Adventure Path Pathfinder Review Roleplaying

PF AP07 Serpent’s Skull

Pathfinder – Adventure Path

#7 – Serpent’s Skull

This is my thoughts on the books, storyline and possible issues I found while trying not to produce any spoilers for the storyline.

  • Campaign Rules:  Published Books, (Paizo)
  • Timeframe:
  • Total Sessions:
  • Gaming Group: Tuesday Night (fortnightly)
  • Campaign: Season 6 – Kingmaker
  • Experience: As obtained from storyline milestones
  • Special Campaign Rules: TBA
  • Note: Uses Pathfinder for play, campaign notes maintained in Realm Works, session notes in OneNote, tabletop environment in D20Pro and character creation in Hero Lab.


Race to the lost city! Deep in the southern jungles, a fantastic city of wonders lies ruined and forgotten by the outside world, ripe for plundering and exploration by the heroes. Yet they aren’t alone – several other factions, from deadly Red Mantis assassins to the avaricious Aspis Consortium – have also been tipped off to the city’s existence, and the race is on to see who will reach it first. Of course, nothing in the jungle is as easy as it seems. For once they arrive, the heroes discover that the city may be lost, but it is not uninhabited…

The Serpent’s Skull Adventure Path takes players from a shipwreck on the dangerous shores of the pirate island called Smuggler’s Shiv to the deep forests of the Mwangi Expanse, and into a lost city where an ancient and powerful race of serpentfolk seeks to resurrect their dead god.

Book 37 – Souls for Smuggler’s Shiv

The heroes are shipwrecked on the notorious island of Smuggler’s Shiv, and in the process of escaping uncover a secret that could lead to unbelievable riches – or a swift death. Also includes information on the alien serpentfolk and the various factions competing with the heroes in their voyage of discovery, plus the debut of a brand new Pathfinder’s Journal by Robin Laws, in which a band of unwilling heroes must rescue a prophesied child, only to sacrifice him to an alien god of the jungle.

Book 38 – Racing to Ruin

The heroes strike off into the jungle in a desperate race to reach a lost city before their competitors, but will they survive to claim its treasures? Also includes an overview of the port city of Eleder and the faith of Gozreh, god of nature and the sea, as well as an encounter with some familiar slavers in the Pathfinder’s Journal.

Book 39 – The City of Seven Spears

The heroes reach Saventh-Yhi, the legendary City of Seven Spears, but they aren’t the only ones eager to plunder the lost fortress. Will the heroes uncover the city’s secrets before they’re ambushed by pirates, assassins, and bloody-handed merchant-scholars? Also includes a gazetteer of the lost city, an overview of juju magic, and the reassembly of the Scarred Ones adventuring party just in time for the former comrades to be captured by lion-riders in the Pathfinder’s Journal.

Book 40 – Vaults of Madness

The city of Saventh-Yhi has been lost to history, but the city that sleeps below it is more mysterious still. In order to save innocent explorers, the heroes descend into the Vaults of Madness, only to find their retreat cut off by the arrival of the Gorilla King himself! Also includes guidelines for creating complex and sadistic traps, ecological information on the fierce charau-ka monkey-men, and ambushes and carnivorous birds in the Pathfinder’s Journal.

Book 41 – The Thousand Fangs Below

The serpentfolk of Golarion are set to awaken using the power of their god’s severed head, and only the knowledge of a lost and imprisoned Pathfinder can stop the ritual before all Golarion is enslaved. Also includes a gazetteer of the serpentfolk city; details on the church of Nethys, god of magic; and traps and conflict in a jungle temple in the Pathfinder’s Journal.

Book 42 – Sanctum of the Serpent God

The heroes lead an army of savages against a threat from the underworld, face a power mad cult of snakemen, and do battle against the half-resurrected corpse of the snake god Ydersius himself. Also includes details on the snake god Ydersius, the jungles and tribes of the Mwangi Expanse, and the conclusion of this arc of the Pathfinder’s Journal. This volume also outlines numerous ways GMs might continue their campaign past the conclusion of the Adventure Path.​

Content Updates

  • 2020-10-19 – Migration from Realm Works.
Pathfinder 1E

Game Management: Annotated Stat Blocks, Choosing a New Campaign, Creating a Campaign, Running Games over Skype, Tracking Experience

Building Characters: Pathfinder Unchained: Rogue, Freeport: Freebooter (Pirate)

Adventure Paths: AP #1 – Rise of the Runelords, AP #2 – Curse of the Crimson Throne, AP #3 – Second Darkness, AP #4 – Legacy of Fire, AP #5 – Council of Thieves, AP #6 – Kingmaker, AP #7 – Serpent’s Skull, AP #8 – Carrion Crown, AP #9 – Jade Regent

Library of Books

B5, d20 System, Pathfinder, SW

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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