In
many ways, I suspect the final adventure of an adventure path is the
most difficult to write and develop. Not only does it have to be a
high-level adventure (and those come with a whole bunch of their own
inherent difficulties), but it also has to tie together all the loose
ends remaining from the previous adventures and bring everything to a
satisfying and epic conclusion. As the instalments of Shattered
Star are much more loosely
connected than most adventure path instalments, there are fewer loose
ends to tie up. As such, it might seem that Shattered
Star’s final adventure, The Dead Heart of Xin by Brandon
Hodge, has it a bit easier. Nonetheless, it still has to provide a
sense of closure to the AP’s disparate parts, and in that sense, it
just might have it a little bit tougher.
In
this respect, I must acknowledge that The Dead Heart of Xin
does a very good job. It does provide closure and, on top of that,
some truly epic moments.
Very importantly, it makes the long quest to gather the separate
pieces of the titular Shattered Star
worth it, and actually provides the PCs with a chance to use the
artifact they’ve worked so hard to acquire. I don’t think it’s
a perfect adventure. I think the AP’s focus on dungeons holds this
adventure back somewhat, significantly limiting the things that could
have been done with it. But overall, The Dead Heart of Xin
is a good high-level adventure.
And, like the other adventures in Shattered Star,
it will work quite well as a stand-alone as well.
SPOILERS
FOLLOW
The
adventure opens with the PCs returning to Magnimar, having now
acquired all seven pieces of the Shattered Star.
With the help of Sheila Heidmarch and a number of other people she
has brought in, it is now time to reassemble the shards into the
Sihedron. In a grand
ceremony on top of the Irespan in Magnimar, members of the Sihedron
Council join the shards together. Unfortunately, this also activates
ancient contingencies to awaken the Sihedron’s
creator, Xin, the original ruler of Thassilon and raise his capital
city back above the sea. The raising of the city causes its own
initial problems in the form of an earthquake and tsunami. Then, of
course, there’s Xin himself. Although he was originally a
benevolent ruler, time has not been kind to his mind, and now, he is
quite thoroughly insane.
The
opening of the adventure is, without doubt, not only the best part of
this adventure, but also the best part of the entire adventure path.
The PCs have to rush about, protecting the people of Magnimar from
the tsunami that threatens to ravage the city. This is a moment where
high-level characters truly get to shine, where they get to use the
powerful abilities they’ve worked hard to get—and the adventure
very wisely doesn’t put any limits on what they can attempt. This
is a moment when the PCs get to feel like mythic characters (and they
don’t even need the forthcoming Mythic Adventures
rules to do it). Some parties might manage to stop the tsunami
entirely before it hits the city. Others might focus on simply making
certain as many of the people of the city survive as possible. Some
parties may even be less successful (or perhaps even apathetic
towards the fate of the city), but this is a scenario that, once it
starts, is totally in the PCs’ hands. Of course, there are a few
monsters (disturbed by the earthquake) thrown into the mix to make
the PCs’ task a little more difficult, but that’s only to be
expected. There’s even an encounter with what is possibly the most
bizarre creature ever included in the game: a scylla (yes, I know the
scylla is based on a creature from Greek mythology, but that doesn’t
change just how utterly bizarre it is). Another great aspect of this
opening is that it allows the party some non-dungeon excitement. Even
groups that are heavily into dungeon crawling will likely be glad of
a brief change of pace after an adventure path that has been almost
entirely dungeon crawling.
Of
course, the opening isn’t entirely without its problems, but the
problems lie primarily in the lead-up to the tsunami, not the tsunami
itself. First off, as the adventure itself acknowledges (an entire
section of the Foreword discusses it), there’s a possibility none
of it happens at all. Players are very good at surprising their GMs
and doing the unexpected. Some groups may decide not to reassemble
the Sihedron at all,
thus derailing the entire adventure. Luckily, the adventure foresees
this problem and offers solutions for how to get around it. The
second problem is that, during the reforging ceremony, the PCs don’t
actually get to take part. Instead, Sheila Heidmarch assigns other
members of the Sihedron Council to perform the actual reforging,
while the PCs protect against anything that might go wrong, and the
adventure assumes the PCs go along with this. While there is a good
meta-reason for this (making certain the PCs aren’t deprived of all
of their spells when disaster strikes), I can easily see a number of
groups baulking at what is essentially “guard duty”. After
working hard to recover the shards, many PCs may, understandably,
want to be involved in the reforging. Of course, GMs can simply allow
them to be part of the reforging, drain all their spells for the day,
then unleash the disaster—but this is likely to come across as some
sort of punishment for everything they’ve done. One possible
solution is to simply rule that the reforging doesn’t drain all the
spellcasters’ spells. This does have implications on the backstory
to the Sihedron, but
minor enough that they’re easily glossed over.
After
the excitement of the tsunami, the PCs must head to the new
island-city of Xin to confront Xin himself. This is where the
adventure starts to suffer due to the constraints put on it by the
dungeon focus of Shattered Star.
Most of the city is left undescribed for GMs to fill in if they wish
to. The rest of Dead Heart of Xin
takes place entirely in this adventure’s dungeon: the Crystal
Palace of Xin. The PCs must move room to room, defeating various
monsters along the way, until they reach the final room where they
confront the clockwork reliquary, the construct that holds the
remains of Xin’s body, conveniently just as Xin’s spirit takes
control of it. The adventure becomes very linear at the point the PCs
enter the dungeon—which is something a high-level adventure really
shouldn’t be. The PCs have huge powers at this point, powers that
give them the ability to forge their own destinies, powers that
they’ve just been able to put to awesome use against the tsunami,
but powers that are now, more or less, denied them.
To
ensure that the PCs don’t just jump straight to the final room, the
adventure takes the unwise course of making teleportation and other
dimensional travel not possible within the dungeon. I was rather
surprised to see this happen, especially immediately after the last
adventure, Into the Nightmare Rift,
which did it too.
However, Into the Nightmare Rift
did this with full acknowledgement of the difficulties this kind of
action can cause. It very wisely included a means for the PCs to
overcome the limit and regain their travel abilities. Such an option
is not present in Dead Heart of Xin (other
than allowing passage through open doors and empty spaces, thus
allowing PCs to teleport backwards, but not forwards), and even if
one were, I would still consider it inappropriate to do this two
adventures in a row. Don’t get me wrong. It makes in-game sense
that the world would develop means of protecting against dimensional
travel, and high-level characters (including NPCs) would likely make
use of such means. However, GMs should use it sparingly, as PCs
deserve the right to use their powerful abilities. There’s little
point to having great powers if you never get to use them. Repeatedly
being prevented from using abilities makes the game much less fun for
the players.
There
are aspects of this dungeon that I do like. Xin currently only exists
as a disembodied spirit, but one that can “possess” constructs
inside the Crystal Palace. This adds a nice twist to many battles
throughout the palace, as Xin could take control of any of the
numerous constructs throughout it, giving it new abilities. This is
also a good way for the PCs to have some interaction with Xin before
the final encounter. Indeed, the adventure does a very good job of
developing its villain (it also includes occasional visions that
reveal much of Xin’s history). This is particularly important in
this adventure, as Shattered Star
hasn’t really had an overarching villain for the adventure path,
and thus no opportunity to build up to a thrilling final encounter
with that villain. The Dead Heart of Xin
does do a good job of building up Xin as more than just this
adventure’s villain, but also the final obstacle of the entire
campaign.
There
is also the possibility of convincing Xin’s axiomite servants that
his ghost has gone mad and that their loyalty to him is to his true
self, not what he has become. This allows for the dungeon to be a
little bit dynamic, even if it is mostly one fight after the next.
Although the DCs to accomplish this are very high, at this level of
play, one or two of the PCs are bound to be capable of it.
Nonetheless,
despite these good aspects, I do feel that the dungeon ultimately
makes this adventure less than what it could have been. Not that it’s
terrible, but if the adventure path were not so focused on dungeons,
this adventure could have made use of the city as a whole,
introducing various factions that the PCs have to contend with as
they race against time to prevent Xin from making his army ready to
invade Varisia. Xin and/or the clockwork reliquary could take a much
more active role, and the PCs could be at full liberty to use all
their abilities how they see fit to best accomplish the task. But
alas, that sort of thing is beyond the scope of this adventure path.
As
this is the final instalment of the Shattered Star
Adventure Path, following the adventure itself, there is an article
on “Continuing the Campaign”. This article provides advice for
groups that wish to continue with same characters. There are some
suggestion for exploring the city of Xin, along with possible
encounters. There is also an outline of a plot involving the rise of
another runelord—Zutha, Lord of Gluttony. There’s even a section
on what to do if the PCs lose. When it comes down to it, the
suggestions here are not so much for continuing the campaign, but
rather continuing this particular adventure into a new campaign. As
the various instalments of Shattered Star have
so little relation to each other, and none but this last one have
much in the way of lasting consequences, it’s really only the
events of this last adventure that can be expanded on and developed.
In the case of “The Rise of Gluttony”, there isn’t even much
connection to this last adventure, beyond the PCs getting to do more
with the Sihedron. But
I suppose that’s very much in the spirit of Shattered
Star, and “The Rise of
Gluttony” does look like it could be an excellent campaign idea for
GMs willing to put in the work.
After
this is an article detailing each of the Runelords of Thassilon. Each
runelord gets a full page of detail covering history, legacies, and
relics, as well as a portrait. I enjoyed this article a great deal.
While some of the runelords have receive quite a bit of development
previously, this article finally gives details on all
of them, and it’s nice to learn about the less-mentioned ones. I
should point out that these are the final runelords, the ones who
were ruling when Earthfall struck, the ones who hid themselves away
in suspended animation and have the potential to rise again.
Looking
back over Shattered Star
as a whole, I have to say that I think it’s one of the weakest
adventure paths published so far. While several of its individual
adventures have been quite good (particularly the excellent Curse of the Lady’s Light), its
disjointed nature has really worked against it. The
fact that each adventure has basically been a stand-alone (with the
only linking factor being the quest to find each shard of the
Shattered
Star)
makes it feel like it’s not really an adventure path at all.
True, many people have run successful campaigns made up of completely
unconnected adventures—I’ve done it myself—but when something
is called an adventure path, I tend to expect more interconnection,
and when that doesn’t occur, it’s a bit of a let down. The focus
on dungeon crawling also works to the AP’s detriment. Now, I’ve
never shied away from admitting that I’m not a fan of dungeon
crawls to begin with (so there’s a bit of my own bias coming in
here), but I still make use of dungeons in my game—just not all the
time. All
campaigns need variety, which Shattered
Star provides
little of.
Also,
as an advertised sequel to the first three adventure paths (Rise
of the Runelords, Curse
of the Crimson Throne, and
Second Darkness),
Shattered Star falls
considerably flat. There is very little connecting it to these
previous APs. The events of Rise of the Runelords
only provide the impetus to collect the shards and have no other
impact on any of the Shattered Star
adventures. As best as I can find, there is absolutely no connection
with Second Darkness
other than a small group of drow turning up in one adventure. There
is no reference to any of the events of Second Darkness,
and Shattered Star doesn’t
even visit any of the locations of that AP (such as Riddleport). Only
Curse of the Crimson Throne
has any real direct references to it. Curse of the Lady’s
Light (deliberately named to
evoke Crimson Throne)
is very much dependent on the events of the earlier AP, and those
events shape the adventure in a large way. The remainder of Shattered
Star, however, has no connection
to Curse of the Crimson Throne.
I’m not really sure what the point was to make Shattered
Star a “sequel” to these
earlier APs if there’s little actual connection to them.
That
aside, The Dead Heart of Xin
does do a good job of wrapping up Shattered Star.
It’s not the greatest adventure ever, but it does have a brilliant
and epic opening. I feel the dungeon constrains what the adventure
could have achieved, but when you accept that that’s the format of
this adventure path, the dungeon is pretty decent. The limitations on
dimensional travel are a poor decision, but otherwise the dungeon has
quite a bit going for it. I do think that groups that have played
through the entirety of Shattered Star
will find this adventure a quite satisfactory conclusion.
“Light
of a Distant Star”
The
story appearing in the “Pathfinder’s Journal” portion of each
volume of Shattered Star
is “Light of a Distant Star” by Bill Ward. This tells the story
of a Pathfinder in Riddleport, trying to determine whether a dwarf
alchemist has the last journal of Jan Lortis, a famous Pathfinder.
While there, she becomes distracted by the activities of some old
acquaintances and uncovers a drug ring, all the while coming to terms
with her own self-identity.
I
have to admit that it took me quite a while to get into “Light of a
Distant Star”. It wasn’t until about the fourth instalment that I
started to feel any sort of attachment to what was happening. The
story certainly starts very slowly. Very little actually happens in
the first instalment. Most of it is the lead character Taldara
following an old friend/acquaintance she recognized through the
streets of Riddleport. The story initially concentrates a little too
much on setting the scene by describing Riddleport and having Taldara
reflect on various aspects on the city and how she got there in the
first place. The problem is, throughout all this reflection, we don’t
really get to know Taldara all that well, even though she’s the
narrator. We learn that she’s fascinated by the Cyphergate, but
otherwise we don’t really start to learn what she’s like as a
person. And unfortunately, that’s a problem that remains throughout
all parts of the story.
Taldara
reflects a lot on her personal history, so we learn the things that
she’s done, but oddly, it gives very little idea of who she is now.
Part of the problem is she’s struggling with her identity, trying
to apply labels to herself (Pathfinder? scholar? thief?), and while
this can be a very compelling form of conflict, in this case, she
doesn’t have a distinctive enough voice, even as an after-the-fact
narrator, to distinguish her to the readers. Most everything she says
or does feels scripted as something she needs to do rather than
something Taldara
would do. She even reflects on her life as a story and what the story
needs her to do. Even at the end, when she’s coming to terms with
herself and deciding to accept all the different parts of her life as
making one whole person, I still didn’t feel that I knew this
character. She remained a complete enigma to me.
This
difficulty of understanding Taldara the character also plays into
understanding Taldara’s relationships with the other characters.
Admittedly, we come to understand those characters as individuals
better than we do Taldara, even if they are only painted in broad
strokes and have little depth to them. However, their relationship to
Taldara is rather mystifying. Earlier, I referred to Shess (the
character Taldara is following through the streets of Riddleport) as
a “friend/acquaintance”. This is because I honestly don’t know
what Taldara considers these people. She apparently adventured with
them back in Magnimar (although how much is never made clear), but
she demonstrates very little affection for any of them. Even her
relationship with Kostin, whom it is made explicitly clear she had a
previous sexual encounter with, is blurry and indistinct. It’s
clear that she regrets that encounter, but does she regret it because
she feels it was a bad choice, or because she is embarrassed or
ashamed by her sexuality? She has no clear opinion on Kostin. This
doesn’t mean that she should be stating unequivocally, “These
people are my friends,” or “I’m in love with Kostin.” Indeed,
that would be a very bad route to go. However, her actions and
attitudes around these characters should make her opinions of them at
least somewhat apparent. At the very end, she takes Kostin’s hand,
but I honestly can’t say whether that is just friendly hand-holding
or the beginning of a romance.
The
villain, Gundsric, comes across much more successfully than any of
the other characters in the story. His motivations are clearer than
anybody else’s, he has a distinct voice, and he has a number of
affectations, from his cough to his smell, that paint a vivid picture
of him as an individual. And despite his horrendously evil plans,
there is a touch of the sympathetic to him, which makes him work
particularly well as a villain. Even though he deserves what happens
to him, you do end up feeling just a touch of pity for him as well.
Alas, this is undermined by the fact that the Taldara and her
friends/acquaintances really aren’t sympathetic characters.
The
wererats, the other villains in the story, are pretty much
characterless, nothing more than stock bad guys to fight. Only the
female wererat has any semblance of a personality, but even with her,
it’s pretty one dimensional. And honestly, the fact that she is
only ever referred to as “the female wererat” starts to grate
after a while.
The
plot itself does start to get interesting once it gets going after
the first few instalments. The different strands of the story
(Taldara’s employment to Gundsric, Kostin’s job to get the staff)
begin to wind together fairly elegantly, and the final fate of
Gundsric is handled very well. It is gruesome, true. But it is also
both creative and, retroactively, completely obvious, which is
exactly what it should be. There are a few loose ends that bother me
a little. It’s a bit disappointing that we never find out whether
Gundsric has the journal of Jan Lortis. I realize that it’s
ultimately irrelevant whether he does or not because, in coming to
terms with herself, Taldara decides it’s irrelevant to her.
However, since it’s such a large focus earlier, it would be good to
have some closure regarding it. I can’t help but feel the ending
would work a lot better if Taldara actually sees the journal in the
wreckage of Gundsric’s house, but deliberately decides to ignore
it. It would go a long way to establishing the character she’s
supposedly become, and a long
way to helping readers understand her as a character. Then
there’s the staff’s inexplicable disintegration. It seems to
happen for no other reason than to stop the good guys winning too
easily—but then why was such a powerful item in the story in the
first place?
Overall,
“Light of a Distant Star” is not a very good story. I’ve
certainly read far worse in my time, but I’ve also read much, much
better. It has an interesting plot, but it starts out slow and it has
a lead character that you never really feel you know and who has
indistinct, blurry relationships with her friends/acquaintances. I’d
recommend skipping this one.
Personally, I think Taldara suffers from the same syndrome so many other female characters in Paizo products tend to: She's pretty so she doesn't need a personality because the (assumed heterosexual male) reader will like her automatically.
ReplyDeleteMore troublingly, perhaps the author felt he was "writing from a female perspective" by making Tal so passive and dopey. I mean, "The moon had turned the sea to silver.... Then we had spoken a different language, one that needed no words?" Who talks like that? Who thinks to themselves like that? Did I just take a wrong turn from Riddleport to The Bridge of Madison County? Or is that just how a male writer assumes women think about sex?
Joana
Oh wow, yes. I'd forgotten about those lines. I think I deliberately blocked them from my memory.
DeleteHey there,
ReplyDeleteAfter reading you (exclenet as usual) post here, I went back and checked out the rest of your reviews for the installments of Shattered Star. The impression I got was that you really aren't all that much into dungeon crawls - which is fine, I'm not a super big fan of them myself (last time I ran any sort of dungeon which took more than 1 session to finish was 7 years ago).
Youe personal taste is legitimate of courses but it does leave me wondering why did you choose Shattered Star of all APs to be the one you buy and review? Other recent APs like Carrion Crown (which I loved and recommand) or Kingmaker (which is not my thing, really) or the pirate AP Skulls and Shackles could have all suited you much better, I think.
Could you elaborate on your reasoning for picking up Shattered Star despite not liking dungeons very much? what was it that captured your attention?
I subscribe to the entire Adventure Path series and have done since they started, so I have them all. I reviewed Shattered Star because it was the current one. My intention is to review all of them as they are released, and I may eventually go back to review earlier ones if I have the time.
DeleteYou're right that I'm not a big fan of dungeon crawls. I do my best to review everything as objectively as I can (as far as that is even possible for reviews, which are subjective by nature), but my anti-dungeon crawl bias is bound to seep through, and I was open in my reviews about not being a fan of dungeon crawls. That's why I acknowledge for several of the Shattered Star instalments (such as Shards of Sin) that groups that enjoy dungeon crawls will probably enjoy them.
Hope that answers your question!
Hi, I'm a french Pathfinder DM and I just discovererd your blog yesterday. It is an importance ressource for me because Paizo products are not translated systematically so I have to import some of them.
DeleteI've just ordered this campaign and I was wondering : which campaign settings are linked to it ? (i.e. which ones do I need to buy to enjoy it ?)
thank you in advance (and I'm sorry for the quality of my english speaking)
Hi Francois,
DeleteShattered Star (and all Paizo Adventure Paths) are tied to the "Pathfinder Campaign Setting", which is the world of Golarion. In particular, Shattered Star is set in the region of the world called Varisia. The Inner Sea World Guide is a hardcover book which gives an overview of the entire setting (you can get the PDF of the World Guide at a very nice price from Paizo.com), and the Inner Sea Primer gives a player-friendly introduction to the world. The book Varisia, Birthplace of Legends is a player's guide to Varisia and useful for Shattered Star. Finally, Magnimar, City of Monuments is an in-depth GM sourcebook about the city of Magnimar, which is the home base city in Shattered Star.
Thanks a lot for your reply ! I already know Golarion and Varisia from the first APs. I played Rise of the Runelords, the Curse of the Crimson Throne and Second Darkness with my friends and we began Kingmaker last month.
DeleteLegacy of Fire and Carrion Crown were also translated in french but Kingmaker was the most appealing for us so far. As we are not assured that the other AP will be translated (the next one will be Wrath of the Righteous) I have started to buy them directly in english (I assure you I understand english way better than I write it ^_^).
When an AP is translated, the french editor translate as well the companions and campaign settings. So I just wished to know which one corresponds to this AP. For exemple I bought Cheliax Empire of Devils with Council of thieves.
We already have the Inner Sea World Guide translated (one of my favorite book from pathfinder) but I'm gonna buy Varisia Birthplace of Legends and Magnimar city of Monuments as you are suggesting.
Do you know if City of Strangers is interresting ? One of the volume of this AP seems to take place in Kaer Maga...
Thank you again !
Yes, City of Strangers is an excellent book, and will definitely enhance the part of Shattered Star that's set in Kaer Maga.
Delete