Wrath of the Righteous
The Worldwound tore reality apart at the dawn of the Age of Lost Omens, murdering the nation of Sarkoris and unleashing a ravenous demonic horde upon the world. Only the quick action of several other nations of knights, barbarians, and heroes stemmed the demon army and contained it within lost Sarkoris, and for the next century, crusade after crusade tried to defeat the demons only to fail time and time again. Their greatest success, the line of magical artifacts known as wardstones that stand sentinel along the Worldwound's border, barely manages to contain the demons. So when one of the wardstones is sabotaged, a city falls and the demons within surge out in a massive assault like none before. Even before the Fifth Crusade has begun a city has fallen and some of the crusaders' greatest defenders and heroes are slain. Can anyone rise up against the demon host to prevent the armies of Deskari, the demon lord of the Locust Host, from swallowing the world?
Pathfinder Adventure Path is the premiere monthly resource for your fantasy roleplaying campaign. Every month, the Pathfinder Adventure Path brings you a new installment of a 6-part series of interconnected quests that together create a fully developed plot of sweeping scale and epic challenges. In each volume of the Pathfinder Adventure Path, you'll meet nuanced characters, visit fantastical locations, face deadly foes, and learn ever more about nefarious plots and an incredible world forged by some of the most popular authors and artists in fantasy gaming. What's more, each Adventure Path also comes complete with new monsters, detailed supplementary chapters on important topics and locations, and fiction in the Pathfinder's Journal—everything you need to make your campaign rich, detailed, and engaging. The Wrath of the Righteous adventure path brings something more to your table—an entire campaign, designed from the ground up, to showcase Mythic Adventures. This campaign will take characters to greater heights of power, and greater depths of danger, than any Pathfinder Adventure Path to date!
The Worldwound Incursion (1 of 6): When a wardstone falls, the city of Kenabres is assaulted by a demon host. Massive demons smash paths of ruin through the city, while droves of the worst the Worldwound has to offer spread through the streets, offering death, dismemberment, and horror to all they find. The collapse of one of Kenabres's greatest landmarks, the Cathedral of Saint Clydwell, sends the heroes tumbling into forgotten catacombs deep below the city, from which they must find their way out or perish alone in the dark. But when they finally emerge, they find Kenabres transformed into a post-apocalyptic devastation. Can the heroes navigate the dying city and make contact with the ragged remnants of the Silver Crusade in time to aid them in defending the city's refugees until the cavalry arrives? And what of the damaged wardstone that flashes and thunders across the ruined cityscape—has the city's one-time defense become a ticking time bomb poised to deliver a death blow to them all?
Sword of Valor (2 of 6): The PCs, now Mythic heroes invested with righteous power, are poised to become the greatest heroes of the war effort against the demons, provided they can survive and succeed at their first mission. The citadel and city of Drezen was once the pride and joy of the crusaders, a symbol of their triumph in the First Crusade against the Worldwound. Yet this triumph was short-lived, for when a larger horde of demons attacked, they shattered Drezen's defenses and captured the citadel and the Crusaders' symbol of power—the Sword of Valor. Can the PCs and an allied team of specialists lead an army north to reclaim Drezen and recover the Sword of Valor, or are they marching their friends and followers into certain death?
Demon's Heresy (3 of 6): The heroes have reclaimed the city of Drezen and the lost sacred banner known as the Sword of Valor, and in doing so have established a significant foothold behind enemy lines. With the demon armies still concentrating their attacks to the south, the heroes must now set off into the heart of the Worldwound to seek out powerful new allies (including a succubus who may have been redeemed by Desna, the goddess of dreams) and strike a mortal blow against the Templars of the Ivory Labyrinth—but in doing so, they discover a disturbing truth about the crystalline sources of mythic power the demons have been using against the crusaders.
The Midnight Isles (4 of 6): An audience with the Crusader Queen leads the heroes through a mysterious portal to an otherworldly fortress that lies betwixt Golarion and the demonic Abyss. Bringing the fight for the Worldwound to its demonic source means dealing with the cultists of Deskari, demon prince of locusts, who infest the castle like a swarm of insects. Beyond the fortress lies the Abyssal realm of the Midnight Isles, lair of the succubus queen Nocticula, wherein lies the final secret of the powerful crystals empowering the Worldwound’s demonic armies with mythic power. Can the heroes navigate the intrigues of three demon lords to strike a critical blow for the forces of good without losing their souls to darkness?
Herald of the Ivory Labyrinth (5 of 6): The cult of Baphomet has been delivered a critical blow, yet the Horned Lord remains, and now he's taken hostage the herald of Iomedae, goddess of justice and valor. The heroes of the Fifth Crusade must attempt their most dangerous and audacious mission yet—they must travel to Baphomet’s Abyssal Realm, the Ivory Labyrinth, and navigate its trackless mazes in order to discover the ancient prison in which he’s keeping the abducted herald. Can the heroes rescue the goddess’s messenger, or are they already too late? And was the abduction merely a lure by the demon lord Baphomet to get the heroes to fall into his clutches?
City of Locusts (6 of 6): The heroes of the Fifth Crusade have risen to heights of power undreamed of and have dealt blow after blow to the demonic armies of the Worldwound. As they return to Golarion from the Abyss, though, they find that their enemies are no longer sending minions after them—they've drawn the attention of not only the leaders of the Worldwound, but that of their demonic patron, Deskari, Lord of the Locust Host. The method for closing the Worldwound permanently lies within the heroes’ grasp, but in order to do so they must venture where no crusader has ever returned from intact. They must enter the crumbling City of Locusts to defeat its demonic ruler, but even this is but a stepping stone to the final battle against Deskari himself!