Skull and anywhere but Shackles


Skull & Shackles


Hi - I need some advice.

Currently running Fever Sea.

In order to explain why there are merchant ships south of the Shackles I showed my party the map of the world's oceans and explained that there were trade routes from Tian round the south of Garund, and fledgling trade routes to Arcadia.

My party now want to go to Tian. Or Arcadia. Or the great gnome empire of South Garund... In fact anywhere but the Shackles.

They visited Tidewater Rock and decided it was boring, and they couldn't see the point of taking it.

So, any suggestion how to keep the party interested in the AP rather than the bits of the world that aren't written yet? They like being pirates, but there doesn't seem to be anything keeping them near the Shackles, rather than pirating their way around the world.

Liberty's Edge

I did a few things to keep my group on track.

I made the random encounters in the deep water around the Shackles much more dangerous, for one. That is, I made them things they had to fight off and run from.

Second, I seeded the Shackles with tidbits of information related to the up-coming story arcs, so that they would look for patterns in the clues and follow them to the right place.


Have Chelaxian warships assault, chase and harass them. Hopefully that will inspire them to stick around in the Shackles and deal with them.

If they were particularly friendly with any of the NPCs so far you could have them be captured by the Chelaxians in the raid.

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