Serpent's Skull with a single player?


Serpent's Skull


I'm planning to run the Serpent's Skull AP with a single player in an online campaign (MapTool + Skype). He's playing a gestalt Staff Magus/Ranger with epic (25) point buy. I was thinking of starting him a 2nd level and seeing how it goes, modifying the encounters as needed. If that's not working, I give him a level boost and/or add a DMPC (either from the existing NPC set or someone new) to help cover his weaknesses (maybe an archer bard or cleric/rogue).

For those of you who have run/played SS, any advice on how to help make this work?


Pathfinder Adventure Path, Rulebook Subscriber

Wow. I honestly can't see this work out beyond part 2 without completely rewriting the AP or bringing in at least 3 constant GM-PCs.
The AP brings out every possible facet of DR, SR, immunities and resistances paired up with compulsion and charm effects that I can't see a single character handle.


So Nullpunkt, you're saying I should've read more than just the first book before deciding to do this? :)

If it's a gestalt PC and a gestalt DMPC that cover the "core 4", with at least one animal companion and possibly and intelligent weapon (I may be adapting the bladebound magus to work with a quarterstaff instead), and they're a level or two higher than recommended and I provide plentiful magic items to cover gaps, do you think it will still need substantial rework?


Pathfinder Adventure Path, Rulebook Subscriber

So Dingleberry, you're saying you haven't done that? :)

The deadliest pitfall I see for a single character in this AP is the number of encounters with creatures that are capable to render the PC helpless with a single spell or ability like dominate or hold person. For a lone wolf, these things boil down to "save or die". Now you could either give your player huge boosts to his save which might make those encounters trivial or nerf the creatures which in particular robs the (in this AP) iconic serpentfolk of one of their major abilities.
Even if you successfully walk the fine balancing line here you run into the next problem: grappling. Your PC will encounter quite a number of huge and even larger monsters with a knack for grappling that can easily incapacitate him/her.
In general the AP has a reputation of being a meat-grinder even with a well-balanced party of four.

That being said, these issues probably arise in every one-on-one session so if you have experience with that you might make it work. On the plus side, this AP has a whole bunch of detailed NPCs, even beyond the first module, that can join your player in his quest.

In any case, read the whole path or at least the first three modules and then decide if you think you can pull it off.


Good info - thanks.


Don't know if you're set on Serpent's Skull, but folks have asked before about running APs as solo adventures. Here's one thread, but you could search around for others...


Thanks, Mandisa - more good info there, and particular insight on SS.


No prob. You might try a general google search of some of the RPG blogs as well, I'm sure I've seen folks post solo conversion tips for APs, but that thread was the only one I particularly remembered. Before my current table formed up, I considered running the hubby solo through Jade Regent. Some setups seem to lend themselves better than others...


Usually, when I play with just one other person, I let them make 2-4 characters and/or I play an NPC or two to travel with him/her. This usually keeps everything balanced. Players are usually open to think idea since they like to make extra characters. Of course, the RP could be an issue. The way I solve that is that the player only has one 'speaking' PC...basically a party leader who is the 'face' for all major NPC interactions. The other PC's are played as supporters who, for the most part are pretty quite unless circumstances dictate otherwise.


JCServant wrote:
Usually, when I play with just one other person, I let them make 2-4 characters and/or I play an NPC or two to travel with him/her. This usually keeps everything balanced. Players are usually open to think idea since they like to make extra characters. Of course, the RP could be an issue. The way I solve that is that the player only has one 'speaking' PC...basically a party leader who is the 'face' for all major NPC interactions. The other PC's are played as supporters who, for the most part are pretty quite unless circumstances dictate otherwise.

I've never tried having a player run more than one PC - could be interesting. Thanks for the tip!


This is experience from APs other than SS but I find a solo AP works well enough if the PC is more of a support class. An inquisitor, a bard, or a summoner, for example. Instead of a straight cleric or fighter or wizard. Allows the PC to be good at more than one thing so they're not failing so many encounters.

Party of Bards! Well, more like Party of Bard!


ANebulousMistress wrote:

This is experience from APs other than SS but I find a solo AP works well enough if the PC is more of a support class. An inquisitor, a bard, or a summoner, for example. Instead of a straight cleric or fighter or wizard. Allows the PC to be good at more than one thing so they're not failing so many encounters.

Party of Bards! Well, more like Party of Bard!

I'm hoping the gestalt staff magus/ranger accomplishes that: solid combat ability, primary arcane and secondary divine spellcasting, diverse skills, etc. And I'm leaning toward including a DMPC that can provide additional support/skills without stealing the PC's thunder - maybe a bard or rogue, though it would be nice to get some additional healing/restoration magic in there.

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