Shattered Star: Shards of Sin... too much?


GM Discussion

Liberty's Edge 5/5

I'm prepping to run the Shattered Star: Shards of Sin at the FLGS as a PFS module. So the expectation is that the PFS requirements be met within a 6 hour slot. I'm looking at the rules that govern Shattered Star and it begins with B1 and ends with D15. Altogether this amounts to 8 levels of dungeon grinding!!!!

I'm currently running Shattered Star as a home game as well and when played this particular part, with an admittedly high RP group, it took 4 game sessions to cover this amount of material.

Have others found this to be a bit much for a 6 hour slot?

4/5 ****

I normally see modules assigned 2 5-hour slots or 3 4-hour slots. I would expect this to fit in a similar time frame and wouldn't try and fit it into a single 6-hour slot. 2 6-hour slots seems much more appropriate.

Dark Archive 4/5

Treat it as a module, and try to schedule at least 12 hours of play. Unless one of you has a schedule issue, there shouldn't be a rush to finish.

The Exchange 5/5 RPG Superstar 2010 Top 16

J0Bone,

I count 85 encounters in that slice of the Adventure Path. I would expect to need about 18 hours to accomplish all of that.

(As an aside, it's also deadly. If the whole party dies in D% to the rogue, you've cut the running time considerably.

Liberty's Edge 5/5

Thanks y'all

For some reason I had it stuck in my head that a module had to go 6 hours. I think Im good to go. Just hope I can get people back for a double header.

The Exchange 5/5 RPG Superstar 2010 Top 16

J-Bone, at an event like a gaming store game day, you can take as long as you like for an adventure: scenario or module. Scenarios are written in the expectation that they'll take 5 hours, but you can run them all day if you like. (And with some of them, like "Cultists' Kiss", that would eliminate them feeling rushed.)

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