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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Paizo Employee Chief Technical Officer

"Before you encounter" isn't a space we want to exist, chronologically speaking. You've flipped the card over, and you are already encountering it. You don't get to go back in time. (Even if you evade the card, you still encountered the card.) So the first things that happen are "when you encounter" the card.

But we don't want you to be able to evade "when you encounter the card," because we want to be able to do things to you that you can't get out of by evading (including taking away your ability to evade).

So, first, "when you encounter" happens—and that *should* be when we turn off your ability to evade; then you can evade, then the stuff that happens if you don't evade.


So what of evasion-blocking that occurs "before you act" (eg, on the Demonling)? Will those be changed to "when you encounter," or will those keep their current timing?

Paizo Employee Chief Technical Officer

I'm not going to issue errata for them, as I don't think anyone's actually playing them wrong, but when we put cards that turn off evasion into future sets, they should say "when you encounter."


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber
Sandslice wrote:
"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.
WotR rulebook, pg10 wrote:
Apply Any Evasion Effects. ... If any powers on the card you're encountering relate to evading the card, they take effect at this time.

So, no, a "Before You Act ... you cannot evade" construction still prevents you from evading during the Apply Any Evasion Effects step because it takes effect that step rather than the "Apply Any Effects That Happen Before You Act" step.

I like the new "When you encounter" wording and that will allow that rule to no longer be needed for new cards, but existing cards pretty much all work the same way but just worded differently.


I got a "Temptation of Big Die" card, but I don't understand what this card does or when I would use it.

Why would I roll to bury cards from my hand, deck, and discard pile?

I don't understand why I'd ever use this.


Gvaz wrote:

I got a "Temptation of Big Die" card, but I don't understand what this card does or when I would use it.

Why would I roll to bury cards from my hand, deck, and discard pile?

I don't understand why I'd ever use this.

Most of the time you won't - as you say, nobody wants to bury all those cards.

But it does let you add D20 to a check- that could be big, one might even say "tempting"


Gvaz wrote:

I got a "Temptation of Big Die" card, but I don't understand what this card does or when I would use it.

It's a definite risk but, especially towards the end of a scenario when you really need to make a check and you have a lot of cards in your discard pile already, maybe you take the chance. You add the bigger of the two rolls and bury cards equal to the lower so 75% of the time you will be burying less than 11 cards and 75% of the time adding 11 or more to your check.

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