After
a few products dealing with the theme of dragons (Dragons Unleashed, the
Dragonslayer’s Handbook,
and The Dragon’s Demand),
the latest themes for Paizo products are demons and mythic. Demons
are a major focus of The Worldwound, Demons Revisited, and the Demon Hunter’s Handbook (the
latter two being products I will be reviewing in the not-too-distant
future). Mythic is the major focus, not surprisingly, of Mythic Adventures, but it is
also the focus of Mythic Realms
and Mythic Origins
(two more products I’ll be getting to in the coming weeks). The new
adventure path, Wrath of the Righteous,
focuses on both.
When
I read The Worldwound,
I was rather surprised by how much I liked it. It deals with an area
of the world I was never particularly bothered about, but the book
showed me just how interesting and compelling an area it is. As Wrath
of the Righteous is set in that
area and deals with the Mendevian crusades against the demons
(something else I wasn’t overly interested in), I didn’t really
expect it to interest me a great deal. I didn’t expect to dislike
it either. Rather, I just expected it to be a good, but unremarkable
adventure path. Expectations can be glaringly wrong, however. The
Worldwound helped raised my
expectations for the adventure path, and reading some of the initial
response to the first volume raised them even more. By the time I
finally got round to reading it myself, I was quite eager.
And
I have to say, The Worldwound Incursion by Amber E.
Scott absolutely blew me away. A couple months ago, I declared
Rasputin Must Die!
to be one of the best adventures I had ever read. Well, it’s
entirely possible that adventure now has a rival. I don’t make
statements like that lightly (and anyone who reads my reviews
regularly knows I can be very exacting in my standards), but from
start to finish, this is one epic and exciting adventure. It’s
definitely worthy of the term mythic.
If this adventure is anything to go by, the remainder of Wrath
of the Righteous will be simply
stunning.
SPOILERS
FOLLOW
Once
the final volume is published, Wrath of the Righteous will
be the highest-powered adventure path Paizo has yet published for the
Pathfinder RPG. Not only will it take characters to 20th level (which
is already higher than any other post-3.5 adventure path), it will
also take them up to the 10th tier of mythic power. However, it
starts with very humble beginnings—well, in terms of the PCs’
powers and abilities that is; the adventure is otherwise far from
humble. The PCs begin at 1st level as with all adventure paths and
have no mythic power. They gain their first mythic tier at the very
end of this adventure. Despite the lack of mythic abilities, this is
very much a mythic adventure in terms of feel. I mentioned in my
review of Mythic Adventures
that, despite all the cool new powers and abilities, mythic doesn’t
really add any feel to the game that you can’t achieve without it,
and this adventure pretty much proves my point. It deals with
world-shattering events that the PCs play a pivotal role in—without
any extra special powers (except the final battle).
The
adventure opens spectacularly. I’ve always said I like adventure
openings that place the PCs right smack in the action and The
Worldwound Incursion certainly
does exactly that. The PCs are at Clydwell Plaza in Kenabres for the
annual celebration called Armasse when there is a sudden explosion
from the Kite (the building that houses Kenabres’s wardstone,
one of a network of powerful artifacts that help keep the
Worldwound’s borders from expanding into Mendev and other
neighbouring lands). Then an army of demons, led by none other than
the infamous Storm King, Khorramzadeh, attacks the city. The silver
dragon Terendelev, one of the city’s greatest defenders, leaps to
face Khorramzadeh, only to face her death as the demon beheads her.
At the same time, the demons’ attack opens a rift beneath the PCs’
feet and they begin to fall. In her last breath of life, Terendelev
manages to cast a spell to save the PCs and a few other nearby NPCs.
The adventure begins as the PCs and NPCs awaken, trapped beneath the
city, where they must now find a way back up so that they can help in
its defence.
This
opening is presented in the form of a narrative flashback—a sort of
cut scene that the players don’t have any real control over—and
some players may baulk at that a bit. Players (rightly) don’t like
when the ability to control their characters’ actions is taken from
them. However, as an opening moment that “sets the scene”, I
don’t really think this is a problem in this case. A certain number
of assumptions need to be made at the beginning of any campaign (why
the characters are in the location they’re in, for example), and
this is merely another such assumption. It’s a much more dramatic
one than usual, true, but it’s basically a bit of “before the
campaign began” history. The volume’s foreword does acknowledge
that this might be a problem for some players and points out that the
PCs will almost assuredly die if they’re allowed to take part in
the opening battle. However, it does leave the final decision up to
the GM.
After
awakening, the PCs must make their way through the tunnels and
caverns beneath Kenabres, hoping to find a way back to the surface.
The initial encounters are fairly standard low-level encounters with
giant maggots and cave vipers, but these encounters aren’t the
focus of this early section of the adventure and so serve more as
background. Instead, the main focus is on the relationships between
the PCs and the NPCs trapped with them. Indeed, The
Worldwound Incursion contains
some of the best NPC-interaction opportunities of any adventure since
Souls for Smuggler’s Shiv,
the opening adventure of Serpent’s Skull.
The two adventures even share a similar premise. Both open with the
PCs trapped in a dangerous location (in Souls,
they are shipwrecked on an island) and forced to work with a group of
disparate NPCs who don’t immediately start out as the PCs’
friends. The PCs must gain the NPCs’ trust if they are to get
everyone out alive.
The
integration of the NPCs into The Worldwound Incursion
is incredibly well done. As well as providing complete write-ups for
each NPC, including that individual’s history and motivations, the
adventure has numerous notes about how the NPCs are likely to react
to various encounters, how they’re likely to react to actions the
PCs might or might not take, even how they react to each other. At
the same time, the NPCs never take the focus away from the PCs. Even
though one of them is a 6h-level character, the PCs remain the heroes
(since that same character has also been blinded and can’t aid to
the full extent he might otherwise be able to) and the ones who must
solve the problems and get everyone to safety. No other adventure
since Souls for Smuggler’s Shiv
has integrated NPCs into the adventure quite so well. Jade Regent had NPCs
travelling with the PCs, but their involvement in that adventure path
wasn’t handled anywhere near as well as it is here. The inside
front and back covers also contain short blurbs on the major NPCs for
the entire adventure path, letting GMs know what those characters are
up to during this volume, even if they’re not encountered yet.
Future volumes of Wrath of the Righteous will
apparently continue to keep GMs apprised on all the NPCs’
activities.
There
are three NPCs trapped with the PCs. The first is Anevia Tirabade.
Anevia’s leg has been broken by the fall, so while she’s a fairly
capable rogue, her abilities are severely impeded and she can only
move slowly. Anevia is likely the easiest of the NPCs for the PCs to
gain the trust of and become friends with. Her main motivation is to
be reunited with her wife, Irabeth, one of the crusaders defending
Kenabres—assuming Irabeth still lives. (Anevia and Irabeth have
also become the centre of a ridiculous real-world controversy
stemming from their sexuality and the fact that Anevia is also a
transgender woman. Sigh. Paizo is one of the most progressive and
inclusive RPG companies there is, and Anevia and Irabeth are far from
the first LGBTQ characters to appear in their products, so I’m not
sure why the controversy has been so fevered this time around. At any
rate, I’ll address this silly controversy in a separate post.)
Next
up is the elf Aravashnial, a member of the Riftwardens (an
organization sworn to protect the boundaries between planes).
Aravashnial is haughty and convinced of his own superiority, but
generally a good person. Just before falling into the rift with the
PCs, he was struck across the face by the Storm King’s whip. The
blow destroyed his eyes, leaving him blind and thus unable to
re-prepare his spells once they’re cast (along with all the other
problems blindness brings).
Finally,
there is Horgus Gwerm, a local aristocrat. Horgus is the most
difficult of the NPCs to get along with. He is spoilt and demanding.
He is the character the PCs are most likely to dislike intensely, but
leaving him behind could cause other problems for them, and getting
him out alive does give the PCs a politically powerful and wealthy
ally. Unfortunately for the PCs, Horgus has very few useful skills.
Not surprisingly, he is also the only NPC without a debilitating
injury—indeed, he comes out of the fall virtually unscathed.
The
NPCs all start out with a number of prejudices against each other,
too. As such, the PCs have to do more than just gain their trust and
friendship; they have to get the NPCs to work with each other too.
The roleplaying opportunities offered by just these three characters
are immense and they should help make for an incredibly enjoyable and
satisfying adventure.
But
while these three NPCs are the initial focus, they are not the only
NPCs in the adventure, and the others stand out too. As the PCs make
their way underground, they encounter a society of mongrelmen—mutated
descendants of some of the original Mendevian crusaders who fled
underground nearly a century ago. Depending on how the PCs react to,
and treat the mongrelmen, they can gain further allies from them and
convince the mongrelmen to come up to the surfact to aid in the
city’s defence.
Once
the PCs reach the surface, they must then make their way across a
devastated city, in hopes of finding a safe place. The main attack on
the city is over, but some demons remain, making virtually nowhere
safe. At this point there are a lot of different options open to the
PCs and they can go about them in whatever order and however they
wish. Anevia, Aravashnial, and Horgus all have locations of their own
that they wish to get to. Also, the PCs might have learned about a
number of safehouses for the Templars of the Ivory Labyrinth, an
organization devoted to the demon Baphomet that has its members
infiltrate the crusader organizations in Mendev. The PCs may wish to
investigate these safehouses, where they can learn some valuable
information. They can also help rescue some of the survivors in the
city, protect against looters, and so on.
Eventually,
the PCs will find their way to Defender’s Heart, an inn that has
become the safehouse for the surviving crusaders in the city. There
they meet Irabeth Tirabade, the senior surviving crusader and
Anevia’s wife. They have the opportunity here to make more NPC
allies and to pass on any knowledge about the attack that they’ve
picked up. From Irabeth and another NPC, Quednys Orlun, they also
learn what the surface survivors have learnt about the attack. A
piece of the wardstone
survived and the demons have taken that to piece to the Gray
Garrison, a place that, before the fall of Kenabres, was a museum.
Areelu Vorlesh—the person who instigated the original opening of
the Worldwound in the first place—is seeking a powerful Abyssal
object called a Nahyndrian crystal
that she can use on the wardstone
fragment to turn it and the entire network of wardstones
against the crusaders. Queen Galfrey’s army is on its way to
Kenabres, but it won’t arrive in time, so naturally, Irabeth asks
the PCs for their help.
The
few surviving crusaders will create diversionary tactics in the city
to draw the demons’ attentions while the PCs attempt to get into
the Gray Garrison to find and destroy the wardstone
fragment (it cannot be repaired so the only option is to destroy it
before it can be used against the city). Irabeth offers to
accompanying the PCs.
This
final part of the adventure can play out in a number of different
ways. The PCs may wish to use stealth or just make a frontal assault
on the Gray Garrison—or anything else they can come up with.
Although the adventure presents the Garrison the same way all
adventures present every site—with each room being a separate keyed
encounter area—the adventure doesn’t assume any sort of static
distribution of the Garrison’s occupants. Indeed, it provides quite
a bit of information on how the occupants move around and react to
intrusions. If the PCs fall back and return at a later time, there is
information on what reinforcements Jeslyn (the Garrison’s
commander) has called in in the interim.
During
this final section, the PCs also have the opportunity to earn
“devotion points”. The goddess Iomedae is watching them
(regardless of whether they worship her) and depending on how their
actions impress her (through the devotion points they gain), she may
reward them with various boons. These boons are on top of the mythic
power they gain at the end.
Eventually,
the PCs face Jeslyn and destroy the wardstone
fragment. That’s when the remarkable happens. The wardstone’s
destruction releases a stockpile of energy that infuses the PCs with
phenomenal power. Far off in the Abyss, Areelu Vorlesh realizes
what’s happened and tries to send a horde of demons to kill the
PCs. With their new powers, however, the PCs can easily fend the
demons off in a final epic battle. Once the battle is over, most of
the power leaves them, but some remains, granting them their first
mythic tier.
Following
the main adventure is an article on “Kenabres Before the Fall”.
This is an overview and gazetteer of the city as it is before the
start of the campaign. Admittedly, for people about to play through
the adventure path, much of the information in the article is going
to change immediately. Nonetheless, knowledge of what the city used
to be like is a great way to colour the PCs journey through the
ravaged city in the adventure. GMs can point out things their
characters would remember and stress how they’ve changed. For
people not running the adventure path, the article is a great
resource for their own campaigns.
Apart
from the “Kenabres Before the Fall”, the Pathfinder Journal, and
the Bestiary, there are no other support articles in this volume. The
Bestiary contains a number of nasty creatures, including the stats
for the demon lord Xoveron, known as the Horned Prince, lord of
gargoyles. Each volume of Wrath of the Righteous
will present another demon lord—something possible now that mythic
rules are available.
If
I have one complaint about The Worldwound Incursion,
it’s not about the content of the adventure itself or any of the
other material in the volume. It’s a complaint with the editing.
Some people are much too quick to complain about occasional typos
here and there, and I try not to be one of those. Even with the
greatest editing in the world, an occasional typo is bound to slip
through in a work of this size. But this volume has a lot
of them: misspellings, repeated words, missing words, uses of a
instead of an or vice
versa, and more. In one spot (part way down the first column on page
12), the end of one sentence (6 words) is repeated in the middle of
the following sentence! It was actually rare for me to get through a
whole page without spotting a few typos and that shouldn’t be
happening. Beyond typos, there’s even at least one instance of
contradictory information. In one spot, it says that the lilitu demon
Minagho, who captured the wardstone fragment
and took it to the Gray Garrison, left a glabrezu demon in charge of
it. That glabrezu then left it to another underling, who left it to
another underling. This went on a few times before it reached Jeslyn
(thus explaining why a relatively weak individual has been left in
charge of such a powerful item). However, later, when the PCs receive
visions of the wardstone’s
history, they see Minagho directly placing Jeslyn in charge. The
editing in Paizo’s books is usually better than this, and I have no
idea why so many errors crept through into this volume.
That
said, the errors don’t negate the fact that The
Worldwound Incursion is an
amazing adventure. It’s got everything I like in an adventure:
fully flesh-out NPCs, great action tempered with lots of great
roleplaying opportunities, strong motivations and reasons for the PCs
to be involved, and an epic and exciting storyline. Hopefully the
rest of Wrath of the Righteous
will live up to the promise implied by this opening adventure.
I was kind of apprehensive about getting this adventure path set, mainly due to the large supplements required, I really dislike multiple splat book and HC Book tie ins, thats said the other issue is having a party play long enough to actually finish the adveture set. While its a seperate issue from the adventure, it does make the GM hold off and re think his plans. Lets face it nobody whants to spend up big on materials only to find half his players leave half way through. I am looking at running two groups with 2 different systems 1st AD&D1E & 2nd PF core rules.
ReplyDeleteAn adventure path can certainly be a commitment, and no matter how well you plan, life can bring unexpected changes. I've successfully run a couple of adventure paths to completion, but there's pretty much always been changes in the group. Someone gets a new job, or whatever.
DeleteAs for the tie-in to other books, the nice thing about Paizo's hardcover rulebooks is that all the rules are OGC and available for free at their PRD site (http://paizo.com/pathfinderRPG/prd/), so you don't actually need to buy the book if you don't want to, or can't afford to.