5th Edition converstion of Serpent's Skull


4th Edition

RPG Superstar 2012 Top 32

Once our group finishes Rise of the Rune Lords, the DM has hinted that we might be doing the Serpent's Skull Adventure Path.

Can anyone provide spoiler-free suggestions for PCs?

I'm thinking of playing a wood elf druid folk hero or outlander specializing in battlefield control and archery.

Sovereign Court

The opening adventure is pure awesome. Sadly, the AP quality plummets after that. A wood elf druid would be a decent PC tho.

RPG Superstar 2012 Top 32

I checked out the free Players Guide download, too.


I disliked the first mod. Seemed to be endless rolls on survival etc. Got tedious fast. Interesting to see how your DM gets on as poisons, diseAse etc work different in 5e

RPG Superstar 2012 Top 32

Is the Shattered Star a sequel to Rise of the Rune Lords?


Yes....it happens after a few other APs


Pan wrote:
The opening adventure is pure awesome. Sadly, the AP quality plummets after that. A wood elf druid would be a decent PC tho.

It was always one of the APs that intrigued me personally. Some APs are very tight and there is not a lot of room for the DM to add or subtract much but Serpents Skull is pretty much the opposite of that so I suspect that a lot of how good or bad it is - especially in a conversion - may have a great deal to do with how the DM tailors it to his group.


I think as we completed the KM AP before we then played SS it felt a bit meh.....I actually quite liked SS 3,5 and 6.....part 2 and 4 where terrible IME.......we are all different so who knows how others would get on.....especially how the non combat stuff would convert in part 1

ShattStar should be very easy to convert.....though endless dungeoneering did get somewhat dull

Sovereign Court

Jeremy Mac Donald wrote:
Pan wrote:
The opening adventure is pure awesome. Sadly, the AP quality plummets after that. A wood elf druid would be a decent PC tho.
It was always one of the APs that intrigued me personally. Some APs are very tight and there is not a lot of room for the DM to add or subtract much but Serpents Skull is pretty much the opposite of that so I suspect that a lot of how good or bad it is - especially in a conversion - may have a great deal to do with how the DM tailors it to his group.

I think all of the APs provide plenty of room for the GM to play with. If you mean more like a sandbox game, then yeah serpents skull is better than others.

One of my players, (GM of serpent skull at the time) called it quits at the end of book 3. When we asked him why he said the AP was so bad he was rewriting huge portions of it. He was using an AP because hes a busy guy and wanted to GM and was looking for some help. After talking it out at the table we just chalked Serpents skull up as a let down. YMMV

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