
Irnk, Dead-Eye's Prodigal |

Hey everyone. This is a question for those of you who have been running Shattered Star. Currently, I have a group consisting of a Fighter, Inquisitor, Bladebound Magus, and an undecided fourth. I was hoping to utilize the Magus's Black Blade as a role playing device in the adventure. Do any of you have any recommendations as to how I can go about developing the Black Blades increasing sentience to work with the Shattered Star's overarching story line? I'd like for his blade to have a purpose that would prove useful or a hindrance in late game. Thanks a lot! I'm looking forward to hearing some fun ideas.
Pick up Seven Swords of Sin, an early Paizo Game Mastery Module, which also happens to be set in Kaer Maga. In a nutshell, the premise of the swords was to provide the Runelords with 'judicial champions' so-to-speak. If there was some dispute between Runelords, they would send their 'champions' to fight it out & whichever one won, their Runelord was considered to have also won.
Basically, figure whichever of the Seven Deadly sins your Bladebound best personifies & have the Black Blade be tied to that Runelord.

Brandon Hodge Contributor |

Do any of you have any recommendations as to how I can go about developing the Black Blades increasing sentience to work with the Shattered Star's overarching story line?
I gave this some thought over the evening. You've got a chance to really tie one PC really closely into the adventure, and I think that if you shift the Sihedron shards' locate-the-other-shards ability to sense the next piece from the shards themselves to the black blade, and make it the sword's purpose to recover and reunite the Sihedron, then you've got a winner. Of course, should the character die or something, you can revert the power back to the shards as normal, but I think you'd have a fantastic campaign-driver if the bladebound magus' sword appeared at first level and started urging him to take on the quest. If you wanted to tie it in as a gift or something from Shiela, I suppose you could do that.
Of course, for a kicker:
It could turn out that the sword is an early prototype of one of the Alara’quin--the seven weapons of power crafted by Xin. It could be an abandoned, never-quite-completed, or unfinished effort (you will see that such efforts are not unprecedented), and likely knows what ultimately happens when the shards are reunited. With this knowledge, it drives the PC to gather and reunite the shards so that it can either rejoin its master, or, perhaps more appropriately, seek revenge on him for its abandonment.
In any case, sounds like you've got a great chance to really entwine a PC's fate into the plot of the adventure from start to finish, and put some of the motivation back in their hands.

Arneroc |

Pick up Seven Swords of Sin, an early Paizo Game Mastery Module, which also happens to be set in Kaer Maga.
I think that if you shift the Sihedron shards' locate-the-other-shards ability to sense the next piece from the shards themselves to the black blade, and make it the sword's purpose to recover and reunite the Sihedron, then you've got a winner.
What fantastic ideas! Thanks so much for responding.

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Can there be any hint at which level the AP is gonna end at? :)
According to my notes... by the end of the last adventure, the PCs should have probably gained enough XP to have reached 17th level by the end. And perhaps even by the point where they're heading into the final encounters. Depending on how many additional wandering encounters and optional quests/side adventures you put in, I could even see folks reaching 18th level with relative ease.

Brandon Hodge Contributor |

Sounds about right to me as well, James. If GMs plumb into the backmatter for some of the campaign extension stuff that takes place outside and around the final adventure locale, 18th level is imminently doable with relatively little disruption to the adventure as written--likely just a matter of making the journey there a bit more arduous.

zergtitan |

Mechalibur wrote:Make like a 14 year old girl obsessed with anime and ship already! :PValeros/Kyra/Seoni/Merisiel forever, yo.
Now I can only see that character combination as part of some interesting harem style anime.
(For those who don't know anime, look for the harem theme on the anime page of Wikipedia.)
Mechalibur |

Started looking it over, and it's pretty solid so far. The treasures section is 4 pages long, instead of the usual 2. The Clockwork Reliquary is a total badass, and actually isn't evil. Paladins might have a hard time. It also has abilities related to all seven skymetals. I'm a bit surprised since I thought it would be some sort of spellcaster.

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Started looking it over, and it's pretty solid so far. The treasures section is 4 pages long, instead of the usual 2. The Clockwork Reliquary is a total badass, and actually isn't evil. Paladins might have a hard time. It also has abilities related to all seven skymetals. I'm a bit surprised since I thought it would be some sort of spellcaster.
You didn't notice the notes for what happens if the PCs fail and it gets its hands/claws on the completed Sihedron?
This is by far my favorite volume of this AP. The last two have really been lifting up Shattered Star's rankings in my mind. Books 1 and 2 were kind of underwhelming for me, but these two, wow. (Probably just my anti-low level adventures bias, but these last two volumes have been great.)

Mechalibur |

Mechalibur wrote:Started looking it over, and it's pretty solid so far. The treasures section is 4 pages long, instead of the usual 2. The Clockwork Reliquary is a total badass, and actually isn't evil. Paladins might have a hard time. It also has abilities related to all seven skymetals. I'm a bit surprised since I thought it would be some sort of spellcaster.You didn't notice the notes for what happens if the PCs fail and it gets its hands/claws on the completed Sihedron?
** spoiler omitted **This is by far my favorite volume of this AP. The last two have really been lifting up Shattered Star's rankings in my mind. Books 1 and 2 were kind of underwhelming for me, but these two, wow. (Probably just my anti-low level adventures bias, but these last two volumes have been great.)
I most certainly noticed.

Dragon78 |

I really like the Mexlan.
The Living Rune's two dimensional trait is very interesting.
The Clockwork Reliquary is awesome, I haven't seen a final boss this interesting since Nerissa from King Maker.
Interesting collection of monsters from constructs, aboleth, axiomites, scylla, marilith with magical sky metal weapons, an aeon, etc.

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Loving the props, folks. When this one proliferates a bit more and more people get a chance to read it, I'm going to necro the thread that inspired some of my choices in this adventure that made it what it is. Can't wait to discuss this one with you guys in the Shattered Star threads! =-)
All I've done so far is flick through the adventure and looking at just the monster names is wonderous!

zergtitan |

*In Announcer Voice*
This Wednesday witness the end of an epic with years in the making. The Shattered Star reunited. An ancient power rising. A nation united by it's dark past, for the dead heart of Xin beats once more.
Available in PDF and Print from Paizo Games.
(Warning other sellers may not have it available until one month later.)

magnuskn |

I wonder how many groups will
Then again I am always surprised how many "deception based" NPCs are not prepared for dealing with a level one spell like "Detect Evil". It's like player characters are supposed with friendly seeming NPCs like the party in The Gamers does with the replacement Wizard. "You seem trustworthy. Would you care to join us in our noble quest?" "Yes. Yes I would <muahahaha>" ^^

Brandon Hodge Contributor |

Making a full-proof deception was important to me for Ogonthunn, and checking my turnover...
And while I haven't scrutinized the final version as well as I should just yet, I know James went with a more physical confrontation and opted for a polymorphed Ogunthunn and a direct-presence parlay, which was likely the right design choice. But the removal of the daily casting of mind blank would, I think, be an unfortunate edit with unintended consequences, though it seems the spell was removed from the aboleth's spell list as well. That's really unfortunate. That was really the key to covering its butt.

magnuskn |

BTW, I've read the entire adventure at work and it seems much, much improved in its RP potential from your last final module of an AP. Good to know that the complaints were heeded. Given how dungeon-heavy it is, I really liked it ( and what I've seen of the entire AP). :)

Brandon Hodge Contributor |

THANKS, Magnuskn! Like I said upthread, there were a couple of threads floating around at the time of my writing that I plan to revisit with you guys, and you can see the direct result and influence fan feedback can have on final products.
Shadows of Gallowspire did miss out on some RP opportunities that I would love to have included, and it was important to me to answer some of the criticisms it received when I was handed Xin on a nice, silver platter. I think this one answers much of that in spades. =-)

Irnk, Dead-Eye's Prodigal |

The other thing to consider, I think, is that
if the PC's do take down Orgunthunn before they go after Xin, that can seriously wind up hurting them as well. I get a serious 'the Enemy of my Enemy may be my best Ally' vibe from this. On the other hand, I find it rather interesting that a Paladin going in here could very well be hindered if (s)he follows first instincts, the only foes that are smite-able are the ones you might want to save for after you take down Xin...

magnuskn |

Spoiler:The other thing to consider, I think, is that if the PC's do take down Orgunthunn before they go after Xin, that can seriously wind up hurting them as well. I get a serious 'the Enemy of my Enemy may be my best Ally' vibe from this. On the other hand, I find it rather interesting that a Paladin going in here could very well be hindered if (s)he follows first instincts, the only foes that are smite-able are the ones you might want to save for after you take down Xin...
I'd consider spoiler-izing what you wrote, as it is rather revealing about one of the plot twists of the module.

Black Dougal |

I really like how the adventure incorporates possible character events from the previous adventures in the series. One constant criticism of adventure paths is how the authours don't incorporate points of interest from earlier parts of the path, but clearly this adventure does.
I usually find the final adventure of the path to be the weakest of the 6 (I'm looking at you council of thieves), but in this case I am really liking it. In fact, I don't think Shattered Star has had a weak adventure, but if I had to name one it certainly wouldn't be the Dead Heart.

Phane |

Lambsteak wrote:Can there be any hint at which level the AP is gonna end at? :)According to my notes... by the end of the last adventure, the PCs should have probably gained enough XP to have reached 17th level by the end. And perhaps even by the point where they're heading into the final encounters. Depending on how many additional wandering encounters and optional quests/side adventures you put in, I could even see folks reaching 18th level with relative ease.
Just curious, but is there a reason why the final normal levels seem to be ignored? Why is it that the APs always seem to end t 17-18th level? As a player, it is kinda frustrating to have the capstone abilities, and 9th level spells always just out of reach.

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James Jacobs wrote:Just curious, but is there a reason why the final normal levels seem to be ignored? Why is it that the APs always seem to end t 17-18th level? As a player, it is kinda frustrating to have the capstone abilities, and 9th level spells always just out of reach.Lambsteak wrote:Can there be any hint at which level the AP is gonna end at? :)According to my notes... by the end of the last adventure, the PCs should have probably gained enough XP to have reached 17th level by the end. And perhaps even by the point where they're heading into the final encounters. Depending on how many additional wandering encounters and optional quests/side adventures you put in, I could even see folks reaching 18th level with relative ease.
It's because of physics.
A typical six part adventure path simply isn't long enough to fit in enough encounters to hit 20th level... but I think that might change with Wrath of the Righteous, due to the accelerated rate at which mythic characters will be leveling up. We'll see!

zergtitan |

James Jacobs wrote:Just curious, but is there a reason why the final normal levels seem to be ignored? Why is it that the APs always seem to end t 17-18th level? As a player, it is kinda frustrating to have the capstone abilities, and 9th level spells always just out of reach.Lambsteak wrote:Can there be any hint at which level the AP is gonna end at? :)According to my notes... by the end of the last adventure, the PCs should have probably gained enough XP to have reached 17th level by the end. And perhaps even by the point where they're heading into the final encounters. Depending on how many additional wandering encounters and optional quests/side adventures you put in, I could even see folks reaching 18th level with relative ease.
They give you a continuing a campaign section so you can reach 20th level. Plus they want you to create adventures of your own so that they don't have to make everything for you. Part wanting you to embrace your inner creativity and part lazy. (Last part is a joke)

magnuskn |

magnuskn wrote:The quote that you are referring to needing to be spoilerized should BE spoilerized as well. :)I'd consider spoiler-izing what you wrote, as it is rather revealing about one of the plot twists of the module.
** spoiler omitted **
Oh, um, yeah, correct.
Liz? ^^