Combining Shattered Star and Pathfinder Society season 4 (SPOILER thread)


Shattered Star


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I originally planned to run all the three Runelords adventure paths as a trilogy, and even though I like a lot of the things Shattered Star does it surely feels lacking in plot and roleplay possibilities. Even if you try to make social encounters of the different opponents in these dungeons you will end up in a fight anyway since they will not simply give away the shards or surrender and go away even if you’re really nice.

I have seen several comment of GM:s combining Shattered Star (SS) with Pathfinder Society season 4 (PFS4) , the Year of the Risen Rune but I haven’t been able to find good walkthrough to implement this.

Does anyone have good notes on expanding SS with PFS4? I start by getting some thoughts in print here below. I haven’t a finished all the plot points yet so this is some thoughts of the different chapters and what might be done.

The benefits of implementing PFS4 into SS is that PFS4 have some new locations to travel to, some more characters to interact with, a cult that might act as an opposition and give a sense of urgency and finally the possibility to include the death of The Runelord of Sloth. To run the full saga as a trilogy it felt weird of letting one of the Runelords get defeated out of camera. The adventure path have already a LOT of dungeon encounters, so the aim is not to add to many additional encounters but perhaps get rid of some fights in order to make space for additional locations to visit and explore.

To have the cult of Lissala search for the Shard of Sins would increase the stakes of SS, but to get the feeling of competition the cult of Lissala should seem to be a step ahead and possibly get control or to be close of getting some of the shards themselves. If this would be the case, there must be some way to guide the PCs to the next chapter without the vision granted by the shards.

I also don’t like the idea that each shard simply points to the next one, it feels a bit lazy. It would be more fun if the PCs would have to investigate where the next chard could be by examining clues from the cult.

Characters that could be recurring villains of the story could be:

• Vandiana, a priestess of Lissala also known as the Lashmistress (from PFS4-26 The Waking Rune). She could be integrated into the story from the start and be the clock that the PCs race against.

• Jordimandus, the obese wizard of Sloth from the Runeforge in Rise of the Runelords. In my campaign he survived and would be a great villain in this chapter.

• Runelord Krune, a possibility is actually to let the cult of Lissala succeed and the Krune be the threat in the later chapters.


Possible order:

SS1 Shards of Sin
The PCs get the first two shards. Sheila Heidmarch realizes that these shards are connected to the newly found Runecarved Key and makes plans to acquire it.

PFS4-00 Race for the Runecarved Key
Tries to secure the key to merge the shards. Key is stolen by Vandiana, the Lashmistress.

PFS4-08 The Cultists Kiss
Investigate Lissala cult, Find information about next shard location at Ladys Light.

SS2 Curse of the Lady’s Light
PCs gains third shard before cult gets there. One of the cult members have Kaer Maga guild tokens.

SS3 The Asylum Stone
Tries to find clues from Trolls just to realize that one of the shards is hidden beneath Kaer Maga.

PFS4-10 Feast of Sigils
Find temple while in Kaer Maga and find clues about their plans to wake up Krune. They also find clues that the Lissala cult have found out that the next shard are in possession of Ardathanatus in Windssong Abbey. Should the PCs head for Windsong Abbey to get the shard of to Refuge of Time to secure tokens?

PFS4-12 The Refuge of Time
Locate the tokens needed to reach Krune.

SS4 Beyond the Doomsday door
Stop Ardathanatus from opening the Doomsday door. It Looks like the cult of Lissala have been here to travel between planes.

PFS4-20 Words of the Ancients
The Brass dragon that guards the tokens knows about the connection to Leng. Guides them toward Guiltspur.

SS5 Into the Nightmare Rift
Travel to Leng. The portal is guarded by Jordimandus that explaines that their use of the PCs have come to an end. Cadrilkasta have the last shard and the power to complete the star. Krune will be awake and armed with a completed star!

PFS4-26 The Waking Rune
Use the tokens to get to Krunes vault only to find that Vandiana, the Lashmistress have already resurrected Krune.

SS6 The Dead heart of Xin
Krune have taken the shards from Sheila Heidmarch and completes the star at the top of Irespan. The PCs tries to stop him but is to late. The completed star hurts Krune that realize to late that the Star won’t restore his power but accidentally resurrects Xin!


Chapter breakdown and some thoughts of changes:

Shards of Sin (Lvl 1-4)

Original Plot:
The PCs is asked by Sheila Heidmarch to track down a missing agent named Natalya Vancaskerkin
in the slums of Magnimar. After locating her the PCs eventually secure the Shard of Pride. The PCs use the shard and learn the next fragment is hidden within the Irespan itself ! In an ancient chamber below the bridge the PCs finally discover the second fragment of the Shattered Star, the Shard of Greed, and from it learn the location of the next piece.

Thought:
Nice start with some nice RP possibilities. The Derros in the end could be replaced by Lissala cultists so they actually start with one shard of their own.

Curse of the Lady’s Light (Lvl 5-7)

Original Plot:
The PCs use the Shard of Greed to locate the Shard of Lust in the Lady's Light, the towering statue at the southwestern most point of mainland Varisia. Dealing with the local Boggard of Troglodyte tribes leads the way into the statues dungeon. In the dungeon the PCs encounter a regiment of Gray Maidens looking for treasure in the tower. They finally encounter the alu- demon Ashamintallu who believes herself to be Sorshen reborn.

Thoughts:
The web supplement adds some characters and is rather nice. The Lissala cultist expedition could be hiding in the swamp and tracking the PCs through the dungeon. If the PCs defeat the alu-demon they might realize that the shard have been stolen during the fight.

The Asylum Stone (Lvl 8-10)

Original Plot:
PCs travel to Kaer Maga searching for information from troll oracles known as the Augurs. The Augurs demand that the PCs rescue a troll seer who's been kidnapped by an artificer. The PCs make their way through a cliffside manor filled with deadly constructs and rescue the troll oracle. The troll points them to the library known as the Therassic Spire. The resident librarians are themselves are looking for the shard and have made a deal with a race of monstrous scholars who live below the city, the caulborn. The PCs reach a magical research facility once used by the Runelord Karzoug. The PCs go through a magical portal into the extraplanar realm called the Dark Forest, where Karzoug hid the Shard of Gluttony. There, the PCs travels to the castle in the realm's center, ruled by a headless horseman of Varisian legend called the Dark Rider.

Thought:
There is a Lissala cult in Kaer Maga from PFS4-10 Feast of Sigils and shrine nearby PFS4-12 The Refuge of Time have more information. There is also some separate adventure modules taking place in Kaer Maga (Seven Swords of Sin and The Godsmouth heresy comes in mind). This is a fun place to explore. The Librarians of SS could be Lissala cultists.

Beyond the Doomsday door (Lvl 10-12)

Original Plot:
After learning about the current location of the Shard of Envy, the PCs travel to Windsong Abbey. There, they find the abbey and its village in ruins, overwhelmed by evil fey and giants. They rescue a priests named Casamir, who explains that the attack was led by an ex-member of the abbey, the elf Ardathanatus. The PCs delve into the deadly temple of Groetus under the abbey. Ardathanatus have populated these dungeons with minions, traps and the undead remnants of the Thassilonian cult of Groetus in order to open the Doomsday Door. To win the Shard of Envy and reclaim Windsong Abbey, the PCs must defeat this traitorous cleric!

Thoughts:
The abbey area should for sure have more survivors. The surrounding village could still be inhabited if the giants went straight for the abbey.

Into the Nightmare Rift (Lvl 13-15)

Original Plot:
The next vision sends the PCs back to the Storval Plateau, to Guiltspur, a giantheld stronghold. The Shard of Wrath is now the property of the current leader of the giant tribes, a lumbering thug named Jubbek. Once the PCs secure the Shard of Wrath, the final vision reveals that the route to the Shard of Sloth is very close nearby-somewhere within Guiltspur itself. The PCs journey into the lava entombed chambers of Guiltspur, and then into caverns below where they encounter a band of drow from House Rasivrein who also seek the Shard of Sloth. Delving deeper, the PCs enter the underground laboratories once used by the lich Mesmalatu. Beyond her lies a portal to Leng, and a temple to the Crawling Chaos Nyarlathotep. Finally, in the howling storms on the very edge of the Plateau of Leng, the PCs face the blue dragon Cadrilkasta holding the last chard.

Thoughts:
Replace the Drow with Lissala cultists? The cult might already be in Leng conspiring with the dragon.

The Dead heart of Xin (Lvl 15 – 17)

Original Plot:
With the seven shards of the Shattered Star reclaimed, the PCs return to Magnimar. The Sihedron is rebuilt during a grand festival atop the Irespan, but as the artifact is recreated, the ancient contingencies under the sea in the ruined island-city of Xin activate. Xin rises from the sea floor, wracking the Lost Coast with an earthquake and sending a tsunami out to strike southwestern Varisia. After handling this sudden threat and several of the strange monsters the event has apparently awakened from the slumber of ages, the PCs explore the newly arisen island, discovering remnants of Xin's capital city and the regenerating black spire that is his sentient Crystal Palace. There, the PCs confirm the threat of a centuries old army of constructs is preparing to march, and that the mad phantom of Old King Xin is bent on destroying all interlopers as it constructs a new clockwork body to house its shattered soul. Reborn in a corporeal form bent on retaking his lost empire and conquering Varisia, the rebuilt King Xin joins with the clockwork reliquary to take command of his army and finally confront those who would oppose him!

Thoughts:
The cult of Lissala could be used if the characters realize that combining the chards might be a bad idea. Instead of the festival there would be a chase through the Irespan to find the cultist location to stop the ritual.

PFS4-00 Race for the Runecarved Key

Original Plot:
Canayven and Sheila Heidmarch have secretly summoned the PCs to help the new lodge compete in an auction for a mysterious Thassilonian relic known as the Runecarved Key. The PCs interact with the different bidders to ensure the right winner. The cult of Lissala steals the Key and the PC get into the chase.

Thought:
I really like the auction interaction. The Lissala cultist that steals the key could be Vandiana, and the adventure might end with the success for the cult so they end up with the position of the key. The key itself might be connected to the Shards of Sin.

It might be that Alaznist (Runelord of Wrath) created the key as a tool to forge the shards together and gathered two shards to Irespan in preparation to do the ritual herself. The key could be used to locate the shard locations (some location spell hidden in the runes on its surface) so if the cult of Lissala have the key at the end of the adventure it could be the tool they use to locate the shards.

I also have an idea that the key is used to forge the chards together. The key is pressed to a flat rock surface and unleash enough power to make a star shaped recess. This is the shape where the chards are implemented and forged together.

PFS4-02 In Wrath’s Shadow (Lvl 3-7)

Original Plot:
The Magnimar Venture-Captain Sheila Heidmarch charges the PCs with exploring an ancient temple (believed to honor the Thassilonian goddess Lissala) newly uncovered on Rivenrake Island.

Thoughts:
Little use of this dungeon as I see it. No major interactions.

PFS4-08 The Cultists Kiss (Lvl 7-11)

Original Plot:
The Cultist's Kiss takes place in the Varisian town of Palin's Cove, a holding of nearby Korvosa. The PCs are sent to Palin's Cove and instructed to find and study the cult of Lissala there.

Thoughts:
Nice RPG investigation with a nice little location. Could be that the PCs look for clues where the cult took the key.

PFS4-10 Feast of Sigils (Lvl 7-11)

Original Plot:
The party starts the adventure by meeting up with Miss Feathers, who contacted the Pathfinder Society with information about the church of Lissala's activities in Kaer Maga. The sigil wafers Kesoulla and Drollis created are instrumental in charging the runestones needed to recover the refuge spell. components.

Thoughts:
Addon to Asylum Stone.

PFS4-12 The Refuge of Time (Lvl 7-11)

Original Plot:
Travel to ancient Lissalan shrine in the Wyvern Mountains west of Kaer Maga. "Find the shrine and recover the refuge tokens.”

Thoughts:
Addon to Asylum Stone.

PFS4-20 Words of the Ancients (Lvl 7-11)

Original Plot:
Travel to Desgard's Thousand Columns to find the Thousandth Spire and recover the Rune plates.
The discs are guarded by Zonaladin , a bored copper dragon (CR 14)

Thoughts: Real cute dragon interaction.

PFS4-26 The Waking Rune (Lvl 7-11)
Original Plot:
Use Refuge Tokens to teleport to Krune's sanctum. Defeat the Rune Lord.

Thought:
A rather small dungeon for a Rune Lord fight.

Dark Archive

I definitely like adding in the competitor's, I added some Aspis agents in a few times when I GMed it. I used the strike team stats from Serpent's Rise and Serpent's Ire to run some encounters. I think 7-03 Bronze House Reprisal might be adaptable as well. Having both Aspis and Lissalan's going after generates more tension. Maybe even keeps them guessing, I found it helpful even before adding those scenarios to trim encounters out of some of the dungeons to keep things moving along.

Sovereign Court

I'm also combining s4 scenarios of the Risen Rune to my SSAP. Started with PS401 Rise of the Goblin Guild to establish Pathfinder team, SS01 Shards of Sin, PS402 In Wrath's Shadow, then return for the Free RPG day module Dawn of the Scarlet Son, before sending the PCs off to SS02 Curse of the Lady's Light (using the web enhancement) which is where we currently are. I've dropped hints about the cult of Lissala as rumors buzzing about Heidmarch Manor between missions.

The wizard that hired the dhampir Gnaeus Gnaru was a Lissalan cult member from the Palin's Cove cell sent by it's leader the vampire priest Ilan Costa with detailed notes on the Lady's Light seeking the Shard of Lust.

-Vrocky Horror

Shadow Lodge

I say do it.
This is Dungeon Crawl: The Adventure Path, which is both its greatest weakness and strength simultaneously. If your players like exploring ancient complexes, great! If they'll get bored of it, then this'll be the under-rated middle AP. I'm just glad my players enjoyed it to the end, then said they wanted the next one to have other stuff in it.
I just slipped in a different scenario between chapters: In Wrath's Shadow between the first two (If a PC profanes the temple of Yamasoth in some way, have other qlippoth aim for the DEFILER! later on). Also, you can have Sheila or other Pathfinders mention "some big migration of monsters out of Hollow Mountain" while the PCs were in Chapter 3.
I had Cultist's Kiss between 2 & 3, while they were stopping in Palin's Cove on the way to Kaer Maga; while they were in the City of Strangers itself, they could look for the Shard or investigate the Feast of Sigils in either order. Then, as soon as they hit level 11 in Chapter 4, they were recalled back to the Lodge to stall Krune until other Pathfinders could successfully booby-trap a Runewell as a backup plan.

You can add some more texture to dungeon crawls simply by having foes surrender. Maidens in Chapter 2 can be looking for a way to Resurrect their late queen, while some of them may believe she's still out there, ready to re-assert control of her city-state from the evil fools who overthrew her.
The ghouls in Chapter 5 could easily welcome them in and offer to convert them. If the PCs just go directly for the dragon or fight everyone, either way they won't be evil (though converting would probably make them evil).
Plus, if baddies surrender, they could totally give information on upcoming problems. Yes, PCs don't end up with government positions until the very end, but because your aim in each dungeon is Get The Shard, you don't have to fight everybody to get it.

Sovereign Court

I'm preparing to run this in the new year and reading through the thread so far have cobble together a hybrid of everybody's ideas for my Campaign outline.

Book 1: Shards of Sin
Players learn the from the disgraced Pathfinder the 1st shard was found in the piling and there was more to explore
After defeating the Derro find receipt/documents of agreement of trading treasures (including 2nd shard) to Cultist on Rivenrake Island. Might make a passage in the darklands connecting them.

PFS S4-02 In Wraths Shadow
Defeat Cultists and reclaim 2nd shard
Find research regarding Lady's Light as possible sight for a shard
Orders signed by someone known as the Lashmistress

Dawn of the Scarlet Sun
Still thinking on how to work this in as a possible side mission.

PFS S4-00 Race for the Runecarved Key
Society think is a good lead as it is another Thassilon artifact and might be useful in reconstructing the Sihedron. Will be needed to reconstruct the sihedron as i'm removing the pedestal in the 1st book.
Ultimately stolen by the Lashmistress

Book 2: Curse of the Lady's Light
Cultist has Kaer Maga Guild Token as lead to the cult having activities in Kaer Maga. Either found on the body of the wizard that hired Gnaeus Gnaru or others that died fighting the Gray Maidens/defenses.
Gnaeus Gnaru was hired by a member of the Lissalan cult from Palin's Cove, notes found on corpse are plot point to Cultists Kiss

PFS S4-08 Cultist's Kiss
More breadcrumbs leading to Kaer Maga and trying to find the key

Book 3: The Asylum Stone
Tie in PFS 4-10 Feast of Sigils, PFS S4-12 The Refuge of Time, and Seven Swords of Sin as part of the adventure. Feast of Sigils would have more hints on RL Krune and location of the next shard in Windsong Abbey. The Refugee of time would have the locaion of tokens need to reach RL Krune. Seven Swords of Sin would have lore ties into Xin maybe and some foreshadowing Tempted to level up Godsmouth Heresy to include it too and maybe tie it into the Caulborn subplot.

Book 4: Beyond Doomsday Door
Might have survivors of the town that you can rescue and secure with the Priest to provide an area of safety.

PFS S4-20 Words of the Ancients
Retrieving Tokens and find info on Leng

Book 5: Into the Nightmare Rift
Not sure if i want to replace the Drow with cultists as i like the vampire NPC goals. Maybe they cut a deal with the cultist and are acting as a rear guard but are susceptible to negotiating as the cultist have been gone a while.

The Waking Rune
Time to kill or failing that evict a Runelord.

Book 6: Dead Heart of Xin
Haven't decided if Krune makes an escape in Waking Rune and steals the shards from PCs or VC and assembles it using the key OR if the PCs having defeated him reassemble the sihedron with the key themselves.

I'll be making edits in the plot/lore and probably removing some encounters to try and balance gold/loot for this monstrosity. Fortunately i use plot progression for leveling.

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