How do you *get* the *** up into the top of Lady's Light? (spoilers)


Shattered Star


*** = The glass golem that Ashamintallu used to inhabit. So how do you do it?

The encounter with Ashamintallu states the specific effects that having the glass golem along would have on the encounter, so it must be possible to do it (at the character levels of typical PCs at this stage in this adventure).

Do the various teleportation effects in the dungeon (the Sorshen murals' foot, the snake frescoes, etc) allow you to bring along passengers as a CL 20 effect?

I can't think of another reasonable way to do it with the usual items and spells, unless I'm missing something.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

If the PCs have gained control of the golem, then the golem can be transported by teleportation effects ("Only objects held or in use (attended) by another person receive saving throws and spell resistance"). Most of the transporters only require stepping on a specific area when activated, if your GM gets sticky about bringing along the golem when in physical contact with a PC.

Alternately, if the PCs have a bag of holding or similar item (that can contain the golem), they can bring the golem along in the item's extra-dimensional space.

Sovereign Court

Yep, like Dragonchess Player said. We brought "Glassamintallu" along to help fight, not even realizing it would cause a nervous breakdown...hmm, I wonder if a lot of characters posting here will have my same avatar ;)

Scarab Sages

My group have taken to calling the statue "Lydia" because she's always blocking doorways and standing around waiting for orders.


My party solved the problem with a Str 20 fighter and the spells Enlarge Person and Ant Haul. She simply carried the golem with her.


I know I may be a little late to the party, but our group just quite in the middle of the third book of this AP and I wanted to say... weird, I have absolutely no idea what statue you guys are talking about!

My group must have just went right by it without noticing it or something. Though we had a rough time with that dungeon and tried to hurry it up as fast as we could through it, so I'm sure we missed a lot.


Did anyone fall for "The Trap" ;-D


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I love the fact that one particular trap is simply known as "The Trap", and that any GM running/reading the AP knows precisely which one is being referred to by that term. :D

I haven't run ShSt yet (both my groups voted for RotR). However, one pair of players found out (out of game) that Azlanti humans get a +2 racial adjustment to ALL their ability scores, and have been teasing me ever since about how they want to play Azlantis as their next characters. I've simply told them that true Azlantis have died out, all the while secretly snickering about what might/will happen when they finally get to play ShSt and someone runs afoul of The Trap. Bonus fun facts: both players are male, and usually play male characters. The chaos potential is therefore ... vast. :)


Bellona wrote:
However, one pair of players found out (out of game) that Azlanti humans get a +2 racial adjustment to ALL their ability scores, and have been teasing me ever since about how they want to play Azlantis as their next characters.

I noticed this randomly by looking through another book after the Trap had triggered on a fellow PC. Strangely, the DM never said anything about stat changes, so I wonder if he simply missed it or thought it was too powerful, I'm not sure.

I thought it was funny that the Trap was triggered on every single piece of jewelry inside the sarcophagus. Seemed like it was designed to make sure we had a few chances for the Trap to trigger and eventually it did, but what makes it funnier is that despite all that, like 2 rooms later our group suffered a near TPK and the PC ended up dying and making a new character.


Aw, bummer! That trap had serious potential for even more hilarity through the whole campaign :-)


I almost had to push the psrty witch to touch the trap. It's too good to ignore it


gustavo iglesias wrote:
I almost had to push the psrty witch to touch the trap. It's too good to ignore it

I'm running a mash-up, using the Rise of the Runelords to tell the Shattered Star story (all six volumes of RotRL as well as #1, #5 and #6 of SS and Seven Days to the Grave from Curse of the Crimson Throne. I say this as a prelude because of how I used 'the trap'...

Spoiler:
Nualia was defeated by severing her arm (critical hit) and fell into a coma... later in the story she came around and was set to be taken to Magnimar for a trial and sentencing. The PC's had a reason to rescue her so they themselves became temporary fugitives from justice and Sheila Heidmarch directed them to the Lady's Light to search for the third Shard - they had already found Rage in Nualia's possession and Envy in hands of the ghoulish Aldern Foxglove.

At any rate, Nualia is now one-armed and is no longer the War Priest I had originally built her as, being done with gods and their manipulations. She's been a bit of a nihilist since joining the group and bouncing back and forth between depression and bitterness over all that has happened - a pretty tragic character who is going to meet an even more tragic end in the bowels of the Lady's Light. Once the PC's have defeated Ashamalintu and are recovering at Maroux's cabin, I'm going to have Nualia 'reborn' emerge from the swamps, clad in nothing more than the diaphanous robes the clone of Sorshein was interred in. It will be quite the revelation, but Nualia will be reborn in more than body... she will have a new lease on life (literally) and I plan to rebuild her as a Magus, combining her former martial skill with the new whisperings of magic she hears echoing in her mind.

The fact that I've replaced the BBEG influencing Queen Illeosa in Korvosa with that of a still slumbering (but very close to awakening) Sorshien should make the next volume very, very interesting...


Paradygmatic wrote:
Bellona wrote:
However, one pair of players found out (out of game) that Azlanti humans get a +2 racial adjustment to ALL their ability scores, and have been teasing me ever since about how they want to play Azlantis as their next characters.

I noticed this randomly by looking through another book after the Trap had triggered on a fellow PC. Strangely, the DM never said anything about stat changes, so I wonder if he simply missed it or thought it was too powerful, I'm not sure.

I thought it was funny that the Trap was triggered on every single piece of jewelry inside the sarcophagus. Seemed like it was designed to make sure we had a few chances for the Trap to trigger and eventually it did, but what makes it funnier is that despite all that, like 2 rooms later our group suffered a near TPK and the PC ended up dying and making a new character.

I ran it slightly differently (see my post above) and had it affect the entire party the moment someone touched the sarcophagus... played each 'terror' out privately using a scenario from the PC's character history, having them make Will saves every round and taking non-lethal damage each time they failed as the visions worsened. It was up to them whether or not to discuss what had happened to them with the others, but they were all Shaken for the remainder of the 'day'. Worked out pretty well.

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