Test of the Starstone


Advice


I know that the Test of the Starstone is susposed to be very difficult, only having three sucesses... but I have a player that is interested in taking it...

Here is a bit of backstory, my players helped to free a very weakened and injured god, and for their services to her they were all able to ask for somthing, one wanted a map and instructional manual of his test when he takes it. She was not opposed to this request, but didnt actually agree either.

So now he in on a quest to get as ready as he can for the test... I know there must be people out there with tons of ideas of how to run a test of the Starstone... and I would love some ideas!

This plans to be his level 20 task, so high CR stuff is great, in the description it says he has to get to the temple with no path, bridge, etc. It also says magic doesn't work as normal...

I have some ideas but they are as simple as big traps, gorges, golems, teleportation traps, big creatures, magic working in reverse, certian spells being replaced with others, only in certian areas, and 'wild magic'... but the magic is not a big deal because he is a gunslinger, but ideas for casters are great too because I have another player interested if I can put something together

Shadow Lodge

Jacob's Tower was inspired by the Test of the Starstone. It starts at level 1 and goes up to level 8 (with more on the way), but it should give you a bunch of ideas for a huge dungeon crawl.


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In my opinion, taking the Test should not be a matter of a dungeon crawl with the typical dungeon traps and obstacles.

"The greatest obstacle that lies before one who hopes to ascend via the Starstone is the Test of the Starstone. A hopeful must reach Starstone Cathedral in the center of Absalom's Ascendant Court and overcome trials set specifically for her by the gods. Thus, there's no way to know what one will face - other than knowing one's own fears, talents, and weaknesses." ~Mythic Realms

It should test the very limits and depths of your morality, strengths, weaknesses, ethics, bravery, and heart. You can't get help for it, since the Test is tailored to the individual, and there's no real way to know what you might face, since that would defeat the purpose of the Test. Failure should also be a very real possibility, with very permanent consequences. It's not something that you can come back the next day to try a second time if it doesn't work the first time.

Really, we know little to nothing about the Cathedral. I don't even think it's been said what you'd see if you crossed via one of the bridges and looked inside the doors that way.


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Have the player solo Rappan Athuk. All the way down.


I think that the PC should be assigned the task to seduce Arazni and talk her into returning to Lastwall for resurrection.

It might not be confined to that Tower, but you have to admit it would be epic.

Exo-Guardians

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Definitely look to Mythic Adventures for this. The character taking the test probably has an idea of what domains they would like, try to base the Test on those. If the player wants the domain of War, defeating a wave of lesser creature may work. Or he somehow finds himself at the head of an army and must lead others into battle. Some domains are easier to plan for and many will not be combat.

Other elements of a portfolio can be used as well. For example, if they want to be the "Gun God" they may find themselves in a room unarmed but with all (or most) the raw materials need to forge their own gun and ammo. They next have to defeat a guardian creature armed only with this weapon. That's one phase of the test.

I agree there should be a consequence for failure. Maybe not death, but level loss, reduced stats, or just the knowledge that they will NEVER get another chance.

BTW, as a GM you need to decide if this is the kind of game you want to run. Lots of players hear about the Test and say "That sounds awesome, I want to try it." Give some thought to what the rest of the group is doing. Are they OK with working toward something that will in the end only boost one of them? Are multiple character going to try?


The quick version:
Roll 10d20
How many 20s did you get?
0-6 you die
7 you escape with nothing but your life
8 you escape with some amazing treasure
9 you are a demigod
10 you are a god


Pathfinder Chronicles Mythic Realms has some good stuff for the Test of the Starstone. Also, instead of a map for the test, have the deity give him a manual that holds answers to problems he may face in the test, for example, something like why certain abilities don't work in a certain way or what he has to do to pass a certain test. But have all of the helpful hints that he can get from the manual be in riddle form. And not easy riddles either.


Doug's Workshop wrote:

Have the player solo Rappan Athuk. All the way down.

Rappan Athuk only holds up to parties level 16 or below, after that there isn't a whole lot that can challenge/kill the party other than the odd CR 27 encounter hidden in the darkest corners every other level. By the time my party was level 20 and knocking on Orcus's door, they were so strong I had BUFFED the encounter (added two balors, Sonechard, a bunch of Maralith's and a stone demon) and they mopped it up in 4 rounds. A few went down but they were either wished back to life or got a breath of life, while the others tanked through everything with a constant supply of mass heals.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Rachel Carter wrote:

I know that the Test of the Starstone is susposed to be very difficult, only having three sucesses... but I have a player that is interested in taking it...

Something like this is a big campaign affair. What you have to decide is what are the possible end points. Godhood, becoming Mythic, or something else. It should challenge the player severely, with a fair chance of him ending up dead which has been the faith of most who've taken it.

Silver Crusade

If my players want to take the test of the Starstone at the end of my current campaign, my plan is to, once they are inside, gate them to and make them fight a custodian of each of the main planes, elysium, hell, abbadon, heaven, etc. , followed by a final showdown against themselves...since there is little that is more powerful than a high level adventuring party.

I'll just use their current stats and run the doubles as NPCs...expecting at least half of them to not make it.

The Starstone isn't for everybody.


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Have him do your taxes. This is the Test of Mind.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

In White Dwarf magazine there's an old two part scenario which is useful for this kind of story, The Key of Tirandor.


I think Nawtyit has the best view of this subject. For millenia hordes of epic level creatures have tried this test. For the most part, they failed completely & died. I find it borderline insulting that anyone should expect help with the Trials. I'd considered the Starstone pretty much a deity itself, and would not allow outside forces, divine or not, to interfere in any way. Frankly I think it'd be easier to kill a god & take its abilities than pass the Starstone Trial. More of a precedent for it anyway.

That said, I feel the tests should be a TON of rp about a character discovering what motivates himself. To know his purpose in life, and managing to apply that to a universal need. What about the character could be worth following to the degree of eternal worship?

But really, you're probably best off letting him know he'll get a cool ability or item off the trials if he's lucky. Permanent death if unlucky or dim. And a one percent chance of becoming a god if he writes a 500 page book exploring his character.


I'm pretty sure there are two ways one leaves the Test of the Starstone: A god, or a corpse. And you don't always leave if you're a corpse.

I say, let him try. He's 20th level, after all. And let him get the help--it is a creative idea, and he did earn it. Have the god give him useful tips, but not be able to explain more (since the Test changes).

Also, the second test: Have him clean out your garage. This is the Test of Strength.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Kobold Cleaver wrote:

I'm pretty sure there are two ways one leaves the Test of the Starstone: A god, or a corpse. And you don't always leave if you're a corpse.

By the new description, another possibility is added. You can leave mythic. (presumably so that the Test of the Starstone does not have to be the end of the character's story)


I like the idea of the test being not just a normal dungeon crawl, but testing their morals, ethics, and character, testing if they have the 'stuff' to be a god... and what type of a god they would make. I also like the mythic idea... The Emperyal Lord and Demon Lords in Bestiary 4 are built mythic...in their own realm at least... and to my understanding they are a kind of demi-god? So maybe the Starstone is the first step? Individualizing the tests for each character to reflect the type of god they would be is a great idea, but how would you make it dangerous for some characters, some characters are not bout danger or fighting?

The Gun Slinger has had a very tough past, he was abducted as a child, he met his father because a geas was put on him by a dancing lady to kill his father, he left to go find himself and found himself a mercenary for an angel, and then tempted to make deals with devils instead of working for her. He had to track and kill a lich, act as a bodyguard for a prophet, and then was told to get information on a man that turned up abducting this god he helped free (because what demi-god would really expect a human to be a threat?)

So he wants to be the god of those that have lost their way. My thoughts for him are that maybe his test does not get him to re-find his path, but realize that he has to make new one instead of wandering around as a hired gun. He lacks strong morals and ethics and instead does what he thinks needs to be done regardless of the consequences...I'll give him more thought unless anyone else has suggestions.

Would a 'dungeon crawl' be interesting, a maze of rooms and corridors each with their own tests, or just a couple of rooms with multiple tests in each, one you might be lost in, the other you might get claustrophobic in, if stuck in it for a while.

I was also thinking to test morals, ethics and character, maybe some tests are supposed to be failed, if failing the tests strengthens your ties to chosen domains or portfolios.

Exo-Guardians

A dungeon can work for this. If "Guardian of Lost Souls" is the theme he's going for, trekking through a dungeon saving other being trapped there can be a great test. There need to be a few moral choices included that alter the path. While rescuing one person, a cave in blocks a tunnel. If the choices he makes are in line with the deity watching over the test he comes out the other side promoted. Slips on a few, maybe a Mythic Tier or two. Totally screws up and just runs through abandoning others to their fate, well, maybe he never gets out. Instead he gets his own private room in purgatory. The only visitors would be those he left behind.

Exo-Guardians

And yes, some or all of the people that need help are those from his past.

Sovereign Court

I would play the test as a Mythic Adventure. If he gets inside, give him his first Mythic Level, for each encounter within the Starstone he overcomes, give him another Mythic Level, once he succeeds his task at level 10, you elevate him to godhood. You could literally make a mini campaign out of the adventures in the Starstone, from what I've read of the description its a mutable demiplace in there and can be whatever it needs to be to test those who make it inside.

If you want to keep the party involved there are a few ways you can go;

1. Have the whole party go in and take the test together and if successful ascend as a new patheon.

2. Have the one hero go it alone, but inside 'copies' of his friends appear to help and guide him on his quest.

3. Have him meet new NPCs (that the other players can play) perhaps they are part of the test itself, represent elements of his personality, symbolise his past or something equally cool. Your shout.

Ultimately there's alot you could do with it if the party are willing to play off the mini campaign angle for a few weeks.


If you're willing to look outside the Pathfinder mythos and into other Fantasy, I'd suggest looking into the Wheel of Time series, especially the scenes involving the tests to become Accepted and Aes Sedai. The tests as written are a series of tests of a character's moral fiber and skill, and could provide some inspiration for the Test of the Starstone.

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I always imagined the Test of the Starstone was akin to the Tomb of Horrors -- a very unfair dungeon where anything can happen. Here, the rules of the game no longer apply. Magic doesn't work the way you expect it -- or doesn't work at all. I agree with Stemboy that the test should be like a mini campaign in itself. I recommend that every chamber should bend or break the rules in some way or force the party to drastically change their tactics. Maybe they enter a chamber filled with pressure plates that kill you if you move less than one square per round, where fly doesn't work, and there's a levitating monster that can impair their movement.

It's hinted that every individual that succeeded the test had a true god actively assisting them in some way. Iomoedae was Aroden's herald. Cayden obviously had divine intervention to be able to succeed while inebriated and having no magical talent at all. Norgorber probably had assistance as well, which may explain why he keeps it all a secret. The party would need more than a mundane map to traverse the challenges. The temple probably changes frequently and actively so that no test is the same.


Rachel Carter wrote:


So he wants to be the god of those that have lost their way. My thoughts for him are that maybe his test does not get him to re-find his path, but realize that he has to make new one instead of wandering around as a hired gun. He lacks strong morals and ethics and instead does what he thinks needs to be done regardless of the consequences...I'll give him more thought unless anyone else has suggestions.

...

I was also thinking to test morals, ethics and character, maybe some tests are supposed to be failed, if failing the tests strengthens your ties to chosen domains or portfolios.

I've highlighted the point that I think is most important. The test should definately be about him.

As an act of defining his own way, preset encounter/dilemmas might help determine his type as well as get him a bit more fixed on his ethics and morals.
But as someone aspiring to godhood, I think it need to become more than simply choosing his own path. It need to be about him actually creating it.
So as far as a dungeon/maze goes for encounters, the actual solution shouldn't be found there. Instead he - character and player - need to create a solution that lies outside the paramatres of the apparent tests. This way he can create a path that is truly his own, and just might be worthy of ascending to a god.

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