After completing “Into the Worldwound,” we dove into the next adventure in the Pathfinder Adventure Card Game, “The Worldwound Incursion.” This is the Adventure Deck 1 in Wrath of the Righteous, with five scenarios to complete–here’s a recap of how our adventure went.
Note: Spoilers ahead!
The first scenario is “The Fall of Kenabres.” Kenabres is a fortified city, protected by the great dragon Terendelev–but now Terendelev has been slain, scattering her scales everywhere. The city is doomed, but your job is to fight off the remaining Ulkreth.
Interestingly, in this scenario there is no villain hidden among the location decks–instead, Khorramzadeh (the Storm King who killed the dragon) is shuffled into the blessings deck, and every location has an Ulkreth henchman instead. It’s a good thing, too: Khorramzadeh is pretty near impossible to defeat and causes instant death if you fail. In this scenario, however, every time he shows up in the blessing discard pile, he attacks a random location and everyone there takes some fire damage, and then he goes back into the blessings deck. I have a feeling we might be seeing him much later.
Also, whenever you encounter an Ulkreth, you close the location after the encounter–so you don’t even have to defeat it or pass the location’s closing check. (The idea is that the Ulkreths are just smashing the city to bits, so every time you see one it’s destroying that location.)
We got lucky in this scenario–we actually never ran into Khorramzadeh, and since we didn’t have to worry about actually closing the locations, we basically just had to find and encounter the Ulkreths. We found several of them very quickly, so we finished this scenario with plenty of time to spare, but it also meant we didn’t acquire too many new cards. At the end, we each got a skill feat, and the loot was one of Terendelev’s scales.
Each of the first four scenarios of this adventure lets you pick a scale–these are item type cards, and each lets you recharge it for a bonus of some sort:
- Scale of Cloudwalking: Move at the end of your turn
- Scale of Sacred Weaponry: Add 1 to your combat check, or 2 if you played a weapon.
- Scale of Resistance: Reduce damage by 1, or Cold or Electricity damage by 2.
- Scale of Disguise: Add 1 to a your non-combat check, or 2 if it’s Charisma, Diplomacy, or Stealth.
By the end you can claim all four of them. However, because several of our party can’t take a lot of items, we ended up ditching two of them anyway. By the end, Ekkie took the Sacred Weaponry scale to help with fighting, and Adowyn has the Scale of Cloudwalking, to double up on Leryn’s scouting ability.
Next up: “Under the Broken City.” We ended up in the caverns below Kenabres, which are filled with Mongrels. The Mongrel enemies always have you draw a random monster from the box to determine its combat strength (aside from any other abilities they may have), so you may end up with a really strong one or a really weak one. In this scenario, we also had the Mongrel Village location, which means that any time you want to acquire a card, you also draw a random card of that type and use its highest difficulty number. Again, you might get something really great easily, or you might have something basic that is very hard to acquire.
Unfortunately for us, we found the henchman (a Giant Bat) really early in the Mongrel Village so we didn’t get much of a chance to see what else we could have acquired there. The Giant Bat henchmen get more difficult to fight if you can’t pass a Wisdom or Perception check; if you fail a fight, you may bury the top card of your deck to put them back on top. The villain in this scenario is Millorn, a dwarf wizard–everyone at the location has to pass a Wisdom 6 check or take damage. Even worse, if you fail the Wisdom check, you can’t play weapons or spells during this encounter. So we had to be very careful about who would fight him. Fortunately, Leryn sniffed him out at the Befouled Altar location early on, so we were able to go around and close out locations and plan ahead before encountering him.
Balazar managed to acquire the Manual of War, a really handy item. When you display it, you get to choose a power or skill feat that you haven’t checked yet, and use it for an entire turn. Need a +1 on a skill? You got it. I kept the Manual handy because it would allow Balazar to discard monsters to help with barriers or acquiring boons, but in the end I think it was just a +1 to my Strength against Millorn. Thanks to several blessings and crossbows, Millorn was no trouble at all. Loot: another Terendelev scale.
This scenario also introduced some new cohorts, who also show up a couple more times in this adventure. Anevia Tirabade, Aravashnial, and Horgus Gwerm accompany you in scenarios 2, 3, and 4. In the fourth scenario, Irabeth Tirabade also joins your party. But they’re gone by the last scenario. Interestingly, there are two other cohorts marked Deck 1, but they actually don’t show up until the next adventure.
Each cohort has a recharge ability and a bury ability, though Horgus requires you to recharge an additional card and Irabeth requires you to reveal her and recharge something else. We divvied them up so that Ekkie (our fighter) got Anevia to help with Ranged checks and Anora got Aravashnial to boost Intelligence, Knowledge, and Arcane. I forget who got Horgus Gwerm but we didn’t really care for him as much and ditched him for stuff as soon as we could.
Scenario 3 is “Lair of the Vile and the Vicious,” in which Hosilla the inquisitor has taken over a mongrel village. Our goal: defeat Hosilla and turn the mongrels to our side. Hosilla does extra damage to characters with the Human trait–but little did she know that our party is 80% non-human! Hosilla brought a few Henchmen with her: Uziel is a demon rogue who does fire damage and a lot of extra damage if you’re alone. Wenduag is a mongrel ranger, doing some damage before you act and having a random difficulty level to defeat. And then the rest of the locations have Mongrel Traitors, who can bury cards if you lose.
The special rule in this scenario is that if you attempt to permanently close a location, you shuffle the Cultist of Baphomet henchman into a random open location. It’s a mixed blessing–on the one hand, it’s an extra Cultist to encounter (and one that does automatic damage if it’s your first encounter of the turn), but it also means an extra chance to close a location if you defeat her. This scenario wasn’t too bad, though the combination of locations kept us spread out to try to close things. The loot was another scale and Radiance, a magic sword. But none of us actually wanted Radiance–it’s particularly good for Paladins (which we don’t have), but also requires weapons proficiency. We decided to stick with crossbows for our fighters, who are more dexterity-based than strength-based.
Scenario 4 is “Tracking Down Templars.” We’ve made it out of the caverns and returned to the surface, but now we’ve got multiple problems: the Cultists of Baphomet are everywhere, and on top of that Faxon is trying to crush the resistance, so we have to stop him. (This is where I did feel like there was a whole lot of story being crammed onto a tiny card, because the scenario card mentions the “Eagle Watch’s leaders” but I don’t really know who they are.)
The special rule here is that when you close a location, you can bury one of your Mendevian cohorts to get a non-basic boon. However, the henchman Vagorg will banish Mendevians if you don’t defeat him, so beware. Faxon himself has a pretty annoying ability: first, as soon as you encounter him, everyone has to recharge all of their Healing cards. Then before any player may play a card, they must first recharge a card. Basically it made it harder for us to use our usual strategy–throw everything at the villain–because we had to make sure we had double the cards we wanted.
This one came down to the wire–we managed to close six of our seven locations and trap Faxon in the Occult Library, but with a few turns left we still had several cards left to explore. Fortunately, we were able to assemble the whole gang in the library in time to defeat Faxon. Loot: another scale, which we ditched.
The final scenario is “The Wardstone Legacy.” The Cultists of Deskari are battling the Cultists of Baphomet, and Jeslyn the oracle is after the Wardstone–and once you see it, you’ll know why. Jeslyn is a pain to fight, too: first, somebody at your location has to summon and encounter the servitor demon–fail, and Jeslyn is harder to defeat. Well, this adventure’s servitor demon is the Sloth Demon, who forces everyone at the location to pass a Constitution/Fortitude check or discard a card. Face Jeslyn alone, and you have to fight the demon yourself. Bring a friend along to fight the demon, and you still might be discarding a card before the final battle.
We plotted out our attack in this one. The Wardstone Chamber had an immediate loot reward when closed–but it was harder unless the Gray Garrison was closed first. (And with 5 monsters and 2 barriers, we did not want to tackle that at a disadvantage.) So we closed out the Gray Garrison first, and then tackled the Wardstone Chamber to get the fragment. It’s a powerful card with a few uses: you can reveal it and discard another card to peek at any Abyssal location, you may recharge it when you reset your hand if you don’t need it yet, and–best of all–you can use it once to revive everyone. Yep. No TPK when the Wardstone Fragment is around.
The scenario rule in “The Wardstone Legacy” is interesting: whenever you play a Blessing of Iomedae, you place it on top of somebody else’s deck instead of discarding it. However, if you play any other blessing, you banish it and replace it with a random Corrupted blessing from the box. So our Blessings of Iomedae got a lot of use–typically we would put them on top of the next player’s deck, so that they would draw them immediately and then use them again. However, it also weeded out many of our non-Corrupt blessings (including the basic Blessing of Ascension)… which we discovered had some interesting consequences for Deck 2.
We did pin down Jeslyn–and thanks to some scouting ahead by Adowyn and Leryn, we managed to avoid encountering her until we were ready, which was a significant help. The reward: power feats for everyone! Plus, for finishing the adventure, we got to pick our Mythic Paths… time to break out the d20s! But more on that when I tell you about Deck 2.
Each Deck usually has one new Blessing–there are several copies of it shuffled into the deck. This one is the Blessing of Deskari. It’s a Corrupted blessing, but, in this case, it’s a bonus rather than a penalty. As usual, you can discard it to add 1 die to any check or explore your location. The bonus, this time, is that if the top card of the blessings discard pile is Corrupted, then you’ll get 2 dice plus the adventure deck number. So this is a blessing that gets better the farther you get into the adventure path, though first you have to manage to encounter it and acquire it.
There are a few new Barrier cards in this deck. Crazed Cultists and the Poison Spiked Pit Trap are similar to what we’ve seen before–everyone encounters a Cultist of Baphomet henchman in one, and the pit traps just get nastier and nastier. The Sin Seeker is a new one–it’s a curse. Instead of a check to defeat, it just automatically attaches itself to you when you encounter it. While you have it, you and characters at your location have no Stealth or Diplomacy and cannot acquire allies. You’ve got to pass a Combat check at the start of your turn to banish it, or it just keeps hounding you.
Meanwhile, the Bilious Bottle is a poison trap with random effects. It stays at a location, and the first time each turn somebody explores that location, everyone there rolls a d4. You might take Poison damage, Fire damage, bury the top card of your deck, or discard a card and finally get rid of the bottle.
The Manual of War I’ve already mentioned, and it’s pretty handy. The Almanac is another new book that shows up in this deck, and it helps you close locations. Finally, there’s a Wand of Cancellation (perhaps FOX has this?) that lets you skip a Magic boon to explore again.
I’ve already mentioned the Wardstone Chamber above–I would assume it’s only used in that one particular scenario, since you can only get the Wardstone Fragment once. The Collapsing Bridge has an interesting effect: each turn, there’s a chance that it collapses, and all of the boons in the deck get banished. No such luck for the banes. If you close the location, however, you get all the boons that are left in the location.
The Gray Garrison isn’t a bad place to start, because closing it makes other Cultists easier to fight. However, whenever you move away from the Gray Garrison, more monsters show up there. You have to finish the fight before you leave. I mentioned the Mongrel Village earlier: it also makes Mongrels easier to fight after you close it.
Finally, there’s the Occult Library. Sounds cool, right? Maybe there are lots of books to find? Yeah, not really. It’s apparently home to really strict librarians: if you use a book while you’re there, it gets banished. You try to tell them you brought it with you when you came in, but they just won’t believe you.
Overall, I think we found Deck 1 not too difficult for the most part, and I know we were a little disappointed with the loot we found. However, we were very excited about getting to pick our Mythic Paths once we completed this adventure, and we’ve gotten started on Deck 2: Sword of Valor. Stay tuned!