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 Pathfinder Adventure Path #61: Shards of Sin (Shattered
Star 1 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.
Though they are a bit light, players should be feeling like they accomplished something
after completing Part 2 and it is a natural pivot point to allow the adventurers
some early sense of success. It also doesn't hurt to "reward" new players early
to give them a taste of character progression, and whet their appetite for more.
Unless the players do something really unusual, Part 3 and Part 4 together are worthy
of being considered a proper significant milestone...but completing the Shards
of Sin is a major milestone. To avoid short changing the adventurers, consider offering
a significant milestone when they transition from "C24: Southern Guardpost" to "D1:
Sewer Entrance", and grant a major milestone after the session wherein the
adventure is fully concluded.
Some possibly useful information for a GM considering using this material.
Low Entry Barrier
This is the first adventure in the Adventure Path, and thus intended for 1st-5th
level Pathfinder characters. However, starting Pathfinder Fate Accelerated characters
are more capable than starting Pathfinder characters; in fact they are approximately
equivalent to 5-6th level characters. Therefore some of the encounters, particularly
in parts 1 and 2, should be a tad on the easy side.
Don't be concerned; it will even out pretty quickly. You might even race through
parts 1 and 2 in a single longish session if your players get on a roll.
Check The Map Scales
When using the maps provided in the Shards of Sin book, make sure to check the map
scales carefully...particularly the Tower of the Crow maps.
Pay Attention To The Order Of Encounters
When reading some of the encounter write ups in the Shards of Sin book, most of
the explanations in the text are presented in the order in which characters might
first approach them. Of course, as is to be expected, in some places the characters
might take a different route and therefore approach the encounters in a different
order. This is a pretty typical occurrence when using published adventures.
However in the Tower of the Crow itself the main route through the Tower winds up
and down and back around on itself several times, and in places even though the
characters are ascending or descending the rooms are presented flat on the map with
no sense of elevation. Thus, it is recommended that the GM spend some time studying
the maps and the relevant text in the Shards of Sin book to make sure they understand
how the adventurers are moving in three dimensional space as they traverse the tower.
Pay particular attention to B22: The Siccatite Doors, and realize that the adventurers
encounter it but likely move on to the next area where an imminent threat awaits,
and then later come back to it. Based on various posts on the Pathfinder forums
that detail tripped up a fair number of people. In this material the Siccatite Doors
write up is out of sequence after B23: Ayala's Quarters, as that is the more likely
order for dealing with the challenge.
Social Vs Combat
Part 1 is information gathering and sleuthing, and thus offers more social characters
a real chance to shine.
Part 2 does not lend itself to diplomatic resolution in general, calling more for
athleticism. However, one of the more dangerous encounters with Sczarni criminals
can be resolved by making a deal. And Terisha might play along with a more social
resolution until an opportunity presented itself for her to take what she is after
or to eliminate the adventurers.
Part 3 can be handled socially up to a point...many of the Tower Girls are disgruntled
and that could be exploited. They also are not all that tough or militant, and could
be intimidated. They are also criminals, and could be bargained with. However, once
the adventurers start dealing with various giant insects and bat swarms and so forth
diplomacy goes out the window.
Part 4 is basically a dungeon crawl and thus mostly violence, however the Suzerain
/ Lord Baz power struggle could be resolved using wits vs brawn, Stinky doesn't
want to fight, and Lockerbie can be turned into an ally via a side quest or clever
play. The derro on the other hand are just crazy kooks and cannot be reasoned with,
and neither can the Shriezyx.
Urban Vs Wilderness vs Delve
Part 1 and 2 are urban, Part 3 is a fairly classic dungeon delve. There is no wilderness
facet to the entire adventure, save for the fact that the Tower of the Crow is out
in the harbor and part of the dungeon complex is below sea level.
Gotchas
This adventure has a few gotchas that can derail a group. Some of these can lead
to further adventure and might, ultimately, be more fun than the as-written adventure.
There's no "bad fun" here, and stories taking unexpected turns is part of the magic
of roleplaying. But a GM that is concerned with completing the Adventure Path will
want to watch out for these.
- Part 1: The Amazing Zograthy's Thug Buddies: this is less of a problem in Pathfinder
FAE than in the source material, but low level adventurers can be overwhelmed by
a pack of thugs and there have been some reports of a TPK or game ending encounters
in Pathfinder. Also, if playing up the underworld and the Sczarni gangs, there is
a risk / opportunity here for the adventurers to get pulled into a gritty urban
side quest or to make powerful enemies.
- Part 2: As written Natalya will attempt to flee with the Shard of Pride if overwhelmed.
If she succeeds, the adventure has gone off script. There isn't really any logical
place for Natalya to go, but on the other hand that just means she can go anywhere
the GM wants her to. A possible solution is to have Terisha jump Natalya as she
tries to escape and then see below.
- Part 2: As written Terisha will try to steal the Shard of Pride one way or another.
If she succeeds the adventure has gone off script and the GM will have to fill in
the blanks. A possible solution is to have her flee to the Tower of the Crow to
rejoin her gang, and the adventurers somehow track her.
- Part 3: Secret Doors and Puzzle Lock. There are a few different hidden or locked
doors that can stymie a group of adventurers that are ill-prepared for them. Suggestions
on ways to keep the action flowing are noted in the relevant sections of the write
ups.
- Part 4: The derro at the end of the adventure are completely irrelevant to the Shards
quest, and have the potential to distract the adventurers, drawing them into the
Darklands (i.e. the Underdark). Several of the Magnimar related supplements refer
obliquely to memory-wiping derro hiding in and below the Irespan and these encounters
tie into that nicely; an entire side quest could be introduced wherein the adventurers
deal with the verminous derro and root them out. However, it is entirely off script
of the Adventure Path and likely to derail the path altogether.
Big Picture
Following are some ideas to help make the parts of the Adventure Path tie together
better.
- The four major settlements in Varisia are, in order of size and importance, Korvosa,
Magnimar, Riddleport, Kaer Maga. Korvosa and Magnimar are direct (and bitter) rivals
and relatively close in power and influence. Riddleport is half pirate haven / half
strange arcanists. Kaer Maga is all weird all the time and has a colorful reputation
as a place where anything is possible and dark mysteries await. Be sure to reference
all of them in the speech of NPC's met along the way to help anchor the campaign
to the region and build anticipation when the adventurers discover they need to
travel to one of the settlements.
- Weave in references to an ancient Varisian myth / urban legend about a fearsome
headless "Dark Rider" who hunts lone individuals by name a few times a century.
This will help set up and ground the big bad guy in The Asylum Stone adventure,
Part 3 of 6.
Consider Adding In Some Competition
As written the six books of the Adventure Path are less tightly linked than is normal
for Adventure Paths, and there is no explicit impetus to hurry. Adventurers are
free to wander, do side quests, and get around to acquiring each Shard in turn as
it is convenient. This can lend itself to a more casual playing experience, but
can also leave a lack of intensity and desire to get to the end.
A good way to inject some motivation to press onward and some good old antagonistic
grit is to introduce one or more competing interests who are also aware of and going
after the Shards. This could be true from the very beginning of the Adventure Path,
or it could come to pass after information of the Shards' continued existence gets
leaked due to in play events.
The nature of the opposition is left to the GM's nefarious machinations, but if
the default assumption that one or more of the adventurers are affiliated with the
Pathfinder Society is in place then the Aspis Consortium lends itself well
to this purpose.