This material can be used in different ways, depending on whether a GM wants to
run an epic adventure path, or a pickup game to kill an evening, or to integrate
some of the material into schemes of their own.
Typically, a GM wanting to run adventures using this material should own a copy
of Curse of the Lady's Light (Shattered Star 2 of 6).
Whenever there is an encounter or challenge of some kind called for in the adventure,
just consult the relevant section of these GM Resources for the corresponding Pathfinder
Fate Accelerated write up(s).
If mixing in other side quests or material a GM will have to draw their own lines,
but running it straight and playing out all the parts, Part 1 and Part 2 together
can be considered a scenario and thus represent a significant milestone.
When the adventurers complete the lower levels of the Lady's Light (L25: Sorshen's
Great Secret), consider granting another significant milestone.
Some possibly useful information for a GM considering using this material.
Consider Not Rushing To The End
Part 3 of the adventure is where all the flash and glam is, and as written is the
bulk of the published content. Rushing headlong past the first two parts might seem
expedient, but consider slowing down a bit and treating each of the three parts
of the adventure more equally. Once Part 3 has started it is basically a do or die
delve.
Parts 1 and 2 of are very open ended and "sandboxy". In fact, Part 1 is practically
a blank slate smack in the middle of the adventure hotbed of Magnimar. Part 2 is
more substantial as written and takes place in a nice little pocket of swampy wilderness
a few days south of Magnimar called the Lady's Light region.
There is a tremendous opportunity here for a GM to individualize their campaign
and engage the adventurers in urban side quests in Part 1, and / or wilderness side
quests in Part 2. There are also opportunities for mercantile minded adventurers
to set up a trade route of sorts for exotic natural resources found in the Mushfens.
It is outside the bounds of the Adventure Path, but there's not much stopping one
or more of the adventurers from setting up their own little fiefdom in the Lady's
Light area after the restless natives are suppressed.
It will take more GM effort, but Parts 1 and 2 offer up fertile gaming soil just
waiting to be seeded.
Supplies
Once the adventurers leave Magnimar and transition from Part 1 to Part 2 of the
adventure, they will not have the opportunity to resupply. Once their rations run
out they will be roughing it, living off what they can forage or take by force.
It is generally recommended that the GM not keep this a secret from the players and
adversarially try to 'ambush' them with a lack of critical supplies later on; that
is not the way of Fate Accelerated. Instead consider having a quick discussion with
the players up front before they embark on their journey to the Lady's Light and
explain that the next part of the adventure takes place in a remote, swampy region
several days travel from Magnimar and resupply, inhabited by a plethora of native
inhabitants of the generally hostile variety.
Then ask the players what kind of story they would like that to be. Do they want
to play out a gritty man vs nature survival shtick, or do they want to make a big
thing out of being prepared for anything...perhaps comically overprepared and overloaded
with excess gear, and so on. What would result in the most fitting story for the
adventurers' legacies? Do the adventurers have any Troubles or other Aspects that
would apply here?
Groups adhering to more of a classic adventuring modality will of course most likely
opt for expedient efficiency, gear up with very precise lists of essential supplies,
and pursue the path of minimum drama and distractions to the end of the adventure.
More dramatic groups might opt for a deliberately 'suboptimal' progression (such
as being undersupplied) to produce a more cinematic outcome.
More casual groups might opt to just have the GM assess a price of a certain amount
of gold for the privelege of being able to simply say the group bought enough stuff
and handwave the problem away.
More narrative groups might opt to describe the ways their individual characters
prepare for the upcoming journey and use the Fate Fractal to translate those efforts
into one or more situational Aspects such as 'Well Supplied' on the Adventure
scenario itself.
And so on...there are no right or wrong strategies here, whatever works for the
table.
Social Vs Combat
Parts 1 and 2 have tremendous opportunities for social resolutions. It is even possible
to resolve all the encounters socially, in fact, though some less likely than others.
Part 3 on the other hand is basically 'on the rails'. There are a couple of opportunities
to socially resolve encounters with some of the Grey Maidens, but that is about
it under normal circumstances. There is an event that might occur that changes this
up a bit and offers the opportunity for a case of mistaken identity which opens
up social resolutions, but that event and its implications are not without downsides.
Urban Vs Wilderness Vs Delve
Part 1 is urban, Part 2 is wilderness (but has some caves to explore), and Part
3 is almost entirely indoors inside a 'dungeon' (actually a giant statue, but whatever).
A strong tracker or outdoorsman will have a huge opportunity to shine in Part 2
particularly.