What is this AP to the characters


Serpent's Skull


Our group is currently going through this AP(almost done with the third module) and I mentioned that we have lost some of the theme/atmosphere/story when the wizard got teleport.

What is this AP to the characters? I mentioned that Exploration through a hot humid climate, far away from civilization, having a lack of resources are all major 'story elements' of the AP. And was shot down quite quickly by the other players.

What say you?


Adventure Path Charter Subscriber

A question first - what are the characters using the teleport spell to do?

Shopping jaunts back to a major city? Bypassing parts of the adventure? Scry-buff-teleport attacks?


It's not about the teleport spell so much as what is the AP to the general player playing through the AP.

The 'set dressing' means zilch to some in my group and I'm trying to figure out a way to explain that the set dressing is also an important part of the experience as the next modifier is.

Here's part of what one player said
"And frankly, being stuck in the Amazon is not the main story we are trying to play through; it's nothing more than a minor element of the big story. We've been stuck in the Amazon for weeks, if not months for those that have been playing from the beginning, how long does one have to be stuck in the Amazon in order to tell a story about being stuck in the Amazon (which is not what the story/theme/atmosphere is even about in the first place)?"


Quiterjon wrote:

Here's part of what one player said

"And frankly, being stuck in the Amazon is not the main story we are trying to play through; it's nothing more than a minor element of the big story. We've been stuck in the Amazon for weeks, if not months for those that have been playing from the beginning, how long does one have to be stuck in the Amazon in order to tell a story about being stuck in the Amazon (which is not what the story/theme/atmosphere is even about in the first place)?"

I agree with the player, in fact I don't see that the story is about being stuck in the jungle at all. The story is more about exploration, digging up ancient treasures, and ultimately a greater threat. Of course every GM will put emphasis on what they want to. I just think that the jungle aspect is mostly window dressing which after awhile (after the first 3 books characters have learned to readily deal with jungle hazards) can be glossed over.

Spoiler:
As a side note I don't plan on letting anyone teleport in and out of Saventh Yhi. After all it is magically hidden and was warded to prevent Serpent Folk who would likely have teleport from invading. So the only way in and out is to hoof it. Of course if they take the time to walk to Tazion they can teleport from there. That way I'm not nullifying the spell, just restricting its convenience.

Paizo Employee Creative Director

Serpent's Skull is relatively open, story-wise. It's a sandbox, although one with an increasing menace in the form of the main bad guys. But large portions of the adventure are left open for the PCs themselves to set the story, which is what a sandbox does.

Sandboxes aren't for everyone, though. If you know your group is more into storylines and campaign plots than sandbox-style play, you should absolutely punch up the...

Spoiler:
...serpentfolk angle, and present the campaign more as a "find out what the serpentfolk are up to and then stop them" campaign. Which will require a bit more foreshadowing and the like in the form of visions or clues found on bodies or in regions where the serpentfolk are active—and there's a serpentfolk activity area pretty much in all of the adventures, so that shouldn't be too hard.

GMs/Players looking for an AP with less Sandbox and more Story will be pleased with Carrion Crown and Jade Regent.


I think the "jungle angle" and whether or not to allow (by group consent, not GM fiat) teleport is a very important issue in this campaign. This AP is also slightly different from the other APs in that exploration and "cash prizes" from ruins are the main motivators in the earlier parts with very little "moral imperative". A GM running this campaign should discuss his "vision" of the campaign and level of detail when it comes to jungle survival with his group. IMO, it's critical that the players and the GM are on the same page in any campaign, and this is a good example.


My party has just gained access to teleport and I think it was a long needed change of pace. Frankly my players were starting to grow a bit weary of the "stuck in the amazon angle" and I for one am happy to finally get out of Saventh-yhi for a bit.

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