Pathfinder Adventure Path #38: Racing to Ruin (Serpent's Skull 2 of 6) (PFRPG) (based on
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reviews)
Paizo Publishing, LLC
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Chapter 2: "Racing to Ruin"
by Tim Hitchcock
Finally reaching the port city of Eleder, the adventurers arrive with knowledge of the route to the lost city of Saventh-Yhi. But new rivals are also on the trail of the legendary metropolis, and soon the race is on to reach the fabled ruin and claim its unimaginable treasures. Will the adventurers ally with ambitious explorers like the treasure-seeking Pathfinder Society, the unscrupulous Aspis Consortium, the gold-hungry Shackles Pirates, or others on their quest into the jungle's depths? And what dangers will they face as they enter the Screaming Jungle, one of the deadliest wildernesses on all of Golarion?
This volume of Pathfinder Adventure Path includes:
"Racing to Ruin," a Pathfinder RPG adventure for 4th-level characters, by Tim Hitchcock.
A tour of the exotic and tumultuous port city of Eleder,
by Tim Hitchcock.
A look into the calm and calamity of Gozreh, unpredictable god of nature, by Sean K Reynolds.
Bar brawls and noble quests in the Pathfinder's Journal, by Robin Laws.
Five new monsters, by Tim Hitchcock, Patrick Renie, Sean K Reynolds, and Neil Spicer.
Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
A good combination of city, overland, and ruins exploration. The overland part can seem railroady, as others have said, but it works, and some of these encounters establish themes for future creatures. Overall, a worthy transition from the previous module to the next.
The maps, on average, are pretty good. A couple of them are really nice.
Spoiler:
The Kalabuto map is big and beautiful. Great for a sprawling battle.
The 'tree' map was hard to understand, but can work really well if you spend some time with it and understand the terrains and elevations, maybe marking the map up a bit. I established the terrain to be very advantageous to the residents, and it made for a good rolling fight.
Recently completed this while we had fun playing it the campaign was rife with WTF moments that were either annoying or discouraging.
As with the rest of the Serpents Skull Path The story line is something of a sand box albeit with a very specific point A to point B path that you have to follow.
The story line is predicated on the idea that your hired by a group in order to race to a curtain location before competing explorer groups... you would expect such a race to include several paths (short and dangerous vs long and safe), and reoccurring enemies (opposing groups hot on your heels and efforts made to confound each other),
The path has little to none of that. instead it is essentially a straight line from point A to point B with a spattering of random encounters every few days. a group of paladins walking in plate armor will travel at about the same speed as rangers on horse back and the path does not seem to provide any alternate routs or methods.
Granted all of the above are modifiable by the GM. I mean... a good GM can allow the players to take alternate routs and just build new encounters for the alternate routs... but isnt avoiding that work specifically why they buy these APs?
Lastly when you reach the end of the campaign you find that the people who hired you may actually beat you to the goal which makes you wonder why they hired you at all.
The campaign has loads of potential... but only if the GM knows how to enhance what the campaign gives and for this reason I give it only 2 stars because why buy it if I have to do all the work anyway.
This book has a ton of stuff a DM can use for the future: new monsters, background information for PCs to discover, plus allies and enemies to make galore. My Sunday table collects NPC followers like they're pokemon, and this whole AP is filled with chances to do just that. My only problem was the physical construction of the book. After just three sessions, pages began to fall out! Hopefully I can get a replacement copy.
I really hate to say it but i glazed over 80% of the combat content and rewrote most of this mod on the fly to better link smugglers shiv and seven spears.
half of this adventure feels like completely random, random encounters. Knowledge sources are limited and unless you want to over play the importance of the NPC's there isnt alot going on in this adventure.