I loved City of Strangers and, in general, all of what James Sutter writes but, sadly, this AP chapter didn't work for me and I don't think my group would have appreciated it. Without being my favorite part of Varisia, Kerr Maga is still fun and I was looking forward to The Asylum Stone. But even though some parts of it would probably be fun to play through (the Ardoc villa, the Troll Augurs, the Caulborns), most of the two main dungeons seem filled with somewhat random creatures that have little in common. Some of these encounters are really good, but I find the randomness undermines them. One or two odd creatures would have been fine, but many strange creatures in adjacent rooms would have broken my group's sense of verisimilitude.
Maybe Kerr Maga is just not for me/us?
I'm still looking forward to James's next AP chapter, when he can find the time to cram one in his busy schedule! And why not on another planet than Golarion. ;)
Greg Vaughn's AP chapters have rarely disappointed me and the starting volume of the Shattered Star is no exception. The first part of the scenario, in Magnimar, is a good way for the PCs to start knowing each other before they move on to tackle the full exploration of the large dungeon that is the meat of this chapter.
Although it sometimes felt a tad long, the dungeon's exploration is varied, and the dungeon's ecology mainly makes sense. The many little touches of Thassilonian knowledge scattered throughout all the great boon to convey more information on Thassilon to the PCs.
My group and I had quite a lot of fun playing through this chapter!
My group and I had a real blast running through the Curse of the Lady's Light. Although this chapter of the AP, just like the others, features a prominent dungeon, the story is full of opportunity for roleplay: dealing with the tribes in the marshes, the encounters with the Gray Maidens, the possibility to have to Gray Maidens' leader join the PCs, etc. The final encounter is tough and tense, but not necessarily over the top if the players are smart.
That one famous trap in the dungeon is also a wonderful opportunity for great gaming if your players tag along, and mine sure did! Its repercussions through the rest of the campaign are going to be fun to play.
Bottom line? Keep Mike Shel on the payroll, he sure knows how to invent a dungeon with a twist!
Whilst it's true this book obviously had a difficult birth that led to some editorial mistakes, errors, and typos, it remains a good book of options that open up a lot of possibilities with more archetypes (which are numerous and flavorsome), feats, spells, etc. Obvious issues can easily be dealt with by the GM.