his explore card, and he will always say "don't worry I got this" when he has no combat in his hand and he's going exploring at the Catabombs of Wrath.

Adventure Card Game Designer

Xexyz wrote:
at the Catabombs of Wrath.

Wow, we missed an opportunity here.

Pathfinder ACG Developer

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Tanis O'Connor wrote:
Xexyz wrote:
at the Catabombs of Wrath.
Wow, we missed an opportunity here.

We at least got the Grapes, right?


Tanis O'Connor wrote:
Xexyz wrote:
at the Catabombs of Wrath.
Wow, we missed an opportunity here.

I, I don't know what happened there...

Adventure Card Game Lead Editor

Catabombs of Wrath is actually from a *different* card game. It's called Exploding Kittens.

Pathfinder ACG Developer

Halls of Wrath from RotR would make a solid WotR location, though :)

Adventure Card Game Designer

Brian Campbell wrote:
Catabombs of Wrath is actually from a *different* card game. It's called Exploding Kittens.

I'll run it by Elan.


I was hoping that the quality control had improved in the set, but...

Looking at the Demonling, I see more than 1 mistake.

1) Evasion is before "before you act", so a "before you act" ability that prevents the Demonling from being evaded is useless. (Unless the rules changed from S&S)
2) "checks to _the_ defeat the Demonling"
3) Serving as a familiar is _humliating_.

This isn't the final version of the card, is it?

Also,

Battle Aspergillum

1) "...against a bane __ has the Outsider or Undead trait..."

Detect Demon

1) "...at _an_ Divine 6 check..."

Corroded Helm (this isn't really a mistake as it may be new templating)

1) "If proficient with heavy armors, you may reveal..." - it's correct English, it's just that almost all other Armors say "If you are proficient with..."

Adventure Card Game Designer

The "If proficient" template is used on every proficiency-based armor and weapon card in Wrath and upcoming decks. We just liked the more succinct version better.

The evasion thing is covered by the sentence "If any powers on the card you’re encountering relate to evading the card, they take effect at this time." under Apply Any Evasion Effects. This occurs before you act (that is, you can't do anything that you would do while you act). We can debate about whether "Before you act" is exactly the phrase needed for evasion effects that require checks (and we will discuss that), but it's not a quality control issue.

Unfortunately, we did not notice those typos before you pointed them out. Thanks for calling them to our attention.


Haha I have to say I just went back to read through this post again..

Quote:

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*.

*gulp*


Mike Selinker wrote:

The "If proficient" template is used on every proficiency-based armor and weapon card in Wrath and upcoming decks. We just liked the more succinct version better.

The evasion thing is covered by the sentence "If any powers on the card you’re encountering relate to evading the card, they take effect at this time." under Apply Any Evasion Effects. This occurs before you act (that is, you can't do anything that you would do while you act). We can debate about whether "Before you act" is exactly the phrase needed for evasion effects that require checks (and we will discuss that), but it's not a quality control issue.

Unfortunately, we did not notice those typos before you pointed them out. Thanks for calling them to our attention.

Sooo... why isn't it "Before the encounter"?

It is unneccessary complicated to say "Before you act effects" are dealt with after you did not evade unless they actually affect your evasion.
Or did you try to get rid of the Before you encounter terminology (possibly to avoid confusion)?
Then maybe "WHEN you encounter" would have sufficed. Or a new "Before you can evade" which would be ridicolous when you contract it to "Before you can evade... you can not evade."


"Before you act... you can not evade" stops you from using weapon abilities (such as the Whip in S&S) that let you evade while you act - but not from evading during the evade "step." That's the distinction there.

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