Race to Ruin a very wrong turn....


Serpent's Skull


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Well, started this a while ago, took us 10 weeks of 3 hour sessions to get to book 2, nobody bored and some very good roleplaying along the way. Very enjoyable. Now on to part 2 and I have some damn good player backgrounds too which im integrating in to the story which is no mean task.

The trouble is my players have veried off the path and gone for some very intersting options for the expediton. I have to use these ideas as they are too good not to.
1) The pcs had the option of joining either the pathfinder society or the Sargavn government. The 2 other factions-the shackles and the Red Mantis are with the party and play a minor role, the 2 nps Sasha and Aerys are with the party as associates of the factions as the party liked the NPC's and did not want them to leave.

2)I played the Sargavans as british colonials/Romans using the savages as slaves, they got an invite form the Baron, attened dinner for the expedition proposal but hated them so much they went with the pathfinders. They suddenly relised they would have an enemy and using The Red Mantis contact hired an assassin for the Braon as a warning. They are now leaving the expedition in the hands of the Leader, meeting the hermit and leaving town ASAP.

3)They took one look at the map and thought river.., this is where things get awkward for me but also very intersting.

I now have the option of running river of darkness but also now have the ultimate enemey in the Baron who can use the Aspis faction at his disposal. This will pretty much change the path of part 2 bur there are so many plus points I cant pass it up.
The expedition could be wiped out as it heads out with just a few survivors reaching Kalabuto (where the pcs plan to meet them), lots of harrassment from Aspis, guilt over expedition loses etc.

Also now have a plan for part 3, the city is the base for a tribe of lizardmen who worship the serpent folk as gods, they capture humaniods as slaves and sacrifces which will make the Julivere and Pathfinder leader part more beliveable and mean that the players will be the first there to document etc. This means I can make it really pulpy most of the city will be unexplored as the lizardmen only live in one part. There will be haunts, undead, relics, traps and puzzles so hopefully It will get the feel of a real Indy/Doug Mclure adventure.

I am blessed with a group that do things out of the box and I love the idea of the adventure taking a completly differnt turn, what do you guys think?


I'm a big fan of empowering players. If they want to go in a completely different direction and you're up to it, I say let them. It sounds like you have a solid plan in place. :)

Grand Lodge

Damn, that sounds really great! I'll be running this for mt group soon. I have high hopes for their ability to ignore the published path. Please let us know how this turns out for you.

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