Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
Pathfinder Adventure Card Game   Pathfinder Online   Pathfinder® Society™   Pathfinder Roleplaying Game   Pathfinder Adventure Path   Pathfinder Modules   Pathfinder Campaign Setting  
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

PaizoCon 2013!
Search

Links
Shop
Recent Reviews

Pathfinder Adventure Path #43: The Haunting of Harrowstone (Carrion Crown 1 of 6) (PFRPG)
***( )( ) by Umbranus

Pathfinder Society Scenario #4–11: The Disappeared (PFRPG) PDF
***** by JCServant

Super Genius Presents Races Revised: The Kitsune Clans (PFRPG) PDF
***( )( ) by Golden-Esque

Pathfinder Roleplaying Game: Ultimate Campaign (OGL)
***** by strangepork

Pathfinder Campaign Setting: Chronicle of the Righteous (PFRPG)
***** by strangepork

Pathfinder® / Pathfinder Adventure Path / #37–42: Serpent's Skull (PFRPG)
RSS Facebook Twitter Email

Pathfinder Adventure Path #37: Souls for Smuggler's Shiv (Serpent's Skull 1 of 6) (PFRPG)
 
Show Description For:
   Non-Mint

Pathfinder Adventure Path #37: Souls for Smuggler's Shiv (Serpent's Skull 1 of 6) (PFRPG)
****½ (based on 10 ratings)

5x5
Add Print Edition: $19.99
Add PDF: $13.99
Add Non-Mint: $19.99 $14.99
Facebook Twitter Email
5x5 5x5

Chapter 1: "Souls for Smuggler’s Shiv"
by James Jacobs

Only the Strong Survive

A deadly storm shipwrecks the passengers and crew of the Jenivere upon infamous Smuggler’s Shiv, an island off the coast of the jungle realm of Sargava. If they’re to have any hope of escaping the notorious pirates’ graveyard, the survivors will need to band together to outwit the isle’s strange beasts and legendary menaces. But can the PCs unite the swift-to-squabble castaways, especially when several seem to have mysterious goals of their own? And does Smuggler’s Shiv hide secrets even deadlier than its desperate denizens?

    This volume of Pathfinder Adventure Path launches the Serpent’s Skull Adventure Path and includes:
  • “Souls for Smuggler’s Shiv,” a Pathfinder RPG adventure for 1st-level characters, by James Jacobs.
  • A detailed look at the personalities marooned on Smuggler’s Shiv, by James Jacobs.
  • Revelations into the history, ways, and world-spanning schemes of the serpentfolk, by Clinton Boomer.
  • An introduction to the wisdom and dangers of the jungle in the Pathfinder’s Journal, by Robin Laws.
  • Five new monsters, by James Jacobs and F. Wesley Schneider.

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.

ISBN–13: 978-1-60125-254-8

Note: This product is part of the Pathfinder Adventure Path Subscription.

Product Availability
Print Edition:
    Usually ships from our warehouse in 2 to 6 business days.
PDF:
    Will be added to your downloads immediately upon purchase of PDF.
Non-Mint:
    Usually ships from our warehouse in 2 to 6 business days. This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.


PZO9037


See Also:


<< Pathfinder Adventure Path #36: Sound of a Thousand Screams (Kingmaker 6 of 6) (PFRPG) Pathfinder Adventure Path #38: Racing to Ruin (Serpent's Skull 2 of 6) (PFRPG) >>


Product Reviews (10)



1 to 5 of 10 << first < prev | 1 | 2 | next > last >>

Average product rating: ****½ (based on 10 ratings)


*( )( )( )( )

damn!


This AP has some cute ideas but falls very short of proveding any real entertanment. Dozens of high DC saves with horrible effects, and skill check DC's that are nearly impossible if not total min/max. Oh and several encounters that can only be described as blood baths. Darkness + paralysis= TPW. We played with experianced gamers (20+ yrs each) and suffered 2 TPW and a total of 10 PC deaths!



*****

My group had an absolute blast


My group loved this one and I think it is one that we'll be talking about years later. I've never GM'd a module or AP before and this was easy and straight forward. Its packing with flavour and has the right balance between set structure and space for GM creativity to put in what your group likes.

As others have posted its got a great mix of encounters, story, resource management and the challenge of the environment. I think old school rpg'ers are going to love it like we did.

Some tips with this
* Check the forums with thread for this book as there are plenty of GM aids
* Openly explain to players that the characters are going to wake up on the beach and that the opening Fort save determines the order of waking up. Lets them know that its a story based thing and they haven't been cheated.
* Make the NPCs shipwrecked with the PCs more friendly and ready to help. To get your PCs to bond with them you'll want to make the NPCs relevant and useful by having them give minor bonuses to saves vs disease and the elements, giving the players safe food and water, and crafting ammunition. This ensures the PCs don't see the NPCs as additional hastle and gives the NPCs some value.
* Use equipment from the Core book as treasure for the shipwrecks
* Consider lowering some of the Climb, Swim and Jump DCs



****( )

This Path starts with sandboxy goodness


The first module in the Serpent's Skull Adventure Path starts off with the players being shipwrecked and stranded on a jungle island. It's a massive sandbox for your players to explore while they attempt to escape. Think Mysterious Island meets Indiana Jones, with a little bit of Morrowind.

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.

I found it a lot of fun to run, but also pretty labor-intensive for a canned adventure.



*****

Simply brilliant


This is my first adventure path and I am running a group of new characters through this module now. It has seriously bought the gaming table alive and I am getting requests to fit multiple gaming sessions in a week. The way this module takes a seemingly random shipwreck and builds up a campaign the players feel they have a stake in is genius. I cannot wait to get into the next module :)



*****

Excellent.


I just concluded this adventure path with a group of five, and I have nothing but good to say about it. The story elements and layout of the entire adventure are done seamlessly and flawlessly. The encounters and story arches flowed nicely, the combat gave even my power-playing, unorthodox party some difficulties, and the story segwayed perfectly into part 2. If you're looking for a great adventure that's a breeze to DM, buy it. You will not be disappointed.


1 to 5 of 10 << first < prev | 1 | 2 | next > last >>
Messageboards

Golarion's Past: Which advenutures would have been APs in Golarion's recent past?, by The Dread Pirate Hurley

PC Death, by Malag

Adapting APs for Eberron, by The_Minstrel_Wyrm

Into the Nightmare Rift (GM Reference), by Haladir

Author's Cut: The Ghost of Xin Statblock, by Icyshadow

A world were all the bad things in APs come true, by roguerouge

Another S&S for goodish PCs, by Fabian Benavente

"I Don't Believe in Faeries!", by Queen Moragan

Suggestions for AP to run?, by IejirIsk

Post your Carrion Crown Party Here, by PandaGaki

Paizo Blog

Stargazer,

Superstars from Spaaaace!,

Register Now for Pathfinder Society Events at Gen Con Indy!,

First World Problems,

Pathfinder Battles Preview: Devils of the Sea,

Store Blog

Fire in the Sky!,

All Old Ones, Great and Small!,

It's a Kind of Magic!,

Cold Blows the Wind!,

Show Me Your WAR Face!,

Sign up for our weekly store newsletter

News

Pathfinder Goblins Take Over with Their Own Comic Books,

Paizo Publishing and Offworld Designs Partner to Create Official Apparel for the Pathfinder RPG ,

Pathfinder Vol. 1: Dark Waters Rising Hardcover Graphic Novel Coming in May from Dynamite Entertainment,

Author Chris A. Jackson's Latest Novel, Pirate's Honor, Out Now!,

Acclaimed Pathfinder Comics #6 Available Now,



©2002–2013 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.