# [[Skeleton Point]]
This seaside fortress was built by [[The Baron]]over a century ago. Now, he haunts this castle, bound by [[Claude Barlette]]'s curse. During the day the castle is quiet, sunlit, overgrown, peaceful, and picturesque. The Baron appears as a spectral ghost, observing intruders or watching [[Veronique]]. At night: damp, pitch black, cold, rat infested, and absolutely terrifying. The Baron transforms into a 10' armored skeleton.
## Map
```leaflet
id: pirate-borg-skeleton-point-numbered
image: pirate-borg-skeleton-point-numbered.png
height: 450px
width: 600px
minZoom: 6
maxZoom: 10
defaultZoom: 9
zoomDelta: 1
unit: feet
scale: 1
```
## Locations
### Portcullis and Courtyard (1)
[[Skeleton Point#Map|Back to map]]
- Dozens of corpses and skeletons impaled on pikes.
- One skeleton has random loot (end papers).
- *At Night* `dice: 1d4` [[Skeleton]]s come to life and attack anyone nearby. Their bodies are restrained on the spikes.
- Portcullis is open and rusted in place.
### Foyer (2)
[[Skeleton Point#Map|Back to map]]
- Opulent. Old. Dusty with a few recent footprints.
- Landscape Painting: of a stormy mountain range. Beautiful and haunting. Painted by [[Veronique]]. Worth 500s.
- Elaborate double staircase to [[Skeleton Point#Dining Hall|Dining Hall]]
- Crooked stairwell to [[Skeleton Point#Rookery|Rookery]]
- Passage to [[Skeleton Point#Kitchen|Kitchen]]
- Portcullis is open and rusted in place.
### Dining Hall (3)
[[Skeleton Point#Map|Back to map]]
- Long dining table and chairs. Dust on everything. Suits of armor.
- Floor to ceiling stained glass windows:S ome broken. Colorful, depicting flowers and nature scenes.
- *Down*: Double staircase to [[Skeleton Point#Foyer|Foyer]].
- Servant's passage down to [[Skeleton Point#Kitchen|Kitchen]].
- *Up:* Stairwell to [[Skeleton Point#Library|Library]].
### Rookery (4)
[[Skeleton Point#Map|Back to map]]
- `dice: 1d100` bird cages hang from the rafters of a conical roof.
- `dice: 1d12` Rooks: Large black birds (use [[Carrion Gull]]s) nest here. They don't like to be disturbed, but love fish.
- **Gaping Hole in Ceiling**: Leads to the [[Skeleton Point#Galleon|Galleon]].
- Climb (strength DR 14 or fall: test Toughness DR 12 or take `dice: 1d8` damage) or use the ladder from the [[Skeleton Point#Storage Chamber|Storage]] or from up in the [[Skeleton Point#Galleon|Galleon]].
- *Down*: Stairwell to [[Skeleton Point#Dining Hall|Dining Hall]] and [[Skeleton Point#Foyer|Foyer]].
### Galleon (5)
[[Skeleton Point#Map|Back to map]]
- A ship from a bygone age. Barely suspended from the turret's roof. It washed up here during an preternatural hurricane.
- **Cargo**: Crates and barrels filled with random cargo (use pg. 115).
- **Treasure**: in one compartment are `dice: 1d6` large chests of silver and gemstone worth 500s each.
- *Unstable*: Uneven weight distribution (removing cargo haphazardly, too many people in one end) shifts and eventually topples the wreck.
- *Up:* Ladder to deck & [[Skeleton Point#Captain's Cabin|Captain's Cabin]].
- *Down*: Hole in hull to top of [[Skeleton Point#Rookery|Rookery]].
### Captain's Cabin (6)
[[Skeleton Point#Map|Back to map]]
- Fine woodwork and textiles, all ruined from weather. Smells like a monkey cage.
- **Paper & Cargo**: scattered, useless.
- [[Three-Headed Monkey]]: Lives here. Hates idiots. Jumps around when mad.
- **Locked chest**: hidden by the monkey, contains `dice: 1d4` relics and 250s.
- *Down:* Ladder to [[Skeleton Point#Galleon|Galleon]].
### Library (7)
[[Skeleton Point#Map|Back to map]]
- Filled with ancient books from the Baron's collection.
- *Cursed*: Spending time or reading here causes time dilation, and day shifts to dusk in a matter of moments.
- **Books**: *A Sudden Flood*, several old famous plays: *Wartime Apothecary, Principia Oceanus, Of Gold and Blood, Republic of Water, Field Guide to Jungle Exploration*.
- **Searching the library** (Presence DR 14) reveals an occult section. One PC can test Presence DR 12 to learn a random ritual (pg. 64).
- **Secret Passage**: The book *Republic of Water* is the lever. It leads to a staircase down to the Dungeon [19].
- **Fireplace**: Large, stone, used recently.
- *Up:* Stone Stairs to [[Skeleton Point#The Baron's Chambers (8)|Baron's Chambers (8)]].
- *Up:* Wooden Stairs to [[Skeleton Point#Laboratory (10)|Laboratory (10)]].
- *Down:* Stairwell to [[Skeleton Point#Dining Hall (3)|Dining Hall (3)]].
### The Baron's Chambers (8)
[[Skeleton Point#Map|Back to map]]
- An old bed (used recently), large candle chandelier.
- **Writing Desk**. Piles of charcoal sketches depicting a gruesome skeletal figure.
- In a drawer: a large iron key that unlocks the Treasure Vault (15).
- Veronique sleeps here at night. She plans her paintings at the desk.
- If she is here, she is mostly likely irritated at being disturbed. "No matter, the Baron will be here soon."
- Marble Bust of a middle aged man with a ruff around his neck.
- Secret vault: Tilting the bust opens a hidden vault. presence or agility dr16 to unlock. Contain 500s in coins and gemstone plus d2 Relics (pg. 62).
- *Up:* Stone stairs to the Studio [9].
- *Down:* Stone stairs to the Library [7].
### Studio (9)
[[Skeleton Point#Map|Back to map]]
- Small art studio crammed into the turret.
- **Painting supplies**.
- *Cadaverous Lust*, an oil landscape painting of a vicious hurricane overtaking an island. Painted by [[Veronique]]. Worth at least 600s.
- **Half finished oil painting** of the island. Somber and hauntingly beautiful.
- **Balcony** that overlooks the island and sea. Wooden easel.
- If Veronique is here she is painting in a trance-like state.
- *Down:* Stone stairs to Baron's Chambers [8].
### Laboratory (10)
[[Skeleton Point#Map|Back to map]]
- Filled with bottles, vials, alembics, and books. Caked in dust. An old leather tome rests on a table.
- Potions cover the dusty shelves. `dice: 1d6` of them are usable (see Alchemy, pg. 70).
- *Open the book*: Test spirit DR 12 or -1 to all stats for 24 hours. It contains 1 random Ritual (pg. 64) decipherable by anyone who passes.
- *Down:* Wooden Stairs to Library [7].
### Kitchen (11)
[[Skeleton Point#Map|Back to map]]
- Fireplace, cauldron, wooden stools, barrels, baskets, pots and pans, jars, dishware.
- **Dead explorers**: on the ground are 4 dead explorers, recently killed. 3 appeared to have been stabbed to death with a fine blade, the 4th is missing a head.
- In one barrel: hundreds of maggots feasting on a severed head.
- **Passageway** to Butler's Chambers [12].
- *Up:* Servant's passage to Dining Hall [3].
- *Down:* Stone stairwell to the Locked Door [14] and the Storage Chamber [16].
### Butler's Chambers (12)
[[Skeleton Point#Map|Back to map]]
- Bed, desk (old, poorly made).
- **On the desk**: an old journal. In Spanish, it recounts the mundane day-to-day of a 16th century castle staff. The last page is caked in dried blood.
- *Right:* Doorway to Servant's Quarters [13].
- *Down:* Passageway to [[Skeleton Point#Kitchen (11)]].
### Servant's Quarters (13)
[[Skeleton Point#Map|Back to map]]
- Beds (10, stuffed with hay, moldy sheets and blankets), 4 sea chests (all empty), a broom, some rope, empty tankards.
- Search the beds: one has a random treasure map (pg. 119), roll on the Loot the Body table (pg. 3) for others.
- Hiding under the covers of one bed: a starving, terrified treasure hunter named **Sofia Baudin**.
- 4 of her companions were murdered by The Baron. She fled and hid here before she could see what happened to her other companions.
⮘ Doorway to Butler's Chambers [12]
### Locked Door (14)
[[Skeleton Point#Map|Back to map]]
Iron Door (2' thick,
rusting, still strong, keyhole). The key is in
the desk in the Baron's Chambers (8).
» Pick the lock: takes one hour and requires
a successful agility DR 20 test. Check for
random encounters every hour. ⮛ Vault door to Treasure Vault [15].
⮥ Stone stairwell to Kitchen [11] and Storage
Chamber [16].
### Treasure Vault (15)
[[Skeleton Point#Map|Back to map]]
Antiquities hoarded
from all over the Dark Caribbean.
• Silver pieces of eight: 3d6 x 1,000.
• Gold doubloons: 2d8 x 10 (worth 16s each).
• Artifacts: d10, priceless, d2 of which are
random Ancient Relics (pg. 62).
• Archaic tome: bound in human skin. One
PC can study it overnight to learn 1 Arcane
Ritual (pg. 64), after which it erupts into
black flames and is destroyed. ⮙ Vault door to the stairwell.
### Storage Chamber (16)
[[Skeleton Point#Map|Back to map]]
Debris (ruined
boxes, muck, rotting bags of food), old
cargo (in old crates and barrels, use pg.
115), ladder (wood, strong, 20' tall).
⮥ Stairs to Kitchen [11]. ⮧ Stairs to Crypt [17].
### Crypt (17)
[[Skeleton Point#Map|Back to map]]
Carved from rock, dirt floor, rank,
moldy, graves: 17, dirt graves, coffins,
& sarcophagi (rotting, scratch marks,
cobwebs, dust).
• Marble statue: 10' tall, expertly crafted, of
a conquistador pointing to the horizon.
» Search the graves: a total of 3d6 x 100
silver can be found. Finding more than
half awakens a Sea Wraith (pg. 101).
d All undead in the castle (besides The
Baron) cluster here during the day.
⮛ Mausoleum [18], ominous and black,
clouds the corner of the crypt .
⮥ Stairs to Storage Chamber [16].
### Mausoleum (18)
[[Skeleton Point#Map|Back to map]]
8' x 8' stone burial
room with a door (cast-bronze patina)
depicting a family crest (a lion eating a
dragon). Sarcophagus (pure iron, Spanish
inscriptions of a lost family history).
• Open sarcophagus: Inside are the bones of
The Baron, a gold morion, gold conquistador
plate, a finely crafted rapier, and two gold
doubloons (resting on the eyes of the skull).
Note: the bones found in the "monster"
version of The Baron are simulacrum and
not bound to these bones.
d If The Baron is reduced to 0 HP (and the
curse has not been lifted): he respawns
here at sunset.
⮙ The rest of the crypt[17].
### Dungeon (19)
[[Skeleton Point#Map|Back to map]]
A medieval torture chamber
with 8 holding cells. The Rack, Iron
Maiden, Heretic's Fork, a rat cage, chains,
ropes, saws, prongs, manacles. A set of
dice with weird symbols rest on a table.
• High tide: 50% chance this area is
underwater with the tide.
• Prisoners: There are d6 captives here
(up to their noses or drowned if at high
tide), each strapped into a different device
or in a cell. They are terror-struck, but
fear Veronique more than the undead.
They paint her as a masochist, but in fact
she absorbs their pain to counteract her
depression and inject feeling back into her
work.
d Tripwire: Triggers sleep darts from holes
in the wall. Presence DR12 to spot, Agility
DR16 to dodge.
d Deep Ones: A small band of d6 Deep Ones
(pg. 100) run a small gambling operation
out of the dungeon at high tide. They
will attack intruders on sight, but can be
convinced into a game of Srt'kul'star'rok—
a game not dissimilar from Liar's Dice.
⮚ Carved passage to Secret Cave [20].
⮥ Stairs to the secret passage in Library [7].
### Secret Cave (20)
[[Skeleton Point#Map|Back to map]]
Natural tunnel that
leads to the sea. 50% chance this area is
underwater with the tide.
• Rowboat: With oars, fits 2 comfortably.
d Eldritch Eels: At hide tide, 4d10 Eldritch
eels (pg. 88) swarm here, hunting for
food. They make the water glow pale blue,
and they can't see well in the tunnel: they
can be avoided each round with an agility
DR 12 test (doesn't count as an action).
⮙ Wood door: Disguised as a
rock from the outside. Doesn't
keep out the tide. Leads to the
exterior and the sea. ⮛ Carved Passage to Dungeon
[19] and the secret passage to
the Library [7].