Collected here are the maps and sea charts for the game, along with images and pictures for locations and NPCs.
Cartography -- Maps and Images
- Vardaen
- Admin
- Posts: 66394
- Location: Miskatonic University
- Title: Great Old One
- User Class: Unshackled AI
Cartography -- Maps and Images
Collected here are the maps and sea charts for the game, along with images and pictures for locations and NPCs.
Last edited by Vardaen on Thu Feb 27, 2014 7:29 pm, edited 1 time in total.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
- Vardaen
- Admin
- Posts: 66394
- Location: Miskatonic University
- Title: Great Old One
- User Class: Unshackled AI
Re: Cartography -- Maps and Images
PORT PERIL
Port Peril is the largest port in the Shackles and its de facto capital. It is situated on the mainland, rather than on one of the outlying islands, on the edge of the Terwa Uplands and overlooking Jeopardy Bay. The city is protected by walls, and the stronghold of Fort Hazard. All manner of vices can be found in its twisting streets, and its busy markets thrive on the sale of stolen goods. Rumour has it that the plunder from decades of piracy is hidden in sea caves beneath the city.[1]
Despite being the capital of the Shackles Pirates, merchant ships sometimes dock here to trade. Those flying the flags of Inner Sea nations are not welcome, but unaligned vessels are permitted to dock.[2]
The city is ruled by Kerdak Bonefist, lord of the Shackles Pirates. During his frequent absences, the affairs of the city are jointly overseen by Sabas Odabio, harbormaster Tsojmin Kreidoros and master merchant Pherias Jakar.[2]
Though a pirate city is difficult to neatly compartmentalize, there are certain areas of the city of Port Peril that might classify as city districts:[3]
Beggarbriar, Crescent Harbor, Eastwind: High Eastwind & Low Eastwind, The Knotworks, Lucrehold, Merchant Marina, Scrimshaw
The harbor is deep enough to accommodate even the largest and most heavily laden of vessels. Visitors to Port Peril are required to dock at the Crescent Harbor, which is overseen by surly harbor-master Tsojmin Kreidoros. There, their vessels have their cargoes inspected before they are allowed to continue on to the main docks.
The city's poorest (and often, toughest) inhabitants live in the Beggarbriar district. Many of them earn a living crafting ropes, sails and other nautical supplies.
Eastwind is another well-known district, and is home to both rich and poor. It is built on the bluffs overlooking the city, and is divided into Low and High Eastwind.
Kerdak Bonefist makes his home in the fortress of Lucrehold, on the bluffs above Besmara's Beacon, the city's lighthouse.[2]
Humans, half-elves and half-orcs make up the majority of the city's inhabitants.[2] However, Port Peril is also one of the main halfling settlements in the Inner Sea region. Here halfling pirates and brigadiers roam the seas freely, many having fought for their freedom from slavery from their previous owners. Halfling captains may offer halflings on captured ships the bloody choice: become slaves again or turn on their current masters and join the captain's crew as pirates with full rights and equality.[4]
Port Peril is the largest port in the Shackles and its de facto capital. It is situated on the mainland, rather than on one of the outlying islands, on the edge of the Terwa Uplands and overlooking Jeopardy Bay. The city is protected by walls, and the stronghold of Fort Hazard. All manner of vices can be found in its twisting streets, and its busy markets thrive on the sale of stolen goods. Rumour has it that the plunder from decades of piracy is hidden in sea caves beneath the city.[1]
Despite being the capital of the Shackles Pirates, merchant ships sometimes dock here to trade. Those flying the flags of Inner Sea nations are not welcome, but unaligned vessels are permitted to dock.[2]
The city is ruled by Kerdak Bonefist, lord of the Shackles Pirates. During his frequent absences, the affairs of the city are jointly overseen by Sabas Odabio, harbormaster Tsojmin Kreidoros and master merchant Pherias Jakar.[2]
Though a pirate city is difficult to neatly compartmentalize, there are certain areas of the city of Port Peril that might classify as city districts:[3]
Beggarbriar, Crescent Harbor, Eastwind: High Eastwind & Low Eastwind, The Knotworks, Lucrehold, Merchant Marina, Scrimshaw
The harbor is deep enough to accommodate even the largest and most heavily laden of vessels. Visitors to Port Peril are required to dock at the Crescent Harbor, which is overseen by surly harbor-master Tsojmin Kreidoros. There, their vessels have their cargoes inspected before they are allowed to continue on to the main docks.
The city's poorest (and often, toughest) inhabitants live in the Beggarbriar district. Many of them earn a living crafting ropes, sails and other nautical supplies.
Eastwind is another well-known district, and is home to both rich and poor. It is built on the bluffs overlooking the city, and is divided into Low and High Eastwind.
Kerdak Bonefist makes his home in the fortress of Lucrehold, on the bluffs above Besmara's Beacon, the city's lighthouse.[2]
Humans, half-elves and half-orcs make up the majority of the city's inhabitants.[2] However, Port Peril is also one of the main halfling settlements in the Inner Sea region. Here halfling pirates and brigadiers roam the seas freely, many having fought for their freedom from slavery from their previous owners. Halfling captains may offer halflings on captured ships the bloody choice: become slaves again or turn on their current masters and join the captain's crew as pirates with full rights and equality.[4]
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
- Vardaen
- Admin
- Posts: 66394
- Location: Miskatonic University
- Title: Great Old One
- User Class: Unshackled AI
Re: Cartography -- Maps and Images
Prelude Images:
Slaves, ev'ry one of ya! Any Shackles pirate's worth ten o' you poxy devils, an' ev'ry Free Captain commandin' a sloop'll keep sailin' circles around any bloated Chelish frigate you send at us. We'll go on raidin' yer sea lanes, stealin' yer silver coins with Abrogail's pouty gob stamped on them, an' we'll cart it all back home, where we'll sing an' drink 'til the sea swallows us all! I'm ready to do my dance with Besmara; no regrets for a life lived free on the waves. The worms'll be better company than you ugly, dung-eating devil's slaves anyway!
Last words spoken by Free Captain Wilihem Wache, moments before his public hanging in Macini for piracy
Slaves, ev'ry one of ya! Any Shackles pirate's worth ten o' you poxy devils, an' ev'ry Free Captain commandin' a sloop'll keep sailin' circles around any bloated Chelish frigate you send at us. We'll go on raidin' yer sea lanes, stealin' yer silver coins with Abrogail's pouty gob stamped on them, an' we'll cart it all back home, where we'll sing an' drink 'til the sea swallows us all! I'm ready to do my dance with Besmara; no regrets for a life lived free on the waves. The worms'll be better company than you ugly, dung-eating devil's slaves anyway!
Last words spoken by Free Captain Wilihem Wache, moments before his public hanging in Macini for piracy
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
- Vardaen
- Admin
- Posts: 66394
- Location: Miskatonic University
- Title: Great Old One
- User Class: Unshackled AI
Re: Cartography -- Maps and Images
The Wormwood
The Wormwood is a three-masted sailing ship, 100 feet long from stem to stern, and 30 feet wide amidships. Statistics for a sailing ship (as well as other common ship types) are detailed in the Skull & Shackles Player's Guide. The ship needs a minimum crew of 20, and presently has just in excess of that number (including the PCs). If the crew falls below 20 people for any reason, the work becomes harder, and the DC of all checks for work-related tasks (see page 23) increases by +2.
Unless otherwise indicated, interior walls on the ship are of wood, 2 inches thick (hardness 5, hp 20, Break DC 20). Doors are of good wooden construction (hardness 5, hp 15, Break DC 18). Interior rooms are unlit during the day (except for those with windows or portholes), and usually have a single hooded lantern for light at night, providing either normal or dim light (open flames are dangerous on a ship at sea). Many doors and chests are trapped to keep them off-limits to swabs and common sailors (such as the PCs).
The Wormwood is crowded with pirates constantly moving about the ship, so it is not a static location, and any place on the ship can contain a variety of NPCs to interact with.
GM Note: I'll open up the map as you explore the ship. I will also fill out the key as we go.
The Wormwood is a three-masted sailing ship, 100 feet long from stem to stern, and 30 feet wide amidships. Statistics for a sailing ship (as well as other common ship types) are detailed in the Skull & Shackles Player's Guide. The ship needs a minimum crew of 20, and presently has just in excess of that number (including the PCs). If the crew falls below 20 people for any reason, the work becomes harder, and the DC of all checks for work-related tasks (see page 23) increases by +2.
Unless otherwise indicated, interior walls on the ship are of wood, 2 inches thick (hardness 5, hp 20, Break DC 20). Doors are of good wooden construction (hardness 5, hp 15, Break DC 18). Interior rooms are unlit during the day (except for those with windows or portholes), and usually have a single hooded lantern for light at night, providing either normal or dim light (open flames are dangerous on a ship at sea). Many doors and chests are trapped to keep them off-limits to swabs and common sailors (such as the PCs).
The Wormwood is crowded with pirates constantly moving about the ship, so it is not a static location, and any place on the ship can contain a variety of NPCs to interact with.
GM Note: I'll open up the map as you explore the ship. I will also fill out the key as we go.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
- Vardaen
- Admin
- Posts: 66394
- Location: Miskatonic University
- Title: Great Old One
- User Class: Unshackled AI
Re: Cartography -- Maps and Images
Book 1 - Act 1 Images:
"Sure, kid, I love the sea. I love the salty spray of the ocean in my face, the breeze playing in my hair. Nothing makes you feel freer than riding the waves, the sun dappling the waters. Yeah, I love the sea, but I don't necessarily love what's in it—that's what'll make you lose sleep. All teeth, claws, and tentacles, the terrors that rest in the deep. And don't rest easy when we put ashore on some sunny island either, kid. Just because it can't pull you beneath the water doesn't mean it can't kill you in a second.'
-Henessa Cayhopper of the Shackles, boatswain on the pirate frigate Weeping Trident, to a young shipmate
"Sure, kid, I love the sea. I love the salty spray of the ocean in my face, the breeze playing in my hair. Nothing makes you feel freer than riding the waves, the sun dappling the waters. Yeah, I love the sea, but I don't necessarily love what's in it—that's what'll make you lose sleep. All teeth, claws, and tentacles, the terrors that rest in the deep. And don't rest easy when we put ashore on some sunny island either, kid. Just because it can't pull you beneath the water doesn't mean it can't kill you in a second.'
-Henessa Cayhopper of the Shackles, boatswain on the pirate frigate Weeping Trident, to a young shipmate
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
- Vardaen
- Admin
- Posts: 66394
- Location: Miskatonic University
- Title: Great Old One
- User Class: Unshackled AI
Re: Cartography -- Maps and Images
The Mans Promise
The Man's Promise is a three-masted sailing ship, 105 feet long and 30 feet wide (see the Skull & Shackles Player's Guide). A minimum crew of 20 is required to sail her. Unless otherwise indicated, interior walls on the ship are of wood, 2 inches thick (hardness 5, hp 20, Break DC 20). Doors are of good wooden construction (hardness 5, hp 15, Break DC 18). Interior rooms are unlit during the day (except for those with windows or portholes), and usually have a single hooded lantern for light at night. The decks and compartments of the Man's Promise are detailed below. The crew of the Wormwood has thoroughly ransacked the Man's Promise, and besides those features listed below, the ship is empty beyond common items such as hammocks, lanterns, rope, and a few other mundane objects. At the start of the voyage, Mr. Plugg and Master Scourge assign the crew to berths and cabins on the ship; these assignments are included in the room descriptions below.
The Man's Promise is a three-masted sailing ship, 105 feet long and 30 feet wide (see the Skull & Shackles Player's Guide). A minimum crew of 20 is required to sail her. Unless otherwise indicated, interior walls on the ship are of wood, 2 inches thick (hardness 5, hp 20, Break DC 20). Doors are of good wooden construction (hardness 5, hp 15, Break DC 18). Interior rooms are unlit during the day (except for those with windows or portholes), and usually have a single hooded lantern for light at night. The decks and compartments of the Man's Promise are detailed below. The crew of the Wormwood has thoroughly ransacked the Man's Promise, and besides those features listed below, the ship is empty beyond common items such as hammocks, lanterns, rope, and a few other mundane objects. At the start of the voyage, Mr. Plugg and Master Scourge assign the crew to berths and cabins on the ship; these assignments are included in the room descriptions below.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
- Vardaen
- Admin
- Posts: 66394
- Location: Miskatonic University
- Title: Great Old One
- User Class: Unshackled AI
Re: Cartography -- Maps and Images
Bonewrack Isle
Located some place south of the Shackles, Bonewrack Isle has a reputation on being haunted. Sailors avoid the reef filled waters around it when possible.
Located around the isle are strange skeleton, set out as warnings to avoid the waters, but by who, you don't know.
Located some place south of the Shackles, Bonewrack Isle has a reputation on being haunted. Sailors avoid the reef filled waters around it when possible.
Located around the isle are strange skeleton, set out as warnings to avoid the waters, but by who, you don't know.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
- Vardaen
- Admin
- Posts: 66394
- Location: Miskatonic University
- Title: Great Old One
- User Class: Unshackled AI
Re: Cartography -- Maps and Images
Book 2 - Act 1
We live by the grace of the sea, and we die by her wrath.
When she gives we celebrate, and when she takes we beg forgiveness.
But we never disparage her claims, for when she gives her gift, we gain life.
When she takes from us, we know we have mistreated her.
When we sail the open sea, we are in her embrace alone,
And we long for her to rock us to sleep
Instead of breaking our bodies against the rocks
Or taking our breath to the cold depths.
Gathered, we ask the sea to take our brother into her bosom
As she has taken his life from us.
May he be blessed, and the sea as well.
-Common passage from a sailor's funeral
We live by the grace of the sea, and we die by her wrath.
When she gives we celebrate, and when she takes we beg forgiveness.
But we never disparage her claims, for when she gives her gift, we gain life.
When she takes from us, we know we have mistreated her.
When we sail the open sea, we are in her embrace alone,
And we long for her to rock us to sleep
Instead of breaking our bodies against the rocks
Or taking our breath to the cold depths.
Gathered, we ask the sea to take our brother into her bosom
As she has taken his life from us.
May he be blessed, and the sea as well.
-Common passage from a sailor's funeral
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
- Vardaen
- Admin
- Posts: 66394
- Location: Miskatonic University
- Title: Great Old One
- User Class: Unshackled AI
Re: Cartography -- Maps and Images
Book 2 - Act 2
Rule the Shackles you say? A fool's ambition.
Here land and sea murder at the whim of ancient gods and men's smiles hide a thousand knives. Those deceived into believing that the Kraken's tentacles are more fearsome than its schemes soon find themselves cruelly enlightened. The Schakles is too vast and its terrors too countless for even the bravest adventurer to conquer. It won't stop them from trying though, and that means good business for me. I thank the gods daily for sending so many fools into this world.
- Saldrin Seaheart, local guide and purveyor of “adventuring supplies
Low Hanging Fruit - Tribal Village and Enemies
Boarding Action Map Example
Sailing Map
The Vorsfang and Famished Mane
Hook, Line and Sinker - Sahuagin Attack
City of Senghor
Captain Gortus Svard
Port of Crown's End
The Dominator and Map
Attack on the Dominator and Crew
Sailing Map
The Deathknell & Attacks of Captain Pilk
Rule the Shackles you say? A fool's ambition.
Here land and sea murder at the whim of ancient gods and men's smiles hide a thousand knives. Those deceived into believing that the Kraken's tentacles are more fearsome than its schemes soon find themselves cruelly enlightened. The Schakles is too vast and its terrors too countless for even the bravest adventurer to conquer. It won't stop them from trying though, and that means good business for me. I thank the gods daily for sending so many fools into this world.
- Saldrin Seaheart, local guide and purveyor of “adventuring supplies
Low Hanging Fruit - Tribal Village and Enemies
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
- Vardaen
- Admin
- Posts: 66394
- Location: Miskatonic University
- Title: Great Old One
- User Class: Unshackled AI
Re: Cartography -- Maps and Images
Book 2 - Act 3
We live by the grace of the sea, and we die by her wrath.
When she gives we celebrate, and when she takes we beg forgiveness.
But we never disparage her claims, for when she gives her gift, we gain life.
When she takes from us, we know we have mistreated her.
When we sail the open sea, we are in her embrace alone,
And we long for her to rock us to sleep
Instead of breaking our bodies against the rocks
Or taking our breath to the cold depths.
Gathered, we ask the sea to take our brother into her bosom
As she has taken his life from us.
May he be blessed, and the sea as well.
—Common passage from a sailor’s funeral
Lady Agasta
Tidewater Guards
Sgt. Royster
Iron Bert Smythee's famed "Iron Shirt"
Lady Agasta's Farglass
Aya's Map
Large Shackle's Map
Zoomed in Sailing Map
We live by the grace of the sea, and we die by her wrath.
When she gives we celebrate, and when she takes we beg forgiveness.
But we never disparage her claims, for when she gives her gift, we gain life.
When she takes from us, we know we have mistreated her.
When we sail the open sea, we are in her embrace alone,
And we long for her to rock us to sleep
Instead of breaking our bodies against the rocks
Or taking our breath to the cold depths.
Gathered, we ask the sea to take our brother into her bosom
As she has taken his life from us.
May he be blessed, and the sea as well.
—Common passage from a sailor’s funeral
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring