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Jewel of the Indigo Isles for Foundry VTT
Jewel of the Indigo Isles for Foundry VTT
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Works With Any D&D 5E or Pathfinder Game
Get the entire Jewel of the Indigo Isles Adventure Path setup and ready to use in Foundry VTT. Includes all maps, creatures, items, and more, all setup and ready for you to use!
Prepare to set sail for the Indigo Isles! Mysteries abound in the pirate town of Rumplank, but none is as well known as the legend of Poppy von Barnacle's lost treasure. Includes three standalone adventures combined into a single volume — Jewel of the Indigo Isles!
This massive adventure is unlike anything you have seen before in Dungeons & Dragon 5E or Pathfinder Second Edition. A single epic story will challenge your players in ways never seen before and experience an adventure written by three of history's most experienced adventure writers.
This massive single volume includes three individual adventures: Search for the Missing Map (levels 1-3) by Patrick Renie, Voyage to Runaway Reef (levels 4-7) by Ron Lundeen, and Battle at Barnacle Bay (levels 8-11) by Linda Zayas-Palmer. And all maps have been created by legendary cartographer & illustrator Jared Blando!
Overall this adventure is 250k words in length, contains hundreds of custom illustrations, dozens of full-color maps, new unique rules for the Indigo Isles setting, new magic items, new class abilities, extensive gazetteers for several new towns and locations, and so much more!
The adventure includes:
- An epic adventure for Pathfinder 2nd Edition taking characters from level 1 to 11.
- Written by three of the most-published adventure authors in history.
- Set in an island chain with several brand new ancestries and heritages to explore
- Six new backgrounds for players to select to tie them into the adventure, each with its distinctive complications and fates.
- Two lengthy gazetteers with maps, artwork, and lore on major settlements found in the Isles.
- Lavishly illustrated with a plethora of full-color art throughout the book.
- Every monster is either unique for the adventure or from the Battlezoo Bestiary.
- Full optional support for crafting items using the Monster Parts System.
Note: You will also need the Battlezoo Bestiary if you want to use the Monster Parts system (which is not necessary).
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While the story is outstanding, the characters are memorable, and the music does an excellent job of setting the atmosphere, I found the lack of supporting content to be a significant disappointment—especially as someone running the adventure in a Virtual Tabletop environment.
Too many encounters rely on theater of the mind, have no maps provided at all, or use small images that appear to have simply been cropped from the PDF rather than created as dedicated VTT assets. While theater of the mind certainly has its place, I don't believe it provides the same immersive experience that many groups expect from a modern VTT campaign.
As a Dungeon Master, I want to provide my players with the best experience possible. Unfortunately, doing so requires creating or sourcing a substantial number of maps and visual assets that I assumed would already be included in a premium VTT product. This adds many hours of preparation beyond what I expected.
I reached out to Roll for Combat regarding the missing maps and was told they have received numerous requests for them but chose not to include them because they considered many of the scenes to be "too generic." While I understand that design decision, I respectfully disagree. Generic scenes are often exactly what VTT Dungeon Masters need, as they provide the visual foundation for roleplay, exploration, and combat. Even a simple tavern, beach, jungle path, or town street is far more engaging than asking players to imagine every location from a blank screen.
I would have gladly paid a higher price for a truly complete VTT experience. Based on the marketing and presentation, I believed I was purchasing a fully realized digital adventure. Instead, I found an exceptional campaign that requires a considerable amount of additional work before it can deliver the polished, immersive experience I want for my players.
Despite these criticisms, I still believe the adventure itself is fantastic. My disappointment isn't with the writing or the creativity of the campaign—those are excellent. It's that the VTT implementation doesn't fully support the quality of the adventure it represents.
Very fun adventure with a lot of great encounters and memorable fun characters. Has a really good atmosphere of a light-hearted silly piratey adventure, but you can easily tweak it to be more or less mature if you want.
Needs an update for v13. Some npcs don't have languages when I think they would, rules are still for pre-remaster (not too much aside from spells/resistances that are not working here), and now with v13 the journals are super hard to navigate. Overall really good, but I wish it would receive an update.
From what I've seen it implements what inside the PDF beatifully into foundry, saving you a lot of work.