Important! This blog post, including previewed cards, features substantial spoilers of the plot and events in the second 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 events in the Pathfinder Adventure Card Game.
When we left our intrepid heroes, they had just fled a collapsing city (and the Storm King), fought through the underground, and reclaimed their city from hordes of undead. Now all they have to do is travel through the heart of the Worldwound and conquer another city filled with demons in Wrath of the Righteous Adventure Deck 2: Sword of Valor. Piece of cake!
Your adventure begins with the scenario "The Gibbering Swarm." If you're anything like me, you're always having trouble finding the monsters in a location deck. You keep running into the constant frustration of finding allies and weapons. Well, this scenario takes that frustration away! For each of the locations you'll face here, take all of the monsters and put them right on top of the deck. You'll never have to search for them again!
Those monsters are aided by the annoying little Vescavor Swarms we last saw in Elven Entanglement. I'm sure you remember them. (You certainly would if you had to banish your weapon when fighting them before.)
And of course, we have their queen. You do not want to get close to her! At least, not if you only want to have to beat a 20 on your combat check. But if you're happy to add another 1d6 to that, by all means, wade right into melee.
How Many Demons in a Cadre?
Wrath of the Righteous is not afraid to try new things, and in this adventure, we're introducing armies. The players and the banes both have armies of a sort. Let's look at the player's version first. In certain scenarios, the players get a new support card type: the troop card. In adventure deck 2, your troops are the Knights of Kenabres, the loyal army you're marching to Drezen.
While you're traveling with your troop, after you complete each scenario in this adventure, you'll check one of the six boxes on this card; each one corresponds to a skill such as Strength or Intelligence. Whenever you encounter a barrier that has the Army trait (because an army is much too big to just be a "monster"), each character adds 1d6 to his checks against the army when using the skills you checked on your troop. Also, at the end of the adventure, when the town of Drezen is cleared of all its baddies, everyone gets an amazing reward based on the skills you checked, so choose carefully!
Of course, your enemies have their own armies, and they are no joke. When you encounter an enemy Army, all characters must face them, no matter where they are. (After all, armies are really big.) Characters must each attempt a different check from among those listed on the card. If any of the checks fail, the army is undefeated. Not only that, but the enemy army immediately pillages the location deck for any remaining boons before heading off to maraud another open location. You're definitely going to need those bonuses from the Knights of Kenabres.
Moar Demons
There are, of course, several new demons for you to face. The Incubus, as you might imagine, has a "close friend" in the form of the adventure's servitor demon. And if you lose the fight, he'll just have to take one of your allies with him when he goes. Nobody parties quite like the Incubus.
The Betrayal Demon doesn't really have any friends, so he wants to make sure that you don't have any either: no allies for you, and other players can't pitch in to help. On his way out, he'll somehow convince you to stab one of your friends. That's sure to increase your popularity.
Lead Me Not into Temptation
There's another mechanic that is new to Wrath of the Righteous that I haven't really talked about yet: Temptation. These banes are a new kind of barrier. Unlike other banes, you don't have to defeat them. When you encounter them, they present a choice to the players—sometimes immediately, and sometimes they lie in wait. Each of them provides a valuable new ability to the players, but there's always a cost.
Adventure 2 introduces the Blood of Eustoyriax. I'm sure your mother warned you never to drink the blood of a demon, but she's not here right now, so maybe you should consider it. After all, drawing a bunch of cards at the start of your turn seems like a pretty big advantage, and you might not even have to bury any cards (if you get lucky).
The Good Guys
Not everything is made of flames and death. This expansion includes some new cohorts. Queen Galfrey lets you either gain a bunch of boons or raise the dead, and Nurah Dendiwhar lets you add to any check. Of course, it turns out one of these women might have a different agenda than the other one, so there could be some consequences to her help, but I wouldn't worry about it too much...
One More Cool Thing
You know all of those irritating Corrupted cards you've been carrying around and wondering what to do with? Behold the Corruption Forge!
This set gives you your first opportunity to redeem a Corrupted item. All you have to do is banish a non-Corrupted blessing when you close the location. Then you can redeem any card in any character's hand. Which one will you pick?
Well, that about wraps it up for Adventure Deck 2. Come back soon for a peek at Adventure Deck 3. Wait... Adventure Deck 3? OH MY GOODNESS! Wait until you see it! We did something we've never done before! We actually put a...
Mike: BACK TO WORK, PETERSON!
Paul Peterson
Adventure Card Game Designer