Serpent's Skull Book 1 followed by [Insert Something Other than Serpent's Skull Book 2]


Pathfinder First Edition General Discussion


Ok, so maybe the title's too long, but I am going to be running my first AP soon. This is hardly my first game--I've been running RPGs for about 20 years--but I've never run any modules before, just my own stuff. I'm going to be changing a lot and adding stuff, I'm sure, but I want to give it a shot because Souls for Smuggler's Shiv (Serpent Skull Book 1) so totally hooked me when I read it.

I loved book 1 so much, I got book 2 and, wow, I hate it. I hate it with a burning passion--it almost reads like a parody of bad D&D. It even comes with a preface explaining why I am a bad person for hating it--unbelievable.

So, I'm looking for some general advice about what, if any, AP I can transition into. I'm not concerned too much about power levels or whatever--I can adjust that--so if the best option requires running through another book 1, I'm down with that.

I really loved how open Book 1 was--you had an obvious goal, but no real time limit and no set path whatsoever. It was completely player driven, and that's always how I run my games. Book 2 just put the GM in the driver seat, and I have zero interest in that (never mind all the perfectly linear mini-dungeons and illusionary choices that get you attacked either way).

Yeah, so can anyone give me some advice here about what other APs I might like and what I can transition into?


Heh. Have them be "rescued" by the pirate crew from Skull and Shackles?


skull and shackles is the logical choice as its sea based and is set in the shackles which is just north of the fever sea. There is something on the S&S boards about starting with a shorter trunckated version of smugglers shiv. All the other AP's are based a lot further north and will need adjusting but I see you plan on doing that anyway.

I'm biased though...I love skull and shackles lol.


I'm not super concerned about the geography. I, and the rest of the group, know very little about Golarion as a setting anyway. It's more a question of what has the same kind of open-ended feel to it. Is Skull and Shackles player driven? That's the most important aspect as far as I'm concerned--I can't standing running railroads.


Skull and Shackles, as far as I know, is completely player driven once they take over the ship from their captors.

They're pirates on the high seas and don't take s~@# from nobody from what I've heard.


Rynjin wrote:

Skull and Shackles, as far as I know, is completely player driven once they take over the ship from their captors.

They're pirates on the high seas and don't take s!~~ from nobody from what I've heard.

Hmm. I almost like that, but I'm not sure about being pirates. I'll have to take a look at it to see if there's a way to make sure they stay good guys (and I'll have to warn them the "this game is not about being on a boat" thing in the Serpent's Skull player's guide is not true anymore).


Maybe they take over the pirate ship in order to bring down the pirate trade from the inside?


Tried the Serpent Skull forums?

And yes book two is not very good. If you enjoy coming up with your own content book 3 - 6 are much better.

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