Pathfinder Adventure Path #73: The Worldwound Incursion (Wrath of the Righteous 1 of 6) (PFRPG)

4.50/5 (based on 22 ratings)
Pathfinder Adventure Path #73: The Worldwound Incursion (Wrath of the Righteous 1 of 6) (PFRPG)
Show Description For:
Non-Mint

Print Edition Unavailable

Add PDF $19.99

Non-Mint Unavailable

Facebook Twitter Email

Chapter 1: "The Worldwound Incursion"
by Amber E. Scott

For more than a hundred years, the demon-infested Worldwound has warred against humanity, its Abyssal armies clashing with crusaders, barbarians, mercenaries, and heroes along the border of lost Sarkoris. But when one of the magical wardstones that helps hedge the demons into their savage realm is sabotaged, the crusader city of Kenabres is attacked and devastated by the demonic hordes. Can a small band of heroes destined for mythic greatness survive long enough to hold back the forces of chaos and evil until help arrives, or will they become the latest in a long line of victims slaughtered by Deskari, the demon lord of the Locust Host?

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

  • “The Worldwound Incursion,” a Pathfinder RPG adventure for 1st-level characters, by Amber E. Scott.
  • A gazetteer of the crusader city of Kenabres on the border of the Worldwound, by Amber E. Scott.
  • The search for an infamous demon hunter in the Pathfinder’s Journal, by Robin D. Laws.
  • A complete outline of the Wrath of the Righteous campaign.
  • Four new monsters by James Jacobs, Jason Nelson, David Schwartz, and Jerome Virnich.

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: 978-1-60125-553-2

"The Worldwound Incursion" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (1.6 MB PDF).

Other Resources: This product is also available on the following platforms:

Fantasy Grounds Virtual Tabletop
Archives of Nethys

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

Product Availability

Print Edition:

Unavailable

PDF:

Fulfilled immediately.

Non-Mint:

Unavailable

This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO9073


See Also:

1 to 5 of 22 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Average product rating:

4.50/5 (based on 22 ratings)

Sign in to create or edit a product review.

The Standard for AP Openings

5/5

As the title, this book is everything I love about Pathfinder and the best opener of any AP I’ve played. For context, I have played one other AP from beginning to end, 4 books of another, and the first book of another.

There’s challenge! There’s scale! There’s memorable NPCs! There’s such an energy and drive here that has kept me stoked for more. Yes, I am biased by my love of paladiny lawful goodness, but that’s just a small part of what makes this book work so well for me.

As a final note, anyone who wants to whine about LGBT-inclusion can kiss my transgender lesbian ass. This book rocks.


Pathfinder or politics?

2/5

The adventure is fun, if you can get past the writers doing their best to ram the most hot-topic controversial political issues of the day down your throat at every turn. I've had to dramatically modify the fluff of two major NPCs in order to avoid political conversations I don't care to have with my party.

Stick to writing stories, guys. You're not going to attract new fans like this.


A good start

5/5

Just to get this out of the way, let me start with the following obligatory advice:

Advice on adjusting the difficulty level of this AP:
Before running this AP, I was warned that the power of mythic PCs quickly outpaced the difficulty of the encounters the AP provides. Despite taking a number of precautions to mitigate this (having players use a 10 point-buy, applying advanced templates to every mythic creature, etc), I found this to be true.

In light of our experiences, and those reported on the boards, the consensus seems to be that there are two generally viable ways to deal with these problems:

Option 1: Power-down the PCs.

(a) Don't give the PCs mythic ranks.

(b) [Optional:] Use the Hero Point system introduced in the APG, and give the PCs a number of Hero Points per day equal to the number of mythic ranks they're supposed to have. (This makes players a bit more robust.)

(c) More or less play the AP as is. (Though there are a couple of encounters in book 6 that will probably need to be made a bit easier).

Option 2: Power-up the encounters.

(a) Give the PCs mythic ranks as the AP suggests (possibly with the nerfs suggested in Mythic Solutions).

(b) Use the (vastly) upgraded stat blocks presented in Sc8rpi8n_mjd's modified stat blocks document to upgrade encounters, and then further multiply the HPs given in the stat blocks by something like (creature's mythic rank+3)/3. (For more optimized players you may need to multiply HPs even more.)

Our experience, FWIW: We played books 1-4 more or less as is, and (despite my efforts to boost and combine encounters) found books 3 and 4 to be far too easy to be fun. We then adopted something like option 2 for books 5 and 6, and found that to be much more challenging and enjoyable. But we also found that combat can take forever -- don't be surprised if you find yourself needing to spend more than one session to get through a fight.

This is good start to the AP, with an epic event to kick things off, a number of interesting NPCs to roleplay with, and a decent dungeon crawl to work through.

--Fun of playing this leg of the AP, as written: 4.5/5
--Fun of the story of this leg of the AP: 4.5/5
--Total score: 4.5/5 (rounded up).


A Solid Foundation for the Entire Campaign

5/5

The Worldwound Incursion is an extremely good start to an epic campaign. This module of the Adventure Path builds a solid foundation on which the rest of the campaign rests.

The start of the module effectively not only shows what is at stake in the campaign and what will happen if the PCs fail, it also manages to build solid relationships with many of those who will be the PCs' closest allies as the campaign progresses. The NPCs have clear, strong and differing personalities which together with their background stories make for believable and likeable (or at least entertaining) NPCs.

Furthermore the AP manages to shine a light on not only the physical corruption demonic taint brings to mortals and nature itself, but also shows how the corruption of crusaders, mercenaries and in general fallible mortals slowly destroys the very nature of the crusades and crushes all hope of victory.

Add that the story is brilliant, the combats appropriately challenging and the rewards are very good as well, and the module offers plenty of good roleplaying opportunities, whether one prefers the more serious, the over the top and funny (with a touch of the dramatic) or a mixture of both.

The only negative I can add is that for any moderately competent group the mythic rules being introduced in the end pose quite a challenge for the GM in future modules. Mythic is overpowered, there is no way around it, and in my group even the suggested alternative stat increases make for too strong a party if one wants to play the entire AP exactly as written. As the campaign has progressed I've needed to increase the CR considerably to keep combats challenging (or just at a point where they drain PC resources), but luckily the Paizo forums have an amazing reworking of higher ranking enemies/allies/neutrals. Personally I find that those reworked stats and the stronger enemies being allowed to use mythic while the PCs aren't makes for an appropriate challenge, but it would depend a lot on how experienced the players are.

All in all The Worldwound Incursion is a brilliant start to a very, very good campaign, although later modules do need a bit more mechanical tweaks from the GM's side than the average AP. The help found on Paizo's forums helps a lot in this regard though.


Excellent Start

5/5

My group and I finished this book yesterday after playing nine sessions roughly averaging 3 ½ hours a pop. We play online with 6 players.

Story: The story is great. Starts off with the big bad guys making a powerful statement. This gives the GM a chance to play up that the demons are no joke and over the course of the book, the descriptions emphasize just how rotten they can be. The writers rarely miss a chance to speak to their taste in graffiti, vandalism of statues and desecration of monuments. The story really falls into two parts, the first one isolates the PCs from the larger events but that works great to force them to build as a team, the later part of the story opens up the scene to allow the players to explore the destruction and claim some victories. I liked how that worked out

Role-Play: This was also really well integrated into the story. The book has some NPCs thrust upon the PCs right off the bat. They are all well flushed out and easy to adapt and challenge the PCs to interact and help them find their voices with these brand new characters. Later on there are more interesting NPCs presented to the PCs each of them also well flushed out with clear goals and easy personalities to interpret. Also, the story has a number of decision points that should challenge members of the party to consider their own motivations and cooperate and negotiate upon those ideas.

Combat Encounters: These were mostly good. I had to modify a little bit here and there given the size of my group and emphasis upon them to build powerful characters. My intention being to run this without mythic rules means I will frequently be forced to modify encounters so this did not bother me. If it were a standard 4 person party, I think a good amount of the encounters would be challenging.

Extras: The maps of the underground could have been a bit more interesting. As it is they look pretty generic. The maps of the city however are very compelling visually. Give you a really good sense of the damage that was done. Additionally the introduction to Kenabres allows you to set up some stuff before the events of the AP kick off, so if you feel like you need to invest your players into the city more, there is ample material to do so. The monsters at the back are also good. Mostly they flush out the ranks of the demons giving multiple options across all CRs.

Overall: Great start to the AP. I’ve noticed some complaints of this being too railroady, but I don’t think so. In fact there is a large portion of the second half of the AP which asks the PCs to explore the ruins of Kenabres. A GM could easily add or subtract encounters into this portion as he wants. So the characters have room to develop, the plot sets the stakes really high and invests the PCs into the books to come.


1 to 5 of 22 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
101 to 150 of 887 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I know, I know. But Inquisitors work very well with demons, too and as I said, they've been wanting to do another 1-20 campaign since we started with the APs. So, we'll see what their choice will be, I'm open to both. :)

Paizo Employee Creative Director

RuyanVe wrote:
Product description wrote:
(including the first of six demon lords that will be presented during the campaign!)

Will this be the flavor from the SD AP plus stat blocks using Mythic Rules?

Ruyan.

Our current "go-to" spot for flavor for the demon lords is no longer Second Darkness, but the expanded info on them in Book of the Damned II: Lords of Chaos. The demon lord entries in Wrath of the Righteous's bestiary will be stat blocks plus some expanded info specifically about the demon lords. And in some volumes... you'll be getting even more than that on at least three demon lords.

Paizo Employee Creative Director

zergtitan wrote:
magnuskn wrote:
I should probably clarify that I didn't necessarily mean the Witchhunter Inquisitor archetype, but rather that their character focus will be on hunting witches. ^^
I see, then it an probably work in both campaigns but you will find a lack of witches in the wraith campaign where in winter, you will face a witch right in the first adventure and have a witch as the BBEG.

There's certainly going to be fewer witches in Wrath of the Righteous than in Reign of Winter... but there WILL be witches in Wrath of the Righteous... including one very very powerful witch (who isn't a winter witch or Baba Yaga)...

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
Shalafi2412 wrote:
Will there be info on how to play it sans mythic?

Yes, but doing so will require a fair amount of work on the GM's part, I suspect. The advice on how to "un-mythic" it will probably consist of a sidebar's worth of advice in each volume. That may change as I get into the development... but this adventure path is very much one of the main reasons why we're doing Mythic Adventures in the first place, not the other way around.

EDIT: To make it a little more clear... you can play characters who aren't mythic in this adventure, and that will put very little onus on the player side of the screen, but the GM will need to do a fair bit more work. Mythic Adventures is VERY tied into this adventure path, in that the Worldwound has been intended, more or less from inception, to be a high-level adventuring site. Furthermore, this AP will be the one that spends the most time off the Material Plane yet—the Abyss is going to play a big role!

I notice that mythic adventures and part one of this path come out at the same time. Hopefully the Mythic elements will start a bit later, so we'll have time to have studied the Release version of the Mythic rules before we run them.

Sovereign Court

Mike Silva wrote:
GeraintElberion wrote:
Mythic art in the playtest was the normal iconics in action poses.
No there not, there slightly different.

Yeah, you're right. They do have some differences in clothes and gear too.

I was just making it clear to another poster that there aren't any new mythic iconics, at least not so far.


This upcoming AP is in my humble opinion, the most compelling AP yet. This AP has the feel of the 'Diablo' PC game to it, and reminds me of a few old Steve Jackson & Ian Livingstone Fighting Fantasy novels I had from adolescence. Paizo couldn't have picked a better AP, and I'll gladly buy every single episode. Bravo.

Silver Crusade

K_GM wrote:
This upcoming AP is in my humble opinion, the most compelling AP yet. This AP has the feel of the 'Diablo' PC game to it, and reminds me of a few old Steve Jackson & Ian Livingstone Fighting Fantasy novels I had from adolescence. Paizo couldn't have picked a better AP, and I'll gladly buy every single episode. Bravo.

Agreed. Demons are always a recipe for a compelling story. >:D


James Jacobs wrote:
zergtitan wrote:
magnuskn wrote:
I should probably clarify that I didn't necessarily mean the Witchhunter Inquisitor archetype, but rather that their character focus will be on hunting witches. ^^
I see, then it an probably work in both campaigns but you will find a lack of witches in the wraith campaign where in winter, you will face a witch right in the first adventure and have a witch as the BBEG.
There's certainly going to be fewer witches in Wrath of the Righteous than in Reign of Winter... but there WILL be witches in Wrath of the Righteous... including one very very powerful witch (who isn't a winter witch or Baba Yaga)...

Areelu Vorlesh?


James Jacobs wrote:
zergtitan wrote:
magnuskn wrote:
I should probably clarify that I didn't necessarily mean the Witchhunter Inquisitor archetype, but rather that their character focus will be on hunting witches. ^^
I see, then it an probably work in both campaigns but you will find a lack of witches in the wraith campaign where in winter, you will face a witch right in the first adventure and have a witch as the BBEG.
There's certainly going to be fewer witches in Wrath of the Righteous than in Reign of Winter... but there WILL be witches in Wrath of the Righteous... including one very very powerful witch (who isn't a winter witch or Baba Yaga)...

*cough*Iggwilv*cough*

Ahem. Sorry. Bad cold.


Back when Reign of Winter was announced, and my wife and I were rooting for a Worldwound AP, we decided to brainstorm out how we'd write it... and it was eerily similar to the plot of this first adventures.

WHO DO I SUE!?!

...OR BUY A BEER?!

Shadow Lodge

3 people marked this as a favorite.

I'm really torn. On one hand, this sounds like the AP I have been waiting for since Carion Crown. On the other, it's tied to Mythic, which I was/am not thrilled with. I understand that Paizo would like to present an AP to work with the new gimick, but any chance you guys/gals might reconsider tying it in so much with this one? Maybe have the sidebars offering ways to run this one as Mythic rather than have the be the base assumption?


"Devil's Advocate" wrote:
I'm really torn. On one hand, this sounds like the AP I have been waiting for since Carion Crown. On the other, it's tied to Mythic, which I was/am not thrilled with. I understand that Paizo would like to present an AP to work with the new gimick, but any chance you guys/gals might reconsider tying it in so much with this one? Maybe have the sidebars offering ways to run this one as Mythic rather than have the be the base assumption?

I'm not all that thrilled with the Mythic playtest either, though maybe the final rules will be better.

But, they've said again and again that they wrote the Mythic rules for this AP, not the other way around. If there were no Mythic rules you wouldn't be seeing this AP, you'd be getting something else instead.
They weren't going to do something as epic as this story without something beyond the regular PF rules/levels.

They went with Mythic rather than doing Epic and stretching it past Level 20, which, in theory, I like.

Shadow Lodge

1 person marked this as a favorite.

That's kind of my issue, honestly. Two of the biggest requests I see presented for Paizo to right is a heavily good-guy campaign, knights and crusaders going all out against evil, and an epic AP. Tagging on Mythic with one is kind of like saying that they can't do an honest good-guy AP without making it superhero or throwing in special rules to make it possible or fun. Now, I'm not saying that Paizo is saying that or putting words in their mouth, just it kind of feels that way.

It's less that I really don't like the Mythic rules, (I don't but that's not the point I'm trying to make), as much as it's really missing the point of making the AP that we wanted, (if I can speak for other people).


I think it's more that they didn't want to address a major world issue like the Worldwound without going epic.

I can see your point that a full on good guy AP shouldn't have to be epic.


Perhaps I'm underestimating the difficulty of modding this for 'unmythic' rules. But this seems to be the first AP that supports going all the way up to 20th level? Or maybe even the first Paizo module for that matter. Maybe down the road I can use its final chapter as an epic 'coda' for one of my campaigns! :D


Or maybe I can homebrew a mix of this with Rappan Athuk. ;)

Shadow Lodge

1 person marked this as a favorite.
thejeff wrote:

I think it's more that they didn't want to address a major world issue like the Worldwound without going epic.

I can see your point that a full on good guy AP shouldn't have to be epic.

Well, Mythic is not really Epic, which I think would be a bit of a different story, in my opinion.


My understanding is that the end boss is Deskari, and there is no way a normal AP in 6 installments could ever get characters high enough to not be squashed by him. Even if they got the characters up to 20 without mythic enhancement, they would still probably not survive long against a full Demon Lord and his retinue (which might very well consist of multiple Balors, ect).


1 person marked this as a favorite.
"Devil's Advocate" wrote:

That's kind of my issue, honestly. Two of the biggest requests I see presented for Paizo to right is a heavily good-guy campaign, knights and crusaders going all out against evil, and an epic AP. Tagging on Mythic with one is kind of like saying that they can't do an honest good-guy AP without making it superhero or throwing in special rules to make it possible or fun. Now, I'm not saying that Paizo is saying that or putting words in their mouth, just it kind of feels that way.

It's less that I really don't like the Mythic rules, (I don't but that's not the point I'm trying to make), as much as it's really missing the point of making the AP that we wanted, (if I can speak for other people).

To echo what others have said, it's not that they feel they can't do a "good guy" AP without Mythic, rather, they feel they can't do a "fight the Demon Lord" AP without Mythic. Which makes 100% complete sense.

This is a "good guy AP" but it isn't THE "good guy" AP. It's the Worlwound AP. Sure, they could have done a Worldwound AP without Demon Lords but that would have been very disappointing. The other alternative, doing Demon Lords but having them be low enough in CR for non-Mythic characters to fight would be just silly and even more disappointing.

And at this point, there's really no chance of them reconsidering anyway since the AP is only six months away and everything is locked down for writing and production.

The Exchange

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
"Devil's Advocate" wrote:

That's kind of my issue, honestly. Two of the biggest requests I see presented for Paizo to right is a heavily good-guy campaign, knights and crusaders going all out against evil, and an epic AP. Tagging on Mythic with one is kind of like saying that they can't do an honest good-guy AP without making it superhero or throwing in special rules to make it possible or fun. Now, I'm not saying that Paizo is saying that or putting words in their mouth, just it kind of feels that way.

It's less that I really don't like the Mythic rules, (I don't but that's not the point I'm trying to make), as much as it's really missing the point of making the AP that we wanted, (if I can speak for other people).

You actually really can't speak for all of us... some of us like the idea of Mythic and I agree with the sentiment that fighting a Demon lord without some form of "Epic" or "Mythic" would be really disappointing and not fighting a Demon Lord for the world wound AP would also be a huge disappointment!

I also think you're confusing what a Good-Guy AP is... the only really none good-guy APs I can think of are Skull and Shackles, maybe Serpent Skull which has the whole faction thing going on. Pretty much every other AP wants you to be a Good Guy in some sense though they can work with the Less-Then-Good party as well....

In fact! World Wound is just as much open to that possibility as well considering there are many a Low Templar in Mendev. Sure, fighting the Demons of Mendev lends itself to Paladins but so does fighting the Devils of Cheliax and Westcrown or fighting the Undead forces of the Whispering Way. And these other Paths aren't Mythic.

Shadow Lodge

:)
By peak for others, I was refering to other people on the boards I have seen mention this, not everyone.

Contributor

K_GM wrote:
This upcoming AP is in my humble opinion, the most compelling AP yet. This AP has the feel of the 'Diablo' PC game to it, and reminds me of a few old Steve Jackson & Ian Livingstone Fighting Fantasy novels I had from adolescence. Paizo couldn't have picked a better AP, and I'll gladly buy every single episode. Bravo.

I read those Fighting Fantasy books obsessively. FF was the first RPG I actually played, before even AD&D. /memories

Contributor

2 people marked this as a favorite.
James Jacobs wrote:


It's also the first AP adventure written by a woman, which is HUGE. WOO HOO!!!!

At AP #73, may I just say: It's about freakin' time!!!!!!!

I love you guys, but I really can't believe it took this long to let a woman into the AP-writing stable. We women game writers aren't THAT rare.

To Amber: Congratulations!!!!!! Represent. I'm looking forward to this one. :)

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber

Christina, I can't believe it either, but I guess it's because at least here on the boards, female voices are so close to ubiquitous that I'd always just assumed we'd had at least one volume authored by a woman.

Contributor

2 people marked this as a favorite.

Oh, I've been noticing the lack of female representation. I've commented on it before. Glad to see some change in that regard.


I wanted to buy this the moment I saw the mocked up cover. Then I realized they had hardwired Mythic into it. Guess I will have to pass on this one. I hope that the next AP is not tied so hard to the Mythic rules.

Paizo Employee Creative Director

danielc wrote:

I wanted to buy this the moment I saw the mocked up cover. Then I realized they had hardwired Mythic into it. Guess I will have to pass on this one. I hope that the next AP is not tied so hard to the Mythic rules.

It won't be. But I still hope you at least check out #73 if you see it in a store or something...

... since there's never been a Mythic Adventure Path before... you won't know for sure you don't like it until you see what we do with it.


James Jacobs wrote:
... since there's never been a Mythic Adventure Path before... you won't know for sure you don't like it until you see what we do with it.

At any rate, I imagine there's plenty of Golarion lore to loot from The Worldwound Incursion, regardless of one's feelings about mythic play.


1 person marked this as a favorite.

My body is so ready for this.


Pathfinder Roleplaying Game Charter Superscriber

100% looking forward to this AP.


James Jacobs wrote:
... since there's never been a Mythic Adventure Path before... you won't know for sure you don't like it until you see what we do with it.

I had hope that the Mythic rules would be like a spice I could sprinkle in once in a while. I was not looking for Mythic to become a "norm" for the characters or the game. But that was my take on Mythic. I realize this.

I respect what you are saying and I realize many people are wanting to play it with the Mythic rules tied into it. And trust me when I say I want the best for Paizo. I enjoy most of your products very much.


1 person marked this as a favorite.
danielc wrote:
I had hope that the Mythic rules would be like a spice I could sprinkle in once in a while. I was not looking for Mythic to become a "norm" for the characters or the game. But that was my take on Mythic. I realize this.

Mythic IS like a spice you can sprinkle in once in a while, whenever it fits the game you're running. James has said repeatedly that Mythic play won't be standard for the game going forward. We won't see every single adventure path after Wrath of the Righteous carry the Mythic label. It's a major 2013 release for the Pathfinder RPG, sure, and there'll be a Mythic adventure path, but the Pathfinder RPG will still be the same. Mythic's just that spice you can add to your game when the story calls for it.

RPG Superstar 2009, Contributor

3 people marked this as a favorite.
Heine Stick wrote:
Mythic's just that spice you can add to your game when the story calls for it.

And this story definitely calls for it.

Plus, for anyone who's worried about mythic rules in your AP, believe me when I say it isn't the same as simply injecting epic level play into the game. Mythic is different. It's like giving lower CR monsters an injection of power that's better than simply layering on the advanced, giant, or fiendish simple templates...or even the half-fiend template. That adds to the design aspects for an adventure, because there's so much more you can do with mythic rules just for monster enhancement, much less the NPCs.

Additionally, with these more potent adversaries (from powered up creatures and NPCs to actual demon lords), the PCs will need their own mythic abilities to match those threats with a higher plane of heroics. This AP is the right time to include those elements in a story. And the mythic rules are the right mechanics to define it in game terms. You know Paizo brings an unmatched attention to quality and gameplay in everything they produce. This AP, and the mythic rules which support it, will be no different. Don't discard it until you've had a chance to actually examine it...or you'll be kicking yourself later.

My two cents,
--Neil

P.S. It's great to see Amber leading this one off!


So inorder to play an adventure path that will in total retail somewhere in the the vicinity of $115 plus shipping I have to now buy an additional book that costs 40 bucks? After all I have already invested? These are great products, and I love supporting a game that has meant so much to me in my life as well as this wonderful little company that has shepherded it so well, but this is starting to feel a little like a money grab to me, at a time when discretionary spending is difficult for me and many others. Plus for some reason, demons are less intrinsically inspiring to me then some of their other concepts, like pirates and ice witches who plane walk in a chicken shack. But maybe that is just me. I am glad that I have a little time to consider if I want to move forward in this investment, and if I choose to step away, it will be with a heavy heart because I generally like the way this company works and thinks. We shall see.

The Exchange

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
wanderingearthlikecane wrote:
So inorder to play an adventure path that will in total retail somewhere in the the vicinity of $115 plus shipping I have to now buy an additional book that costs 40 bucks? After all I have already invested? These are great products, and I love supporting a game that has meant so much to me in my life as well as this wonderful little company that has shepherded it so well, but this is starting to feel a little like a money grab to me, at a time when discretionary spending is difficult for me and many others. Plus for some reason, demons are less intrinsically inspiring to me then some of their other concepts, like pirates and ice witches who plane walk in a chicken shack. But maybe that is just me. I am glad that I have a little time to consider if I want to move forward in this investment, and if I choose to step away, it will be with a heavy heart because I generally like the way this company works and thinks. We shall see.

The Mythic Rules will be available on the PRD and d20PSRD for the very low price of FREE! A few weeks after the book hits the shelves but all the same. The rules for Mythic will be available even if you don't purchase the rulebook.... Should you still help support Paizo by making the purchase? I believe so because I think Mythic rules are an intriguing rules set that I could make great use of at my table. You might be uncertain about that and that is legitimate but considering the rules do show up for free on their OWN web site, accusing them of money-grabbing seems a bit harsh.


wanderingearthlikecane wrote:
So inorder to play an adventure path that will in total retail somewhere in the the vicinity of $115 plus shipping I have to now buy an additional book that costs 40 bucks? After all I have already invested? These are great products, and I love supporting a game that has meant so much to me in my life as well as this wonderful little company that has shepherded it so well, but this is starting to feel a little like a money grab to me, at a time when discretionary spending is difficult for me and many others. Plus for some reason, demons are less intrinsically inspiring to me then some of their other concepts, like pirates and ice witches who plane walk in a chicken shack. But maybe that is just me. I am glad that I have a little time to consider if I want to move forward in this investment, and if I choose to step away, it will be with a heavy heart because I generally like the way this company works and thinks. We shall see.

I would hardly call it a money grab. That's like saying it's a money grab that Ultimate Magic/Combat had options for the ARG classes. Or that adventure paths use monsters from all 3 bestiaries.

All of this will be available for free on the PRD. That's about as far from money grabbing as you can get. And even if you're the kind of person that just has to get the hardcover for every rules supplement that's released, you can always just turn to one of Paizo's excellent 11 other adventure paths which don't require any mythic stuff at all.


You both are correct; 'money grab' was too harsh, and much too cynical a way to view a company that has always put the customer/player first. I retract it. Maybe I should chalk up my misgivings to the fact that demons freak me out.


Gotta say, I like the theme of taking the fight to evil in this one. I'm a little sad it won't be against devils, but I feel that taking on demon lords would be more feasible story-wise than archdevils. Mostly since you can take out a demon lord and other lords won't have any loyalty compulsion to avenge them. Lamashtu won't care at all. However, if you did that to one of the archdevils, you'd have to deal with Asmodeus and the full force of the diabolic machine that is Hell.

A question. Will we be seeing other fiends making cameos in this adventure? Maybe some devils or daemons or even kytons making some appearances?


Sweet, it looks like this AP is going to be one big rampage against the Demon Lords.

http://tvtropes.org/pmwiki/pmwiki.php/Main/DidYouJustPunchOutCthulhu

Paizo Employee Creative Director

1 person marked this as a favorite.
Odraude wrote:

Gotta say, I like the theme of taking the fight to evil in this one. I'm a little sad it won't be against devils, but I feel that taking on demon lords would be more feasible story-wise than archdevils. Mostly since you can take out a demon lord and other lords won't have any loyalty compulsion to avenge them. Lamashtu won't care at all. However, if you did that to one of the archdevils, you'd have to deal with Asmodeus and the full force of the diabolic machine that is Hell.

A question. Will we be seeing other fiends making cameos in this adventure? Maybe some devils or daemons or even kytons making some appearances?

This isn't quite true. Demons have allies, and the can be avenged. Do too much against the Abyss and the Abyss and its minions will rise up as one against you... For example, Desna almost caused this when she snuck into the Abyss to kill the demon lord Aolar after she lost one of her favorite priests to her.

In any case, yes, other types of fiends will be appearing in this adventure path... some more than others, some not at all.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I'm a bit concerned that the mythic rules aspect will excerbate the rocket tag nature of the game at the higher levels. Oh, well. At least for this module that shouldn't be a problem yet.

Dark Archive

Whole party: paladins.

Our group is so excited for this i can't even

Scarab Sages Contributor

1 person marked this as a favorite.

Woah, don't know how I missed this thread, but CONGRATS to Amber! This whole AP looks amazing -- not to mention the mythic tie-in. Plus, it's so exciting to see a lady game writer as the author!


There seems to be a spot here for the LE crowd (Asmodeus and the Hellknights can find cause to get involved) but how about NE? The thought of being able to create a Mythic Undead Lord of Urgathoa to send against the forces of the Abyss is just so tempting, but how would it stand up from a RP standpoint?


Urgathoa seems like a goddess that just wouldn't care about the worldwound...her worshippers are more about hedonism and gluttony (and of course Undead) than the actual state of the world.


Yes, but she'd like for there to be a world to be Gluttonous and Hedonistic in right? And no more living people means no more (or food for certain) Undead.

The Exchange

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Mirrel, you can have undead outsiders so there might be cause for Urgathoa to off Zura, the Vampire Queen, and take that place if she could or maybe strike up an alliance. But I don't really think Urgathoa would go out of her way or really care as she has Eox and plenty of other worlds she can act on.


Mirrel the Marvelous wrote:
Yes, but she'd like for there to be a world to be Gluttonous and Hedonistic in right? And no more living people means no more (or food for certain) Undead.

The multiverse contains thousands upon thousands of worlds. The loss of a single world probably won't matter a great deal to Urgathoa. However, her mortal worshipers might be more inclined to fight for the world they live in, as would most mortals. Urgathoa might not care, but they still need a playground to play in.


Also, battlefields are a great place to recruit for the Faith, as well as a food source for the Ghouls!

I'm going to get lynched there, aren't I?


I'm not sure I understand what the "hook" is for this AP. We had the Pirate AP, the "return to Varisia" AP, the dark fairy-tale AP, and now...the giant demon war AP? Is there something I'm missing here?

101 to 150 of 887 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Adventure Path #73: The Worldwound Incursion (Wrath of the Righteous 1 of 6) (PFRPG) All Messageboards

Want to post a reply? Sign in.