- Series: Pathfinder Adventure Path: Serpent's Skull (Book 1)
- Paperback: 96 pages
- Publisher: PAIZO, INC (August 24, 2010)
- Language: English
- ISBN-10: 1601252544
- ISBN-13: 978-1601252548
- Product Dimensions: 0.3 x 8.2 x 10.7 inches
- Shipping Weight: 11.4 ounces
- Average Customer Review: 4.6 out of 5 stars See all reviews (8 customer reviews)
- Amazon Best Sellers Rank: #790,489 in Books (See Top 100 in Books)
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Pathfinder Adventure Path: The Serpent's Skull Part 1 - Souls for the Smuggler's Shiv (Pathfinder Adventure Path: Serpent's Skull) Paperback – August 24, 2010
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Top Customer Reviews
The island, Smuggler's Shiv, is filled with set-piece locales, monster lairs, and vile cannibals. Plus, there's a half-dozen fellow castaways to roleplay, each with their own... issues. Lots of wilderness survival and jungle encounters, but also several solid dungeons near the end of the Path, and some roleplay/story encounters thrown in. Also, if you want to ramp up the Survivor angle, there's disease, morale, and camp-building to deal with. Quite a lot of variety.
Really, there's a lot to do, and plenty of room for a GM to add more. The encounters are balanced; some are quite challenging, others are a lot of fun. The NPCs have a lot of flavor, plus some quests (and rewards!) of their own. The set adventure locales cover a wide spectrum, and they're all really interesting.
As a sandbox, though, the module has a lot for the GM to keep track of: the NPCs' morale and helpfulness, the camp, random encounters, weather, etc. If you're strapped for time, this is not the Path to get started on; if you like modifying and expanding pre-packaged modules, this Path has plenty of room for you to work with. If found it a lot of fun to run, but also pretty labor-intensive for a canned adventure.
This is my first module that I have run in two decades and let me say that if all of the games are at this level now, then they have come a long way, baby!!
This will take a lot of the planning out of mastering a game, but there is still much to study of the setting and a lot to keep up with during the game. The characters are stranded on an island along with 5 NPC's and their interactions while trying to escape and discover the secrets of the islands are much more than I could have planned. The adventure itself is also nonlinear in that the PC's can go anywhere they want on the island, or they can try to build a raft or swim out to sea on day 1. I guess they could get mad at each other and go their separate ways (not recommended.)
Again, I cannot speak to how this module compares to other 'modern' ones, but let me say that it is involved and our group is having a great time with it. The NPC's really add something extra to the game and move the game away from just hack and slash. The module also takes into consideration jungle conditions such as rain, heat, and disease, in addition to the usual dinosaurs, cannibals, ghosts, snake priests, etc...
I highly recommend this module especially for a GM who can keep a lot of things going at one time.
Most Recent Customer Reviews
It's a great setting. If you already play Pathfinder you know how good these products are. If you are just getting into Pathfinder any of these Adventure Paths are a great place to... Read morePublished on November 26, 2012 by Justin Ragan