
LankyOgre |
Should I try to run Shattered Star?
I'm going to be starting a game up soon and I'd like to make things somewhat easy on myself and just run an AP.
I have the first three issues of the adventure path, but I haven't had a chance to read through them because my wife thought she might run it. Since then, she has decided she has no desire to sit on this side of the screen. I didn't get the latter half of the path though, so I can't see how it ends. I've seen a lot of comments that it is dungeon heavy, which I'm happy with.
If I run it, I can't be sure that anybody has played any specific other adventure paths, so I can't depend on any prior knowledge.
Is there anything I need to be super worried about or work around? I've looked through some old posts, but other than dungeon crawl comments, I haven't seen a lot of direct reviews.

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I'm currently running this AP for my group (currently in the 1st part of book 2). If you have players with experience with other APs, that will be helpful as this AP pulls heavily from the "history" of those APs. Shattered Star was a bit of a squeal to previous APs (Rise of the Runelords, Curse of the Crimson Throne, Second Darkness, etc). If your players haven't played in previous APs, that's okay too. The books do a good job of providing enough fluff/background to keep the story interesting with some depth.
One thing you should be prepared for. The dungeons in the AP are H-U-G-E!!! So, lots of mapping if you using miniatures and/or video mapping.

Sub-Creator |

I'm currently running this as well, though greatly expanded upon. I'm using PFS scenarios to fill in gaps between adventures, as I've expanded upon the ioun stone aspect of the shards that requires them to research and find those, as well. My players have also been enjoying this AP quite well, especially all the roleplaying that the first book allowed for. I'd recommend it.
For the record, I think Book 6 of Shattered Star is one of the best I've seen to date (of Book Sixes).

Nullpunkt |

I am running this on roll20.net for a group of four and we have just started book 3.
It has been a blast so far! Admittedly, I am lucky enough to have a great group together, but the adventures themselves were brilliant, too.
Just make sure that you expect the right thing: This AP is all about dungeons (as you have already heard) and about the history of Thassilon (and, by extension, Varisia). So make sure your players build characters that fit those themes and you will be rewarded!
Do not expect too much intrigue and campaign-spanning cabals in the background or anything like that. This is not that kind of adventure path.
On the plus side, because the individual chapters are self-contained and even within each chapter every part is usually fairly linear, the adventures are very easy to prepare and to run.
Of course this much linearity may irk some players so again, make sure your players expect the right things.
If you and your group want to go on an epic (but for the GM low-maintenance) tour through some of Varisia's most iconic places, see fabled locations, meet exotic creatures (and kill them), without being bothered by occasional railroading, this is the adventure path for you.

Major_Blackhart |
As a guy who played this AP, I can tell you it is my favorite, followed by Iron Gods for its Korgoth of Barbaria feel.
One note: some of the so-called villains in this AP are really quite tragic, so if you GM this, try to emphasize that aspect. It made my half orc redeemer paladin work all the harder to save them. Even the ones that seemed beyond redemtpion.