# [[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].