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Minireview: Demon's Heresy (Pathfinder "Wrath of the Righteous" 3/6)

Demon’s Heresy is the midpoint of the “Wrath of the Righteous” adventure path, and it eases up the pace quite a bit. Where the first chapter had the PCs reacting as survivors and the second had them go on the offensive against the demon horde, this third part is more of a sandbox affair. They’ve secured their hold on the city of Drezen, and now need to venture out into the wilds of the Worldwound to seek out certain new McGuffins and seek new possible allies (and clues to how the demons might be stopped).

It’s pretty nice. The fact that it’s more a sandbox than a linear affair is good, since the previous events have been much more linear. The encounters are quite interesting generally, and the NPCs are nicely written and have varying motivations (sometimes very much against stereotype). Of course, the dangers of a sandbox exist here also; without good GM guidance this can devolve into a boring “wander around the wastelands aimlessly” affair. PC motivations and plot flow will probably need some GM tweaking here and there. In any case, the design here is quite solid, and while there is some “dungeon crawl” involved it’s not too bad.

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