
Tom Qadim RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4 |

Tough question! Plus it's not really fair to compare the two, since they're so different. The only major theme the adventure paths have in common is a tropical setting.
Let's see. Savage Tide had my favorite demon lord of all time (Big D!), and the Isle of Dread. Plus, our group loved the map of the Sea Wyvern - we have reused it many times. However, I have put my money on Serpent's Skull. JJ's first adventure has really got me excited about this one. It's hard to put my finger on it, other than to say the ambience has won me over.
We start our first session this Sunday!

Malorium |
Trying to judge a whole path (Savage Tide) against one module of Serpents Skull would be unfair.
That said I took one look at Serpents Skull and went 'oh look, another map of an unknown land with pre set encounters for the party to find' - maybe they should have called it 'PirateMaker'? That said I'm looking forward to the path getting stuck into the main story.

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Trying to judge a whole path (Savage Tide) against one module of Serpents Skull would be unfair.
That said I took one look at Serpents Skull and went 'oh look, another map of an unknown land with pre set encounters for the party to find' - maybe they should have called it 'PirateMaker'? That said I'm looking forward to the path getting stuck into the main story.
I'm not sure why considering the main story is going to consist of 'another map of an unknown land with pre set encounters for the party to find'.

stuart haffenden |

I've only played in Savage Tide so I've not read it through. I hated it! In fact the whole group hated playing in it. Being stranded on an island with no "ye 'ol magic shop" was torture, not my cup of tea at all! We abandoned the game as no one was having fun.
As a DM, I'm not looking at Serpent's Skull as a likely follow-up to Kingmaker [when I get there, just started part 5 of CotCT]. At our current rate I'll have 2 more complete AP's to choose from by then!

Freehold DM |

I've only played in Savage Tide so I've not read it through. I hated it! In fact the whole group hated playing in it. Being stranded on an island with no "ye 'ol magic shop" was torture, not my cup of tea at all! We abandoned the game as no one was having fun.
As a DM, I'm not looking at Serpent's Skull as a likely follow-up to Kingmaker [when I get there, just started part 5 of CotCT]. At our current rate I'll have 2 more complete AP's to choose from by then!
That's unfortunate...Savage Tide is a great adventure, and it's a lot of fun with or without unlimited magic items. I just hope Serpent's Skull lives up to its hype. I am a little concerned that the same company is doing two high sea adventures- I'll have to check out Serpent's Skull to see where it's different from Savage Tide.

Tom Qadim RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4 |

I am a little concerned that the same company is doing two high sea adventures- I'll have to check out Serpent's Skull to see where it's different from Savage Tide.
No worries. Serpent's Skull is most definitely NOT a high seas adventure path. Read the Player's Guide and you'll understand.

Olangru |

I've only played in Savage Tide so I've not read it through. I hated it! In fact the whole group hated playing in it. Being stranded on an island with no "ye 'ol magic shop" was torture, not my cup of tea at all! We abandoned the game as no one was having fun.
Gee what a shame ... no Magi-Mart ...

stuart haffenden |

stuart haffenden wrote:I've only played in Savage Tide so I've not read it through. I hated it! In fact the whole group hated playing in it. Being stranded on an island with no "ye 'ol magic shop" was torture, not my cup of tea at all! We abandoned the game as no one was having fun.
Gee what a shame ... no Magi-Mart ...
I know!, Like, what were they thinking...??? ;)

Olangru |

Olangru wrote:I know!, Like, what were they thinking...??? ;)stuart haffenden wrote:I've only played in Savage Tide so I've not read it through. I hated it! In fact the whole group hated playing in it. Being stranded on an island with no "ye 'ol magic shop" was torture, not my cup of tea at all! We abandoned the game as no one was having fun.
Gee what a shame ... no Magi-Mart ...
;) Here's a cigar ...

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I've only played in Savage Tide so I've not read it through. I hated it! In fact the whole group hated playing in it. Being stranded on an island with no "ye 'ol magic shop" was torture, not my cup of tea at all! We abandoned the game as no one was having fun.
Isn't that how the core rules strongly suggest running all games, with no Sears catalogues of magical items and just a handful of random ones at any given time? Not to thread jack, but allowing my players to choose from any and all magical equipment when they built characters for Demon Within pretty much killed the whole module(optimized equipment is like having a whole party of paladins with unlimited smite evil).