The
current Shattered Star adventure
path is a first for the Pathfinder Adventure Path
series. It is the first “sequel” adventure path, the first to
assume that any previous adventure paths have occurred. Paizo has
been consistent in their stance not to have the game world constantly
changed by the events of adventures, APs, or novels. This keeps the
campaign setting accessible to new players. People can pick up the
Inner Sea World Guide,
read through it, and be able to use any published adventure with it,
without discovering that everything’s changed and that they now
need to pick up twenty other books to keep up with it. As such, all
adventure paths have been stand-alones, not contradicting, but not
assuming that the events of any other adventures paths have happened.
The closest there has been to a sequel is Jade Regent,
which reuses some characters (Ameiko and Shelelu) from Rise
of the Runelords, but there is
nothing about the AP that requires the earlier one to have happened.
Maybe it did, or maybe it didn’t. It doesn’t affect Jade
Regent in anyway. However, as
part of the celebrations for the 10th anniversary of Paizo Publishing
and the 5th anniversary of the Pathfinder brand, Shattered
Star looks back to the past and
becomes the first AP to break the trend and assume that a previous AP
has occurred—and not just one previous AP, but three: Rise
of the Runelords, Curse
of the Crimson Throne, and
Second Darkness, the
first three adventure paths published in the Pathfinder
Adventure Path series.
That
said, Shattered Star
is not intended to be run with the same characters as the three paths
it follows on from (especially as none of those were meant to be
played with the same characters either). Like all adventure paths, it
begins with new, 1st-level heroes. As such, there’s no requirement
to play through the earlier APs before playing through Shattered
Star (although the players may
come across some spoilers for those earlier APs), so even someone
with no knowledge of the earlier adventures could easily pick up
Shattered Star and
start running it. Indeed, the links to those early APs in the first
adventure, Shards of Sin,
are pretty small. Only Rise of the Runelords
is referenced directly, and then only to form the basis for why the
PCs are setting off on their quest: to ensure that the world has
protection should events similar to Rise of the Runelords
ever happen again.
Another
notable thing about Shattered Star
is that, in a nod to the past and the origins of gaming, all six
instalments are focused around dungeons. This is very much a
dungeon-crawl AP. While there are dungeons in every adventure path,
they are usually only the focus of one or two of the instalments. But
just like every adventure path has a theme, the theme of Shattered
Star is dungeons, and so every
adventure focuses around a dungeon. All six instalments also take
place in Varisia, which served as the location of the first three
adventure paths, so another nod to the past.
I
have to say that I’m not a big fan of dungeon crawls; however, I do
acknowledge that a well-made dungeon can be a lot of fun, and I’ve
certainly played through some dungeon crawls that have been very
memorable and exciting. The problem with dungeon crawls is that if
they’re not done well, they can become a terrible slog that just
seems to go on and on. The Impossible Eye,
the fifth instalment of Legacy of Fire
felt this way to both me and my players when we played through that
adventure path, and we all breathed a collective sigh of relief when
that instalment was over. Shards of Sin
presents a good, competent dungeon. There’s potential for roleplay
and dynamic interaction. There’s a good cast of characters with
motivations that help to make sure the adventure doesn’t just
become one of going from room to room, killing monsters, taking their
stuff, and moving on to the next room. Although the dungeon feels a
bit disjointed at times, the problem with Shards of Sin
isn’t with its dungeon; it’s that there’s not a whole lot to
really grab your attention and hold on to it. Of course, this moves
into the territory of personal opinion, so no doubt there will be
those who disagree, but I find little in the adventure that really
stands out and makes it unique. It’s a bog-standard adventure that
is little different from the hundreds of other bog-standard
adventures out there. As I said, it’s competently written and I
have no doubt it would be fun to play, but it’s the sort of
adventure that’s likely to sit on the shelf for a long time while
all the other more interesting things get run first.
SPOILERS
FOLLOW
Shards
of Sin begins with a pretty
standard adventure opening: a rich aristocrat hires the PCs to do a
job for her. There’s a very slight twist in that the PCs are
assumed to be new members of the Pathfinder Society and the
aristocrat in question, Sheila Heidmarch is their superior; however,
the basic format is intact. (Indeed, the Pathfinder Society angle can
be easily ignored by GMs and players who are not interested in it,
and Sheila Heidmarch can become just a random Magnimarian aristocrat
who hires them. Being members of the Pathfinder Society has next to
no impact on the adventure itself.) I think it’s quite like that
writer Greg A. Vaughan started the adventure in this way as a
deliberate nod to the past, as there was a time when every Dungeons
and Dragons adventure opened this way. The exact person doing the
hiring might have varied, but there was always somebody
hiring the PCs. While this kind of opening worked back in the day, I
tend to prefer something a little more immersive these days,
especially for the first adventure of an entirely new campaign. Other
than the lure of money and fame, or perhaps a sense of duty, there’s
nothing to motivate the PCs with this type of opening—and perhaps
more importantly, nothing to grab the attention of the players. This
is made even more so in Shards of Sin
by the fact that Heidmarch proceeds to ignore the PCs for a while
when they first arrive so that she can talk in private with another
NPC who is there. While this does actually develop Heidmarch’s
character quite well, it does nothing to grab and hold onto the
players’ attentions. It merely delays any sort of hook into the
adventure. And the puzzle box she gives them to solve only delays
things even further. I much prefer campaigns to start with something
that immediately wraps the PCs up into the game world. The opening
of Burnt Offerings,
the first instalment of Rise of the Runelords
is an example of a great starting hook. It begins with the PCs taking
part in a local custom (the Swallowtail Festival), followed quickly
by an attack that wraps the PCs up in events to come. Shards
of Sin opens with the PCs
sitting in a generic waiting room with a puzzle box that releases
some pugwampi gremlins at them if they get it open. It doesn’t in
any way introduce the PCs to the setting, and neither the puzzle box
nor the pugwampis have anything to do with the events of the
adventure to come.
Once
the PCs have actually received their mission, the adventure does
start to get a little more involving and interesting. The PCs get to
engage in a little bit of detective work, which allows the players to
immerse themselves in Magnimar and start to feel part of the setting
before heading off to the dungeon. While the mission itself is not
the most interesting (it’s just a retrieve-an-item scenario), the
events they encounter while trying to complete it are more engaging.
I do like that the Tower Girls, the antagonists for the early parts
of the adventure, are more than just an evil group trying to kill the
PCs. Indeed, while their wererat leaders are definitely evil, most of
the Tower Girls, while thieves, are not actually evil, and this
creates a bit of a moral quandary that can allow for some good
roleplaying opportunities. Alas, I fear most parties will just
slaughter the Tower Girls without bothering to talk to them first.
I
also like the use of mites as the major force in the next part of the
dungeon after the Tower Girls. Mites are very rarely used monsters
(perhaps because they’re amongst the weakest monsters in the
Bestiary), and it’s
always nice to get a bit of variety in monsters.
The
competing devils following the mites are also kid of fun, but by the
time the PCs reach the end of the dungeon, the adventure does start
to feel somewhat disjointed. The mites have nothing to do with Tower
Girls, the devils have nothing to do with the mites, and the derro
have nothing to do with any of the previous antagonists. This does
hearken back to the early days of D&D when every “level” of
the dungeon was like its own separate world, with its own ecosystem,
and ruled over by a new kind of monster, so I do understand why this
style is copied here as another nod to the past. But I grew tired of
this style a long time ago, and it still feels somewhat tiring now.
Like
all Pathfinder Adventure Path volumes, Shards of Sin
contains several support articles to go along with the adventure. The
first, “The Shattered Star”, provides background information and
stats for the item the adventure path is named after. I found this
section the highlight of the volume, less so for the stats on the
Shattered Star than for the history contained in the first two
pages. I always like new information on the game world, and the
history presented here is particularly illuminating. This volume’s
Bestiary is also particularly interesting in that it contains a
number of real-world cryptids (legendary creatures like Bigfoot or
the Loch Ness Monster), including skvaders, wolpentingers, and
snallygasters. The volume also contains a two-page summary of the
entire adventure path. Like all volumes, there is also an instalment
of the “Pathfinder Journal”. However, as I did with my reviews of
Jade Regent, I will wait until all six parts are published to
review it as one complete story.
Overall,
Shards of Sin is not a bad adventure. In fact, it’s quite
competent and contains several sections that I think would be fun to
play. The dungeon is dynamic and contains interesting characters that
actually interact with each other (within their respective “levels”
at any rate). However, as a whole, the adventure doesn’t
particularly engage me and, at times, feels somewhat disjointed. It
should be said though, that a number of my “problems” with the
adventure come down to personal taste and there is little objectively
wrong with them. The adventure is clearly trying to evoke the feel of
old-style adventures from the early days of D&D, and in this
respect, it succeeds quite well. People who enjoy that style of
adventure will probably get a great deal of enjoyment out of this
one.
Hey,
ReplyDeleteIv'e been following the blog for some time now and decided to take the chance to say hey, and also that I appreciate your writing and opinions! You have a very accurate way of thinking, and that makes your posts a joy to read!
About Shards of Sin, I have to agree with you, the adventure is a very well executed old idea. I would however recommand that you give the AP another chance and take a read through "Curse of the Lady's Light", which seems like one of the most fun low level dungeons I ever read.
Glad you enjoy the site! I'm always eager to hear and read people's responses. Don't worry, I do intend to review the rest of Shattered Star as well. It would feel incomplete of me to review one part and not the rest. I started reading through Curse of the Lady's Light earlier today, and I'm really liking it so far.
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