[O373.Ebook] Free Ebook Pathfinder Adventure Path: Wrath of the Righteous Part 1 - The Worldwound Incursion, by Amber E. Scott
Free Ebook Pathfinder Adventure Path: Wrath of the Righteous Part 1 - The Worldwound Incursion, by Amber E. Scott
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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.
- Sales Rank: #107589 in Books
- Brand: Paizo Publishing
- Published on: 2013-09-03
- Original language: English
- Number of items: 1
- Dimensions: 10.70" h x .30" w x 8.20" l, 2.70 pounds
- Binding: Paperback
- 96 pages
- 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?
Most helpful customer reviews
5 of 5 people found the following review helpful.
Thrilling start to what could be a great Adventure Path
By J. Kulas
About the only criticism I have of this product is how the players are drawn into the adventure - they're in the crusader city of Kenabres when a massive demon attack breaks out. Then, the players wake up in underground cave and recall the events of the attack via flashback, where they were bystanders watching two heavyweights duel it out. It works okay because it's the opening scene of what should be an epic campaign, but I think I would rework it if I ran it, as I prefer the players to be the center of attention.
From there, however, the adventure works really well. The players are "stuck" with three very interesting NPCs, all of whom could be potential allies and recurring NPCs, and must fight their way back to the surface. These three NPCs, plus one other who enters the picture later, are very well designed NPCs with flavorful backgrounds and unique personalities. Kudos to Amber Scott for her creativity.
This adventure is designed to take players from level 1 to around level 6, so it does have more XP built into it than previous adventure path openers. There are numerous monsters and villains throughout, and good opportunities for role playing and plenty of combat as well. So, this introduction to the Wrath of the Righteous adventure path has something for every type of gamer. The final challenge seems almost impossible for level 5/6 players, but can be overcome with good planning, working together and some mythic assistance.
9 of 10 people found the following review helpful.
Good start, needs some GM care
By Michael S. Prinke
Wrath of the Righteous is Paizo's first adventure path to date using the Mythic Adventures rules, detailing the tale of how a group of rag-tag heroes (as if there were any other kind in these sorts of tales) aid in beginning the Fifth Mendevian Crusade. The Crusades are an ongoing series of wars against the demon hordes of Deskari and Baphomet as they seek to invade Golarion through the Worldwound, a stable portal to the Abyss whose influenced territory spans the breadth of an entire country.
The latest Crusade starts with one Hell of a bang as Khorramzadeh the Storm King, a Balor of immense power, rips through the bordering city of Kenabres and shatters it's protective ward stone, opening a floodgate of demons to invade and wreak havoc. Our heroes awake in the undercity as a losing battle is waged above, and must struggle to survive with a handful of injured NPCs tagging along.
If this sounds like a compelling and action-packed start to an adventure, then buy it and find out the rest in there. You won't be disappointed with the characters or narrative, atmosphere, or content of this adventure path.
That being said, the game content needs a little help...
The Worldwound Incursion is an adventure aimed at progressing from levels 1-6, with the players obtaining their first Mythic Tier at the very conclusion. It has a satisfying pace, but depending on the make-up of the party the balance of power between the players and their enemies can be very strongly slanted. Buyer beware: the entire Wrath of the Righteous campaign is one where Paladins are absurdly powerful, with the vast, overwhelming majority of enemies being either undead, evil outsiders, or chaotic evil humanoids. Even when the campaign seems to promise a cool or climactic encounter, it's likely that if your party includes a Paladin that nothing will last more than one round. It's therefore necessary to improvise and adjust the encounters as they're presented to make them into a reasonable challenge against what is ostensibly the target audience for this book.
For book 1, I recommend leveraging this during Part 3, as it has the most open-ended structure for potential encounters. You can introduce more powerful demons earlier, or use enemies that stalk and harass the party rather than attacking them outright. Anything that can take advantage of stealth or flight should do so, as brute force can be easily thwarted by a smite, and you should leverage NUMBERS of enemies on the players at each opportunity -- if the Paladin can't pay attention to everything clearly, the game becomes more interesting. Don't be afraid to have things sneak around behind the players' backs only to show up in the middle of an encounter.
That being said, a few encounters and obstacles that seem to exist purely as time-wasting filler instead of a genuine challenge or dilemma. These mainly crop up in part 1 and 2, when the party is spending most of their time underground and escorting the NPCs.
For part 1 I recommend skipping certain the crevice if you aren't working with a first-time party, as some of this adventure's ideas of what constitutes a puzzle or team-building exercise are pretty puerile. First timers will enjoy this, veterans will roll their eyes as you waste their time with a puzzle they already did during their first D&D game.
For part 2, look, just don't bother with the room full of Dire Rats, they aren't interesting by the time the party gets to them -- everything else in there is so much cooler, and so is everything that's ahead of that encounter.
Other than that, the characters introduced in this adventure are an awful lot of fun to work with, the atmosphere is intense, and the action is solid. If nothing else, pick this up if you're wondering about good ways to develop a campaign for Mythic characters, as this cultivates the pacing and story structure for such a campaign expertly.
1 of 1 people found the following review helpful.
Good start to a VERY good Adventure Path ~
By Christopher Barrett
This is the four star beginning to a five star Adventure Path. The main two issues with this first path is that the adventures starts suddenly and then railroads the players into a specific cycle of events. It is a lot like being in a film or novel rather than a fully open table top RPG. But that's okay for the first part - being level one, it's great for newbies to the game, though it requires a bit more experienced GM. Which brings us to the other issue - the heavy reliance on NPCs in the first part. With three NPCs pivotal to the story, the GM has his/her hands full running three (non-active at least) characters. Where it gets a little convoluted is where there are XP bonuses built into mediation for the NPCs - it is an awkward setup for a level one adventure. That being said - the few problems in this adventure are really not major hurdles. The pros far outweigh the cons. The other minor quibble is that the players will gain mythic powers, requiring some knowledge of the mythic adventures or purchase of the compendium.
The best aspect of this adventure is the setting. The Worldwound is an interesting and exciting place for Pathfinder adventures. You do not need the Worldwound setting book, but it does help the GM with some background information in case the players want more. There is a printable sheet with the basic information for the players on the Paizo site. This should be given to all the players prior to the start of the adventure.
Another great aspect is the world building aspect which can occur after this module is completed. The players have some time to establish their jobs or assist in building or patrolling - whatever the GM allows. This can also give players some additional GM made side adventures if they are a little short on XP for the next module. This path recommends using the fast track XP amounts, but experienced GMs can slow this down if they want to squeeze in some of their own side adventures between books.
There is not much intrigue in this module, but the overall story has a bit of that classic 'the odds are against you' feel. The subsequent volumes improve greatly and add some more variety and flavor. It is really worth starting this path because it gets really, REALLY good.
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