There
comes a time in every campaign when the PCs want to take a break.
Sometimes, this is just a short period to rest and recover from
wounds before heading back out on adventures. Other times, it lasts
longer, while the PCs take care of non-adventuring concerns, develop
relationships with NPCs, build businesses, craft magic items, or just
plain relax. Some gaming groups gloss over these periods with a
simple statement of “A few weeks pass;” while other groups play
out each day along the way. But however they choose to deal with this
period of “downtime”, every group goes through it from time to
time.
It’s
natural that the amount of downtime that occurs varies depending on
the campaign and the particular group. Some campaigns will experience
very little downtime, and what downtime there is may often be short.
This tends to be the case with many Pathfinder adventure paths. It’s
not unusual for one instalment to lead directly into another with
little, if any, gap between them. This is not universal, of course.
Most adventure paths allow for at least a little downtime and some
allow for a bit more, but on the whole, the amount of downtime tends
to be small. As such, it’s nice when an adventure path instalment
comes along that allows the characters to settle for a little while
and take it easy a bit—of course, even during downtime, things are
rarely truly easy.
Demon’s Heresy by Jim Groves, the
third part of Wrath of the Righteous
is one such adventure. After the harrowing events of The Worldwound Incursion and
Sword of Valor,
it allows for the PCs to take a bit of a breather and even experience
a little bit of semi-calm. Looked at on its own, it doesn’t have
same epic quality to it that the earlier instalments have, but to
look at it on its own would be to do it an injustice. While there are
some adventure path instalments that could easily be run on their own
without running the remainder of the adventure path, Demon’s
Heresy really isn’t one of
them. It’s a piece of a whole and its less-epic structure is more
like the calm at the eye of the storm—except that this storm’s
eye is pretty fraught with peril and adventure.
SPOILERS
FOLLOW
In
many ways, Demon’s Heresy
is less a single adventure than it is a collection of mini-quests
with one slightly bigger quest at the end. In Sword of
Valor, the PCs successfully
retook the city of Drezen from the demon forces of the Worldwound.
Now, they must successfully rebuild the city. This means rebuilding
its economy as well as the physical reconstruction of its buildings.
So even though the PCs get to take a bit of a break from the hectic
adventuring, they still have their work cut out for them.
Wrath
of the Righteous is not only the
first adventure path to make use of the rules from Mythic Adventures, but also the
first to make use of Ultimate Campaign. Sword
of Valor put the PCs in charge
of a small army, incorporating Ultimate Campaign’s
mass combat rules. Demon’s Heresy
gives players the opportunity to utilize the downtime rules as they
gather capital to reconstruct and re-establish Drezen. Of course, the
adventure can be run without using these rules and will not suffer
for it, but it makes a nice bonus for groups that do use the rules.
Demon’s
Heresy is quite open-ended—it’s very much a sandbox adventure
in this regard. The events detailed within its pages can happen in
pretty much any order. Even the major, concluding events don’t
necessarily have to happen at the end—although the PCs will
probably be more capable of handling them if they do. There is also
no specific timeframe that the adventure has to occur over. Game
masters are free to allow the PCs as much or as little time as they
want to take care of their duties and complete the various
side-quests. However, the adventure does point out that the longer
the PCs take, the more the demons will start to turn their eyes back
towards Drezen, and it includes a few suggestions on how the demons
will eventually respond. It is still up to game masters, however, to
determine exactly when these retaliations begin.
One
of my favourite things about Wrath of the Righteous so far has
been the integration of NPCs into its storyline—specifically NPCs
that carry over from one adventure to the next. This is not an easy
thing to do, as what may happen to NPCs with one group may be
considerably different from what may happen with another.
Nonetheless, Sword of Valor does a remarkable job of
accounting for all the different possibilities. However, with each
successive adventure, the number of possibilities grows, so it’s
not surprising that Demon’s Heresy needs to take the route
of sidelining the recurring NPCs somewhat. It doesn’t ignore them
entirely, but it does make the assumption that they take on various
roles in Drezen (Irabeth becomes the ruler of the city, for example,
and her wife Anevia the spymaster), rather than continue to travel
with the PCs. These roles grant the PCs various downtime boons (for
example, as the city’s ruler, Irabeth generates 3 units of
Influence per day). It’s an assumption that makes a good deal of
sense, as the PCs’ powers should be starting to far outstrip the
NPCs’, and the enemies they are now facing are likely beyond the
capabilities of the NPCs, even if they’ve gone up a few levels. Of
course, with some groups, the PCs may prefer to have the NPCs take
different roles in the city or even have some (or all) continue to
adventure with them. In such cases, GMs will need to make some
adjustments—but that’s a normal part of any adventure path, and I
don’t fault this adventure for making assumptions this time round.
There’s really no other option for the adventure to take. The NPCs
are not forgotten about, and that’s the important thing. And there
are still many strong roleplaying opportunities throughout the
adventure.
While
the PCs are working to rebuild Drezen, they also need to explore the
surrounding lands—to help protect the city from the deadly denizens
that live in the Worldwound, to find items that may help the
crusaders against the demons, and possibly even to learn some of the
demons’ plans. Most of Demon’s Heresy, as a result, is
made up of small side-quests. While these little quests are keyed to
locations on the map, many of them will be ones that the PCs will
deliberately seek out (based on events that occur in the city) rather
than stumble upon while wandering randomly. As I said earlier, these
quests can occur in pretty much any order, based on the actions of
the PCs and the whims of the GM.
Many
of these side-quests are tied to campaign traits that the players
chose when creating their characters. These quests help to advance
the storylines of the individual player characters and tie up events
from their backstories. This integrates the PCs into the adventure
path in a way the campaign traits of other adventure paths never have
before. Campaign traits usually have little effect on the campaign
beyond being a way to get the PCs initially involved in events. In
Wrath of the Righteous, the traits remain relevant much later
into the adventure path. There are some downsides to this, however.
Completing a quest tied to a campaign trait counts as a mythic trial
for the PC who has that particular trait. This means that the PCs
will be completing mythic trials at different times and possibly even
advancing to a new mythic tier at different times. Many groups that
are used to PCs advancing levels at separate times won’t be
bothered by this, but groups that prefer to have everyone advance
together may not like this as much. It’s also something that could
be easily abused by GMs who get to choose who goes first.
Another
issue arises in the case of replacement characters. If any PCs have
died, their replacements may not actually have a campaign trait. GMs
will need to add in alternative means for these characters to
complete a mythic trial. The same is true for situations where the
game is simply not using the campaign traits at all. However, in
these cases, a simple solution would be to tie the quests for
“missing” traits to the characters without campaign traits and
adjust the fluff slightly to fit each character, thus allowing them
to complete the needed number of mythic trials.
Eventually,
the PCs will learn of, or simply find, Arueshalae—someone they
probably first heard about in Sword of Valor. Arueshalae is a
“risen” succubus. She is not evil and is currently following the
path to full redemption. In doing so, she has betrayed the demons of
the Worldwound. More so, she possesses knowledge that the PCs will
find vital to the crusade: the location of the Ivory Sanctum, the
headquarters of the Templars of the Ivory Labyrinth, a cult that
follows the demon lord Baphomet and whose members infiltrate the
crusaders in an effort to slowly destroy them from within. Gaining
Arushalae as an ally is a significant part of this adventure (and the
adventure path as a whole). She has been tracked down by the demons’
agents and the PCs must rescue her and then travel with her to the
Ivory Sanctum where they must confront and defeat Xanthir Vang, the
main foe of this instalment.
Redemption
is a major theme of Wrath of the Righteous. Many of the
villains throughout the adventure path have the possibility of being
redeemed. As such, it makes perfect sense that the ultimate example
of redemption should come in the form of a demon. And Arushalae is a
very well-written and developed character. Her introduction brings
another strong NPC into the adventure path, and what she must do to
complete her redemption is clearly delineated. She wants nothing more
than to be accepted amongst the forces of good, and part of the PCs’
challenge will be to get those forces to put aside their prejudices
and distrusts. It makes for great roleplaying opportunities.
However,
I can’t help but feel that choosing a succubus to be the example of
demon redemption is just a little too obvious. This isn’t a
criticism of Demon’s Heresy so much as it is a criticism of
Wrath of the Righteous as a whole. There isn’t anything
intrinsically wrong, per se, with having a succubus seek redemption,
and as I said, Arushalae is an interesting and compelling character.
However, succubi are already the most human-like of the various kinds
of demons (and, consequently, the easiest kind to provide sexed-up
artwork for, although to be fair, Arushalae’s artwork is actually
quite reasonable, but it does still emphasize her attractiveness). Of
all the demon kinds, succubi are the ones that people are most likely
to accept as redeemed (both in-world characters and the players
themselves). I feel it would have been a lot more interesting if
Arushalae were one of the more monstrous kinds of demons. It would
add more gravitas to her search for acceptance amongst the forces of
good. It would also make a nice change to have a major female NPC who
is actually unattractive.
That
aside, however, I really do like the entire redemption theme in Wrath
of the Righteous. I like that there actually is an alternative to
blindly killing all the villains. Some villains, like Xanthir Vang in
this one, are irredeemable of course, but the fact that some of them
aren’t, makes for a much more compelling storyline.
Speaking
of Xanthir Vang, he makes for a great villain, and although he’s
not redeemable, he’s one the PCs can interact with in a non-violent
way—temporarily at any rate. Vang is not actually a member of the
Templars of the Ivory Labyrinth, but rather the Blackfire Adepts.
Nonetheless, he is essentially in charge of the Ivory Sanctum, and
this has put him at odds with Jerribeth, the second-in-command to the
real leader of the Templars (who is currently absent). The conflict
between the two helps add an extra dimension to the final part of the
adventure, making the Ivory Sanctum more than just a succession of
dungeon rooms with monsters to kill. The PCs have the option of
allying with either Vang or Jerribeth to remove the other. Of course,
both of them fully intend to betray the PCs immediately upon gaining
what they want, but wily PCs will likely expect that and plan for
it—if they even accept the bargain in the first place.
Following
the main adventure, the support articles in this volume cover “The
Green Faith” and the “Ecology of the Worm that Walks”. “The
Green Faith” by Sean K. Reynolds follows the style of Reynolds’s
usual articles on the gods of Golarion, even though followers of the
Green Faith don’t follow a particular god. And like most articles
in the series, it’s highly informative and very useful. I like that
the articles are branching out into some of the other forms of
worship in the world beyond just the deities.
“Ecology
of the Worm that Walks” by Amanda Hamon takes an in-depth look at a
creature I’ve not paid much attention to in the past, so I was
eager to learn a bit more about it. I was actually quite surprised to
learn that worms that walk are not strictly undead, despite being
thematically similar. I’d never noticed that before! As Xanthir
Vang is a worm that walks, the article has immediate application to
the adventure, but the material here goes beyond that, providing
helpful information for using worms that walk in other games—along
with a number of variant versions, such as ones composed of locusts
or wasps.
This
volume’s Bestiary contains a new kind of demon (the shachath) and a
couple new types of undead—drocha swarms (like a cloud of distorted
faces that bite) and the fallen (ghostly spirits of dead crusaders).
Like the previous volumes of Wrath of the Righteous, it also
contains the stats for one of the demon lords, this time Sifkesh,
lord of suicide, heresy, and hopeless despair. Like other demon
lords, she is a frightening foe.
Overall,
Demon’s Heresy is a welcome change of pace for the Wrath
of the Righteous adventure path. After the urgency of the first
two volumes, it allows the PCs to breathe a little (just a little) as
they secure their hold on Drezen and the surrounding lands. While
they do this, the PCs also have the opportunity to make a powerful
new ally (Arushalae) and score a major blow against the demon forces
by putting the Ivory Sanctum out of action. All things considered,
Wrath of the Righteous continues to surprise me with just how
good it is.
Haven't ran this one yet, but my first reading gave me much the same impression as this review. Very spot on!
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