Pathfinder Campaign Setting: Isles of the Shackles (PFRPG) (based on
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Intrepid seafarers seeking glory and gold need look no further than the vast and untamed
island chain known as the Shackles. Throughout these isles, undead cyclopes guard
eons-old treasure vaults, lycanthropic pirates maraud the waterways, and cannibalistic
natives sacrifice trespassers to their otherworldly god-queen. On the treacherous
seas surrounding the Shackles, a bold sailor may even rise to become one of the
realm’s infamous Free Captains, second only to the bloodthirsty Hurricane King
himself—though the rapacious pirates who raid the archipelago’s ports ensure
that only the cunning and swift survive for long.
Isles of the Shackles provides a comprehensive overview of the verdant islands that
make up this region, complete with buried treasure, dastardly corsairs, and ominous
ruins of a fallen empire.
Inside this 64-page book, you will find:
An expansive overview of the six civilized regions of the Shackles, from the mainland’s
sprawling seaside metropolis of Port Peril to the sahuagin-plagued shores of Shark
Island, complete with details on histories, notable rulers and personalities, and
gazetteers of each region’s varied locales.
Detailed entries on more than 20 of the Shackles’ most dangerous and mysterious
islands and islets, each with numerous plot hooks, helpful or treacherous NPCs, and
unique locations for brave adventurers to discover and explore.
Stat blocks for each island, detailing the region’s notable settlements and denizens, as
well as possible plunder and resources, such as hidden harbors and shipwrecks.
A huge bestiary of new monsters and villains that roam the islands of the Shackles
and the high seas around them, including the three-headed lusca, undead pirates
and ghost captains, and the degenerate kuru cannibals of the Blood Queen.
Stat blocks for a wide range of seafaring NPCs, from humble deckhands and
smugglers to pirate captains and shipboard sorcerers.
Isles of the Shackles is intended for use with the Pathfinder Roleplaying
Game and the Pathfinder campaign setting, but can easily be used in any
fantasy game setting.
by Mike Shel
ISBN-13: 978-1-60125-408-5
Isles of the Shackles Web Supplement
The downloadable web supplement below is a huge PDF map of the Shackles featuring tags for all of the locations heretofore mentioned in Pathfinder products.
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It's a parrot obviously. All good pirates have parrots around, so it must be a parrot, despite being pink and having bat like wings, and looking more like a giant stirge.
Well, seeing as they revealed the adventure path after Jade Regent would be set in the Shackles, and deal with pirates back during PaizoCon: Yes, I do sense that.
I'm not sure about the final product, but my turnover had 15 new monsters (3 of those with variants), in addition to several pirate NPCs and undead pirates. About half of my word count went to the bestiary section of this volume.
So about two dozen monsters/npcs sweet I can't wait to see some sea monsters/creatures. I am hoping for a giant nautilus, starfish, sea slug, or clam.
Question:
Why map the map folio for skull and shackles (June) and isles of the shackles campaign setting (early March) are not available earlier than the actual adventure path (mid March)?!?!?!?!?!
So about two dozen monsters/npcs sweet I can't wait to see some sea monsters/creatures. I am hoping for a giant nautilus, starfish, sea slug, or clam.
Question:
Why map the map folio for skull and shackles (June) and isles of the shackles campaign setting (early March) are not available earlier than the actual adventure path (mid March)?!?!?!?!?!
Because the maps for the AP won't all be done until the AP is almost done.
Nice new art and it is also nice that the new gunslinger gets some love as well.
3 headed Lusca sounds intersting as well.
Would the Skull/Shakles or any other supplement incorporates detailed rules on ships and especially for Naval Combat? The Advance/DMG/CRB have useless and limited information.
I personally bought the Broadsides Naval Combar d20 system to include those rules in the adventure path.
Would the Skull/Shakles or any other supplement incorporates detailed rules on ships and especially for Naval Combat? The Advance/DMG/CRB have useless and limited information.
Isles of the Shackles is really designed for GMs, focused on providing a gazeteer of the islands and a pretty substantial bestiary. I'm very excited for this to get published, even though my Shackles sea shanty did end up on the cutting room floor.
The Skull & Shackles AP should addressing the issues you're concerned with since players will themselves engage in some lovely piracy on the high seas. The AP promises to be packed with plenty of piratey goodness.
Yeah, there'll be a relatively streamlined set of rules for Naval Combat (sort of a halfway point between the VERY streamlined stuff in GameMastery Guide and the much more detailed rules in Ultimate Combat) with Skull & Shackles—I believe the rules will be in the player's guide.
I've NOT got my email and they took me money like a bloody Pyrate last week. Those scurvy scoundrels, I'll tie them to the yardarm if I ain't got my email tomorrow.
As the PDF finally becomes available and as hard copies make their way into people's mailboxes, I want to give a very loud shout out to the wise and hirsute Mark Garringer, former Venture-Captain of the Indianapolis Lodge, who play-tested a number of the bestiary entries for me. His help and suggestions were very helpful and much appreciated.
I'd also like to give much deserved praise to Paizo developer Patrick Renie for the great work he did patching holes and scraping barnicles off the hull of this particular vessel. Lusca lovers should know that the final version of that monster is much more Patrick's three-headed baby than it is mine.
Arrrrrrrrgh!
And finally, in the course of creating Isles of the Shackles I wrote about a half-dozen sea shanties, only one of which made it to my final turnover. Alas, that too ended up on the cutting room floor. Soooo, for your grog-swilling pleasure, I present it to you here. It makes more sense once you've read the entry for Whyrlis Rock and the Field of Bones and Black Glass:
Gray Whyrlis was an Angry Man
He kept his Hate in Baskets
And all the Souls that Sailed with Him
Got measured for their Caskets
So if ye Wish to live Real Long
Pay Heed to this, me Sonnet:
If you Decide to Boil the World
Be Careful you're not On It
Back to work now, you filthy dogs, or I'll have yer guts for me garters!
Page 8: "The island is covered with Ghol-Gan ruins--enormous, crumbling edifices that remain as reminders of humanity's impertinence, as well as its capacity for evil."
Mike? The Ghol-Gan were cyclopes, not humans.
(The book is otherwise very good, but this apparent error or retcon bugs me.)
Their appearance and attributes would seem to fit, but they do not get any of the coven bonuses.
They're hag-like, but they're not actually hags. We would have spelled it out specifically in their flavor text (and in their name by saying "hag" as part of it) if they were.
Hey, so what's the deal with the map in Isles? It doesn't have a lot of the locations on it. Like Port Peril is the only one of a bunch of listed coastland locales that is even on the map.
I can understand minor locations not being on the little islands on the map, but what looks to be "capitals only" on the map makes it of little use. Did those get left off accidentally (in which case a pdf update would be nice)?
Hey, so what's the deal with the map in Isles? It doesn't have a lot of the locations on it. Like Port Peril is the only one of a bunch of listed coastland locales that is even on the map.
I can understand minor locations not being on the little islands on the map, but what looks to be "capitals only" on the map makes it of little use. Did those get left off accidentally (in which case a pdf update would be nice)?
The deal is that we didn't want to overly clutter up the map with location tags. The map's already pretty cluttered as it stands with all the island names on there.
But the point of a map is to find things on it, not just be pretty art of an archipelago. Like I say, I can understand that on the islands, but the mainland is a big lump of green, the other coastal cities couldn't go on there?