How much focus on NPCs?


Serpent's Skull


I GM for a very small group - I have 2 players.

I don't have a problem with that as I usually run 2 NPCs to make up a group of 4. It worked well through Rise of the Runelords and is fine in the Kingmaker AP as well.

My concern is after reading the first book in the Serpent's Skull AP, I see a large focus on NPCs. I don't want to manage an island of castaways in addition to my 2 NPCs in the player's group.

Can anyone tell me if, as the AP progresses, the NPC demands get lighter?

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
Firstbourne wrote:

I GM for a very small group - I have 2 players.

I don't have a problem with that as I usually run 2 NPCs to make up a group of 4. It worked well through Rise of the Runelords and is fine in the Kingmaker AP as well.

My concern is after reading the first book in the Serpent's Skull AP, I see a large focus on NPCs. I don't want to manage an island of castaways in addition to my 2 NPCs in the player's group.

Can anyone tell me if, as the AP progresses, the NPC demands get lighter?

Well in Part 2, the PCs can keep an of the NPCs from the first adventure that survived and were befriended. In addition there are 2 more 'recruitible' NPCs in the 2nd adventure.

In part 3, it looks like the NPCs will be running a "small village"/base of operations for the PCs.

My suggestion is to nix the normal NPCs, and either use 2 of the 5 from Smuggler's Shiv or replace 1 or 2 of the Shiv's NPCs with your own creation. Personally, I think with a little tweaking, any of the 5 NPCs presented in the First Adventure can fill in any holes the PCs have.

Alternatively, you have have each of the PCs control one of the NPCs. So you do not have to.

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