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How is SS on non core content?


Serpent's Skull


I know this AP does not get rave reviews but I have to admit I am still intrigued by it and am considering running it next for my group. One thing that could convince me to actually buy and run it next is if it is light on non-core PFRPG content. Right now my group is on part 4 of CC and, for me, CC as a whole has way too much non-core content in it. Specifically I don't like the NPCs having class levels in non core classes and the randomly sprinkled treasure from non-core sources (like APG or Advance Armory stuff).

So how does SS rank in this area as compared to CC? I realize this is a pretty specific criteria. Nevertheless, I'm sure someone out there can provide some insight.

Dark Archive

Pathfinder Adventure Path, Tales Subscriber

Fairly light, I'd say, especially when it comes to character classes. I think there's an average of about one character with non-core class levels per book. Haven't noticed non-core treasure.


Pathfinder Adventure Path, Modules Subscriber

There is absolutely nothing in this path that is not taken from core with the exception of a little bit of APG material. But even that is spelled out explicitly (if it matters) and can easily be skipped.
I am currently running part 3 and only own the Core rulebook and the Bestiary and so far I had no trouble whatsoever with exotic stuff.


Thanks for the input so far. Sounds tempting.

I think with all the advice on these boards and going into this AP knowing the faults ahead of time will help it greatly. I know not having to deal with the bloat rules (like I am now in CC) will be a great benefit. Sounds like SS has at least that going for it.

Correct me if I am wrong, but I think this AP was published before UM or UC were even out so it definitely doesn't have any of that stuff in it right? I do fear the alchemist and/or witch might make an appearance though.

Are there any new subsystems in it? If so, do they work pretty well or are seriously flawed?

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

The real problem with SS is that it's boring, especially from adventure 3 on.


Pathfinder Companion, Modules, Roleplaying Game Subscriber
cibet44 wrote:

Thanks for the input so far. Sounds tempting.

I think with all the advice on these boards and going into this AP knowing the faults ahead of time will help it greatly. I know not having to deal with the bloat rules (like I am now in CC) will be a great benefit. Sounds like SS has at least that going for it.

Correct me if I am wrong, but I think this AP was published before UM or UC were even out so it definitely doesn't have any of that stuff in it right? I do fear the alchemist and/or witch might make an appearance though.

Are there any new subsystems in it? If so, do they work pretty well or are seriously flawed?

I'm up to book 3/6, and from what I remember there was a witch in book 1 and an oracle in book 3. Depending on who your players mess with, they may have to deal with Red Mantis in book 3 as well. I don't believe UM or UC existed when these books came out.

The witch's abilities were well spelled out in book 1, but the oracle wasn't. Then again, he's easily skipped (like anything else in book 3).

There are not any new subsystems from the non-core books in there.

Yea, in other words, my players use more non-core stuff than the books do, lol.

Dark Archive

Pathfinder Adventure Path Subscriber

Agree there's no UC/UM in the AP and agree again on the witch in book 1 and oracle in book 3 (he's kind of a pushover encounter anyway, but I didn't know what half his oracle stuff did. I made it up instead of wasting time looking it up. shrug)

However there IS a new subsystem in books 3/4. You have the whole base camp and city exploration subsystem.

City exploration (discovery points and mysteries) I went into in depth in another thread. It works OK as written but can be fleshed out to make it a little better.

The base camp (and camp stats) work pretty well. My only issue was with a DAILY repair roll, it really took away any sense of danger. I moved the repair roll to every 5 days (as new resupply caravans came in) and it made the PCs deal with camp damage a little more seriously. Consider making repair rolls only every 4, 5 or d6 days.

Also losing HALF of your discovery points to an attacking faction was kind of harsh... especially if you are near the end and have a lot (like 100). Consider losing d6 + d6/5 pts the attacker wins by (up to half available). This makes the attacks significant, but not crippling as you near endgame in Saventh-Yhi.


Gorbacz wrote:
The real problem with SS is that it's boring, especially from adventure 3 on.

That's a problem for me. If 50% of this AP is boring, especially the last 50% that's a deal breaker. My players and I have already been underwhelmed with the end game of RL and CT (CC we'll see) but I can not run an AP with a boring entire second half. Ugh. I've said it about a thousand times, but the latter half of the APs needs to be the best part. Who likes a movie with a bad ending??

Dark Archive

Pathfinder Adventure Path Subscriber

Slight correction: the adventures as written are kind of boring. If you're a GM that enjoys fleshing out what NPCs do, then adventures 3 and 4 can be a lot of fun.

You can check out the "General Thoughts on the AP" and "A Bad Reputation?" threads for long discussions on this subject and some ways to fix it. I'd suggest giving them a peak before you just write off the AP as "boring". Shrug.

DISCLAIMER: I haven't fully delved into books 5 and 6 yet, but from a brief read they look ok. Book 5 looks similar to 3 and 6 ends with a couple big dungeon crawls. Honestly, 6 looks the weakest at a quick glance, but we'll see.


Jenner2057 wrote:

Slight correction: the adventures as written are kind of boring. If you're a GM that enjoys fleshing out what NPCs do, then adventures 3 and 4 can be a lot of fun.

You can check out the "General Thoughts on the AP" and "A Bad Reputation?" threads for long discussions on this subject and some ways to fix it. I'd suggest giving them a peak before you just write off the AP as "boring". Shrug.

DISCLAIMER: I haven't fully delved into books 5 and 6 yet, but from a brief read they look ok. Book 5 looks similar to 3 and 6 ends with a couple big dungeon crawls. Honestly, 6 looks the weakest at a quick glance, but we'll see.

Will do. Thanks.

Some day I want to hear: "Man, part 6 of this AP is by far the best part. You have got to run it!" I've heard that about many part 1's, many part 2's, and a few a few part 3's, but after that, never. Maybe JR will break the chain, I hope people really rave about part 6 of that one, even though I won't likely ever run it, it would still be nice to hear.

RPG Superstar 2011 Top 16

cibet44 wrote:
Some day I want to hear: "Man, part 6 of this AP is by far the best part. You have got to run it!" I've heard that about many part 1's, many part 2's, and a few a few part 3's, but after that, never. Maybe JR will break the chain, I hope people really rave about part 6 of that one, even though I won't likely ever run it, it would still be nice to hear.

Kingmaker.

Have you looked at Sound of a Thousand Screams? It rocks hardcore. Best module in the campaign, handsdown. Highest rated book 6 that Paizo has released. I've actually run parts of it standalone for non-AP players: because I just had to run it. Great stuff.

Also, book 6 to Carrion Crown is quite good (though certainly not the best book in its series). Yes, it's a dungeon, but it's oozing with great flavor and neat encounters.

But I agree the rest of the book 6s have been pretty bad.


Pathfinder Adventure Path, Modules Subscriber

By the way, if you get your hands on a physical copy of an adventure path module, there is a note on the copyright and credits page in the beginning which sources were used and are best at hand (but not necessarily physically present thanks to the PRD) to run it.


I think this book 6, if my players make it through the mid-game slogs, has the potential to be epic! Raise an army, turn the city into a huge weapon, invade the citadel and kill a god! There are some really good baddies, and lots of hooks for post-module campaigns.


Pathfinder Adventure Path Subscriber

For non-core content, I'm surprised nobody mentioned that the Path uses (well, has sidebars for using) the Faction Guide. It's mostly optional, but since the PCs will be associated with a faction, it gives some easy predetermined benefits/rewards.

Though you aren't out much if you don't have it. My group, affiliated with the Shackles Pirates, took one look at the Faction Guide entry, sighed, and put it away. I have the feeling they'll end up with a ton of unspent points and blow them on high-level spellcasting, though the Shoanti druid wants to use PA to have the pirates sack Varisian ports and intercept trade routes.

Other than that, yeah, there's the occasional enemy with content from APG or Tome of Horrors, but all the important non-core info is provided in their stat blocks. And I agree with what others have stated; the modules have much potential, but as written, several of them are dull and need a lot of work.

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