Help modifying Serpent's Skull


Serpent's Skull


So I had this idea, after reading the seekers of secrets, to run a campaign that all the PCs were newly made Pathfinder Field Operatives. I thought what better AP, then Serpent's Skulls. Their are some issues that I am unsure of how to change. First, the PCs obviously will side with the Pathfinders, and since they are already Pathfinders have no real need to make the gnome (forgot his name) an ally to get the Pathfinders to help them. The other thing I run into, is why they are going on this trip. I thought it would be just to find the lost city (again forgot its name lol). Any help on modifying the way the beginning happens with the NPCs from the ship would be helpful. Since the player's would get to choose which "group" they side with should I change anything else up? Thanks in advance.

-also if anybody thinks there is a better AP then this one please feel free to let me know.


I am not sure which "lost city" you are referring too, but I would keep them still totally in the dark about anything related to Saventh-Yhi.

I would probably go with something like this:

Explore Smuggler's Shiv: Making their initial mission to explore Smuggler's Shiv gives them a good reason for going. Perhaps another Pathfinder set out to chart the island and hasn't been heard from for over a year now. Perhaps they may start with some rudimentary knowledge of the island provided through the last communication received from the lost Pathfinder.
So what about the others on the ship? Well, one approach would be that their initial journey was meant to take them to another port where they were meant to meet up with a captain crazy enough to get close to Smuggler's Shiv. They would then take a small skiff and approach the island themselves. However, fate takes a turn and leaves them shipwrecked at Smuggler's Shiv instead with this first crew. They now have no known way off the island, but hey now they at least have extra company, and possibly a crude map if you allow (by way of the former pathfinder).

There is really no choosing which "group" to side with in the beginning, as the PCs are simply trying to explore and survive. They can discover the difference alliances of their new "friends" through helping them, but you don't really expose any faction stuff to them at this point. Later, you can choose to utilize any close ties they formed, or enemies they made, during the race to the lost city of Saventh-Yhi.


Thanks that is some good stuff. The lost city I was referring to is Saventh-Yi, couldn't remember the name and my books just got packed up. I like that idea, changing the beginning story. Thanks for your help!


In this beginning, if the PCs talk at all about their journey to Smuggler's Shiv with the rest of the crew, then be sure to play up how annoyed, or possibly even enraged, the other shipmates are now that they are all stuck there. Some may chalk it up to a 'cursed desire to see the Shiv'. Some may believe the PCs forced the shipwreck, and that there really was no crazy captain to take them.

Maybe your PCs will feel more compelled to help the others out, which will lead them to their personal NPC quests.

Your Welcome, Good Luck!


Thanks again! that is really helpful stuff!

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