Pathfinder: Wrath of the Righteous Updates, $1,867,001 and Counting
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Category: News ArchiveHits: 1158
Pathfinder: Wrath of the Righteous has entered the final day of its Kickstarter campaign with $1,867,001 already pledged. So, now’s the perfect time to check out one last batch of campaign updates and learn a few fresh things about this impressive-looking project.
First, there’s update #36 where the one and only Chris Avellone talks about the process of translating a pen and paper adventure path into a computer RPG. Update #37 announces a stretch goal that will add 10 special global map encounters to the game and talks about the strategic Crusade system. Update #38 introduces us to the celestial Mythic Path. Update #39 reveals another stretch goal, one the will expand the game with a tough riddle-packed location. And finally, update #40 shares a sample from the game’s soundtrack.
Let’s start with that:
And here’s more on the final “Riddles of Areshkagal” stretch goal:
Far away, in the place she refuses to call her home, Areshkagal, Demon Lord of portals and riddles, spends her time endlessly asking questions.
Will she finally be able to take revenge against her half-sister? Which of her plans will work better for the next attack? Whence her draconic wings? How did she not foresee Aldinach’s treachery? When will the next great riddle come to her mind? When will she escape this accursed place and return to the endless whispering sands that were once her home?
As she ponders these questions and myriad more besides, her minions draw her attention to the events happening in the Rasping Rifts and on Golarion in the Worldwound. And with this information, new inquiries spring forth in her mind…
Who is going to claim the spoils—Baphomet or Deskari? Is Baphomet handsome enough for her? Are the mortals genuinely capable of withstanding the combined forces of two Demon Lords? Can Deskari’s Riftcarver truly slice through the planes? What are those two fools doing? Who is leading the mortals? How are they so strong, and getting stronger still? How has mortalkind at large responded to this shift? By what secret means did they acquire that power? Will Areshkagal be able to use that power herself? And when she wields it, what will her sister’s final moments be like?
She puts in motion her own plans to capture, test, and study this new mortal, the one who has been fending off the onslaught of not one but two Demon Lords with just a handful of followers.
Are the mortals smart enough? Will they be able to solve all the riddles she sets them? Will they be cunning enough to escape her trap? What is the best lure for mortals? Will they survive in the harsh conditions of the Blood Clefts, where rivers of blood flow through jagged canyons of crimson rock? Will they be able to withstand her horrific visage? Will she be able to trick the mortals into doing her bidding, lure them with her treasures, or bend them to her will by force?
She does not know the answers to these questions, but she intends to find out.
To arms?