Player's question to the GMs: Is this AP relatively "low magic"? Minor spoilers


Serpent's Skull


Our party plays 1 or 2 times a month for about a year now. We just hit 7th level and have just entered Saventh Yhi, and while we have some magic items and spellbooks, we have very little in terms of magic weapons and armor; most of what we have we purchased in Eleder or Kalabuto, and if I didn't have Craft Wondrous Item, we'd have very little of actual practical use. I'm just curious as to whether the situation improves...though specific examples are not appreciated for obvious reasons.

I'm also curious as far as how GMs deal with crafting given the distance of Tazion and Saventh-Yhi from Kalabuto and other sources of crafting resources - the dreaded and nebulous "magical components". I assume that once players get 5th and 6th level spells access isn't such a big deal, but since my character and his cohort are primarily designed for MIC it's a significant issue for me.


unfortunately a lack of treasure is my biggest pet peeve of serpent's skull. sorry but it won't get too much better (unless your gm adds some in later volumes, which is what i did:). it is a fun adventure path tho particularly if your gm put some extra work into volume 3. have fun. the treasure will work itself out-some gms like a low treasure adventure, some don't add any, etc. a part of the problem with parts 1 and 2 is a lot of random encounter monsters (dinosaurs, etc) don't collect much treasure so it's hard for your gm to compensate. he might be waiting for saventh-yhi (also what i did) so be patient. maybe talk to your gm about your concerns if it becomes a survivability issue.


Each adventure starting with #3 are dominated with "OH WOULDN'T IT BE COOL IF" items. A lot of them are artifacts. It just eats up the WBL and replaces it with junk, and there's no way to sell them since you're out in the jungle.

On top of that, serpentfolk are just a broken powerful race, and the last three modules have a lot of them. Their stat modifiers are stupid strong so they can't actually use magical items or they'll be too powerful, so of course this ancient and arcane-magic focused race of wizards has their most powerful lieutenants decked out in masterwork gear with +1 weapons. It just gets worse and worse.


Yeah, Our group just fought the

End of first book:

First serpent folk cleric. Absolutely never failed a save, skill check and never missed. Most of our attacks simply did nothing, or missed. Meanwhile she is going around making mince meat out of the players. Doesn't help that a gibbering mother just randomly appears in the first room to attack us, specifically for the purpose of alerting the final boss to our presence.

Only reason we killed her is a chain of lucky crits on our part. Cause the turd kept doing so much AoE damage via channel energy that three of our players dropped unconscious and would have died about a turn or two later.

I'm all for a final boss, but seriously.. This was only the final boss of the first book. Granted I think we were a little under leveled, as we were only level 3 when we took her down.

I shudder to think what the other bosses are going to be like.

of course we got a bunch of crap from her too. Just some scrolls and other junk.

Dark Archive

These are really questions you should be asking your own GM.

We (other GMs who've run SS) could tell you what the AP "as written" has in terms of magic item access, but your GM can change that however he wants... and probably will.

Same for crafting. Just ask him what his policy is going to be on that. The mod as written has base camps being set up, but your GM could even change that as well if he's got a better way to run things.

And (again as written) you can move even the strange, valuable objects you find that Ice Titan mentioned. There's just a one-week minimun "turn around" time to get any gold for big sales due to the fact that you ARE so deep in the jungle.
Again, your own GM could change all that however. Shrug.

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