As a small note since I'm not at my normal computer at the moment: my group (never played WotRL, just finished Adventure 6 of Skull & Shackles a couple weeks ago and have embarked on Wrath. After playing through the basic adventure (mostly; we skipped the final scenario and just took the reward after failing others multiple times, for frustrating reasons that felt out of our control.
After finishing scenario 2 of the first adventure path, we finally agreed to make a house rule that Demonic Horde could be considered defeated after everyone had encountered their demon. We found that the card was beginning to feel too much like an unfun hand tax, and with two casters in the party (Seoni and Shardra) there was a good chance someone wouldn't have an attack spell to deal with their demon, which often meant running into the undefeated barrier a second time later.
It's not that anyone found the card unfair itself: it certainly sets the mood of the adventure path and helps to visualize the demonic hellscape the adventurer's are running around in. It's that combined with Arboreal Blight and location abilities that have multiple characters running into encounters when it isn't their turn, sometimes multiple times, we were routinely finding ourselves beginning our individual turns often with 2 or less cards in our hands. All in all, it just feels that, early on, there are too many instances where we have to fight out of turn. I believe the intention is to make us feel pressured, but the reality of my group's situation (I should note that it's Imrijka, the Cavalier who's name I can't remember, Seoni, and Shardra) is that we feel helpless. All that said, I'm pushing for us to go back to treating Demonic Horde as normal once we get to Adventure Path 2 or 3 and we've had some more barriers cycled in to even things out.
Finally, thank you guys for making such a great game. I can't wait to get my hands on Mummy's Mask, as I'm gonzo for anything Egyptian-themed.