The Curse of Skeleton Point
PIRATE BORG · p.128
Open source p.128# The CURSE of SKELETON POINT
Using This Module The Basics
Black Coral Bay is a small tropical island
The Curse at Skeleton Point is not a typical
introductory adventure. It's a location with a population of around 1,500.
guide, an NPC dossier, a sandbox, a Despite the turquoise-blue waters and
dungeon crawl, and much more. It's a lush jungle vegetation, it is a dark and
loaded cannon and your players are the miserable place and has been for as long
linstock. New GMs might feel a little as anyone can remember. Thunderstorms
lost as there is a lot to do on the island and thick fog are frequent. Death and
and every group will certainly handle it violence are commonplace: people—and
differently. Don't worry. Use the module their treasure—go missing all the time.
as needed, or throw it to Davy Jones' As such, exploring is a dangerous but
Locker when your pirates inevitably set profitable pastime.
the entire island on fire! Here are some
Coral Town is a small, run-down port
ways to get started:
at the mouth of the protected bay from
▶ If you are starting a campaign, place which the island gets its name. It's a safe
haven for pirates (like Captain Davies,
your players on the docks, having just
arrived, and let them explore. Captain pg. 133), smugglers, and lowlifes. It's
Davies (pg. 133) can teach them governed by the pompous, worrisome
sailing and naval combat, the Green Governor Claude Barlette (pg. 132) who
is secretly a necromancer.
Kraken tavern always has rumors and
jobs, and the Governor (pg. 132) or
Skeleton Point is a small islet and
Father Wallace (pg. 133) can point
antiquated castle. A shipwreck is
them to the castle. Searching the
impaled on one of its turrets. It is visible
jungle for treasure, completing jobs,
from nearly everywhere on the island.
and acquiring a ship should keep
Hundreds of skeletons on pikes populate
them busy for a while.
the area in front of its gates. The castle
▶ If you want a short arc or one-shot, is unexpectedly calm and serene during
start on board a sloop with a simple the day, but at night it transforms into
a haunted, deadly place. No one goes
naval combat, then have them meet
the Governor as soon as they dock. there... with the recent exception of the
Get them to the castle ASAP. Governor's daughter Veronique Barlette
(pg. 132), who is currently missing (or
▶ Each of the locations and NPCs are
dead as far as the town is concerned).
also easily placed in your own setting.
The castle is brimming with treasure and
Steal as needed!
relics. The trick is escaping alive...
Development
Use the sidebar on the opposite page to alter the status quo. These events can
happen once each session, or if the PCs leave for an extended period they might
return to a different place entirely.
1. News, rumors, and much more can be
purchased at the Treasured Chest house of
ill repute. Ask for Madame Dubois.
2. News has spread far and wide: the
Governor's daughter is missing. He will
pay a hefty reward if she is returned.
3. Legends of a treasure hoard in the castle
at Skeleton Point are told in every tavern
and ship's galley, but none have ever
entered the castle and lived to tell the tale.
What's Going On?
The island is cursed. At night, the castle
comes alive with horrifying undead
creatures that often roam the island,
including The Baron (pg. 132), a skeletal
conquistador who, if destroyed, reforms in
the catacombs of the castle at dusk.
Anything that dies on the island is
reanimated as a zombie the next sunset.
People are used to it: killing fish and
chicken a 2nd time during evening meals
is a common occurrence. Everyone
suspects that the rumored treasure in the
castle is cursed or that "the witch in the
swamp" is responsible. In truth, Governor
Claude Barlette (pg. 132) is a powerful
necromancer who has controlled the island
for over 100 years. Not even Father Wallace
(pg. 133) suspects this, though the witch
Tela Fafane (pg. 133) might if she can be
convinced to care.
Recently, Veronique Barlette (pg. 132)
has gone missing, and her worried father
will pay a handsome reward (1000s) for
information leading to her return. She has
fallen in love with the The Baron and spends
her time in the castle or painting landscapes
around the island. She hates her father and
will not return home willingly.
4. Father Wallace (pg. 133) is gathering
men of the cloth (or anyone willing to help)
to exorcise the spirits in the castle. Head
to the old church for more details.
5. Investigate rumors of an evil witch in the
swamps. Perhaps she is responsible for
the curse on the island... or maybe she
sells potions?
6. At the Green Kraken, Captain Davies (pg.
133) is recruiting pirates for a raid.
If the players do nothing, the
following happens:
1. The governor raises his reward 100s
a day until he finds a group brave
enough to investigate the castle.
2. Father Wallace attempts to exorcise
the haunted castle. He is too weak on
his own and is killed. The church falls
further into ruin.
3. Davies is killed at sea during a naval
skirmish with the Royal Navy. A huge
party is thrown in his honor on the
beach, after which a power vacuum
develops among the pirates. Captain
Davies' ghost ship becomes a serious
problem for the surrounding waters.
4. One of the many groups sent to
investigate the castle returns. The
Governor learns his daughter has
run away willingly. His anger swells
and he hires all the pirates to recover
her against her will.
5. The pirates storm the castle.
Veronique dies in the process. The
Governor's rage is unleashed and he
razes the island. All who don't escape
with their lives are killed, later rising
as undead.
6. Tela Fafane, finally having had
enough, fights back with a horde
of her own brand of zombies. The
governor is defeated and the curse is
lifted. Pirates return to the island.
Maps (8)
Sections (14)
Black Coral Bay p.134
(Island map with numbered locations 1-7 on pg. 134.)
Rundown port. Lots of pirates &
miscreants. Docks, shanty town, taverns,
brothels, an old church.
2. Lighthouse
pg. 140
In ruins. Occasionally used as a ritual
site for the GOVERNOR'S (PG. 132)
necromancy, or as shelter for vagrants.
3. Carcass Beach
pg. 142
White sand beach composed of bone
fragments. DAVIES (PG. 125) runs a
smuggling operation from the sea caves.
4. Skeleton Point
pg. 158
Old castle with a ship wrecked on one
turret. Beware of THE BARON (PG. 132).
Day: Calm & serene.
Night: Haunted & horrifying.
5. The Jungle
pg. 144
Dense. Filled with predators during the
day (who are hungry) and undead at night
(who are also hungry).
The Nameless Temple (pg. 146) lies
buried in the brush beneath a large tree.
6. Death's Head Swamp pg. 154
Always dark, muddy, and depressing.
The rest of the island fears the "witch"
who lives here. TELA FAFANE (PG. 133)
is typically apathetic, but she can teach
ARCANE RITUALS (PG. 64) or craft
ALCHEMY POTIONS (PG. 70) if the
price is right. Watch out for crocodiles.
7. Black Coral Reef
pg. 156
Beautiful reef overrun by millions
of black crabs and glowing jellyfish.
Valuable pearls found here.
Coral Town p.136
CORAL TOWN
Coral Town is not a vacation destination.
No one here seems happy, and everyone
is looking for a score. Any time the PCs
find someone who seems like they might
have work for them, use the Job & Quest
Generator on pg. 126.
(Town map with numbered locations on pgs. 136-137.)
The Old Lighthouse p.140
THE OLD
LIGHTHOUSE
P
erched atop a rocky cliff overlooking
Coral Town rests a crumbling
lighthouse. It is haunted by the ghost of
Cornelius Willem, a Dutch lighthouse
4
keeper. 30 years ago, he got in an argument
with his young daughter, Famke , over a
boy. She ran away, and in a drunken rage
Cornelius smashed the lighthouse beacon
and fell to his death. He longs to make
amends.
Famke, a recent widow, lives in Coral Town
and makes a living as a sailmaker.
Tip: place her on another island as part of a
longer side quest.
The lighthouse is condemned. Homeless
3 vagrants are known to squat in the house.
Governor Claude Barlette (pg.. 132 132) uses
a secret ritual chamber hidden behind a
bookcase in the cellar to cast rituals and
maintain the curse on the island.
1
2
5
6
(Keyed lighthouse map on pg. 140.)
The Old Lighthouse: General Notes p.141
▶ At night: : the ghost of the lighthouse
keeper (use ghost crew , pg. 96) haunts
the lighthouse. He does not like visitors.
Carcass Beach p.142
A
bone-covered beach with
naturally guarded sea caves.
Home to a pirate smuggling operation
run by Captain Davies (pg. 133).
(Keyed sea-cave map on pg. 142.)
The Jungle p.144
Discoveries
Exploring may result in several curious developments.
Clayborn's Tree House
Ropes and pulleys hang from a 100' tall oak tree. 50' up, a series
of planks and rope ladders lead to a tree house built from
driftwood, thatch and palm fronds.
What's going on here? Clayborn, a retired sailor, lives here. He
knows much of the island's history, and has a few wares for sale.
He can be rude, and talks to an invisible friend named “Clancy.”
The Temple Entrance
In the middle of a 200' clearing stands a 30' tall fig tree with a
tangle of thick roots. Hundreds of plump banyans hang from its
branches. Nearby, a lone palm sways in the wind.
What's going on here? The banyan tree is non-indigenous. Its
roots conceal the sinkhole that leads into the Nameless Temple.
Near the palm is a pile of rocks, the remains of an old well that
leads into the temple and eventually the underground lake.
Cultists Glow (Night)
A green glow seeps through the brush, and the distant sound of
chanting seems to creep through the jungle like mist.
What's going on here? The Wretched cultists are on their way
to (or from) the temple. They cast a ritual that opens a portal,
teleporting them to the sanctum 50' underground. Occasionally,
Xoth (pg. 147) sneaks out of these portals and stalks the jungle.
The Nameless Temple p.146
WHAT IS THIS? WHERE IS IT?
The Nameless Temple is three locations in one, Place this temple wherever you need it. It could be a
each with a different history and purpose. The random jungle encounter, or on a different island. With a
entire temple is buried under years of sediment few modifications you can split it into 3 separate locations.
and jungle vegetation.
PLOT HOOKS
HISTORY
1. Catherwood (see opposite) visits the Green Kraken
This history can used as backstory, rumors, library tavern nightly. His wife left a journal that points to a
discoveries, explorer's journal entries, and as the temple she believed was somewhere on this island.
subject of glyphs, murals, and pictograms carved in the He has been searching for it for the past 3 weeks, and
temple's walls.
shares discoveries with anyone who helps him find the
• Centuries ago, an ancient group of Mesoan
location. He has clues where to start looking, but can't
settlers discovered an underground lake with
make much sense of the strange glyphs in the journal.
unexplainable healing powers.
2. One of the PCs has a dream or vision of the Omega
• Upon it they built a sanctum, carved from the rock,
Stone. It calls to them every time they sleep, and each
to honor the site's divinity. Tribes from all around
day they awake knowing what direction to head to find
would bring their weak & wounded to visit the
the entrance to the temple.
healing waters of the cave.
• The temple's renown grew. It was conquered by one 3. Father Wallace (pg. 133) has seen a large group
tribe after another, until a shaman summoned a (20-30) of hooded figures that arrive late at night in
nameless creature from the depths of the sea to a small fishing boat and head into the jungle. They
help protect the temple. All rejoiced. return each morning with less people than they arrived
• The monster's hunger swelled. The tribe paid
with and depart before sunrise. Following them leads
tribute in riches and human blood, but it was not to the entrance on the top level, but the cultists
enough. It consumed all. disappear into a green portal.
• They lured it to the lake, and for a time, they
4. Tela Fafane (pg. 133) knows about Xoth via
satiated it with human sacrifice. Eventually, they
divination magic. She pays 1,000s to anyone who can
sealed it into the cave behind a large stone slab
capture it for her studies.
called The Omega Stone.
• A shrine was constructed above the sanctum as a 5. Pirates trade stories about ancient temples found all
reminder to the dangers they had unleashed, and to over the Dark Caribbean. One man even claims there is
keep intruders out. one on this island, and that it's "full of treasure like the
• Mysteriously, the Mesoans vanished from the Dark rest of them." The last group that went looking for it a
Caribbean all together, and the Nameless One was few weeks ago never came back.
forgotten as it slumbered deep in the cave.
6. Parties looking for the governor's daughter or exploring
• Centuries later, scribes from the cult known as The
the jungle might stumble across the entrance, fall into
Wretched discovered the temple. Now they study
the opening under the tree, or swim deep enough into
its lore and make sacrifices in hopes of waking, and
the cenote found at Carcass Beach (pg. 142).
commanding, the Nameless One below.
The Nameless Temple: Shrine of the Nameless Skull p.148
SHRINE of the NAMELESS SKULL
ACCESS POINTS THROUGHOUT THE SHRINE
A. Under the roots of a large fig tree: a sinkhole • Damp: musty, moss-covered, cool.
leads into the main chamber (1). The roots are • Streaks of sunlight: from cracks in the rock
climbable but dangerous: test DR12 Agility. above, warming, filtered through leaves.
Fall: test Toughness DR12 or take damage. • Overgrown: vines, exotic flowers, tree trunks.
• Skull symbology: carved into walls, floor tiles,
B. In the remains of a stone well: a small shaft
square forms with rounded corners.
descends into 9. Someone small might be able
• Treasure: scattered everywhere, gold idols,
to squeeze their way down.
artisan pottery, rotten boxes filled with
C. Original entrance near 5: Collapsed. Clearing it gemstones, at least 2,000s worth.
from either side takes several hours. • Bones: old and new, human and animal.
• Signs of previous expeditions: dead explorers,
D. A stone door in 2: magically sealed, leads down
pickaxes, ropes, lanterns, backpacks, torches, a
to the next level of the temple.
canvas tent.
(Keyed map of the Shrine on pg. 148.)
Shrine of the Nameless Skull: Overview p.149
A shrine to an old god of death. Built by a bygone
civilization that deserted it long ago. Filled with
treasure. It acts as the first layer of security of
a prison for The Nameless One (pg. 147), who
dwells in the underground lake far below.
The Nameless Temple: Sanctum of Nameless Blood p.150
Sanctum of Nameless Blood
An ancient subterranean temple. Abandoned
for hundreds of years until discovered by The
Wretched. Their cultists enter and exit via a portal
ritual which teleports them to and from the top of
the ziggurat (#10). Nightly, they bring in human
sacrifices and bleed them to death on the Omega
Stone (#11) in hopes The Nameless One (pg.
147) below will regain enough power to unleash
its horror on the world. They have never tried to
open the door (F)...
ACCESS POINTS
D. Round door: up to the Shrine (pg. 148).
E. Mine tunnel: out to caves, then the jungle.
F. The Omega Stone: down to the lake (pg. 152).
G. A cultist's portal spell: in & out via room #10.
THROUGHOUT THE SANCTUM
• Hot and dry: dusty, red rock, smell of incense.
• Flickering light: torches, braziers, candles.
• Bones: skulls, femurs, ribs, some chewed.
• Blood pools: both wet & dried, mirroring light.
(Keyed map of the Sanctum on pg. 150.)
The Nameless Temple: The Lake of the Nameless One p.152
The Lake of the Nameless One
A vast underground lake connected to other parts
of the island via a network of cenote caves. This
is the prison for the Nameless One (pg. 147).
It nests and spawns in a cavern deep under the
lake's surface. The water has a healing effect.
ACCESS POINTS
H. Omega Stone: up to the Sanctum (pg. 150).
I. Cenote tunnels: to Carcass Beach (pg. 142)
and Black Coral Reef (pg. 156).
THROUGHOUT THE LAKE
• Dark, cold, damp, earthy, still, quiet.
• Stalactites and stalagmites, fallen rocks.
▶ Disturbing the surface of the water: 1-in
chance the Nameless One awakens. Increase
the odds by 1 after each roll. Double it if
someone falls in.
▶ Drink the water: heal HP. Limit once/hour.
(Keyed map of the Lake on pg. 152.)
Death's Head Swamp p.154
Death's Head Swamp
Feared by the locals. Infested with bugs, snakes, crocodiles, crows, bullfrogs, and—
worst of all—broke musicians. Tela Fafane (pg. 133) lives here in a cabin built on
four twisted trees. She is rumored to be an old, malodorous, nefarious hag.
She is, in fact, a young, pleasant, talented alchemist and arcanist. She just hates
"A cannibalistic witch
lives in a hut deep in the
swamp."
"A group of nomadic
musicians have a
camp setup in the swamp. They
aren't great singers, but their jaunty,
improvisational style is great for
dancing."
"A beautiful Nymph
wanders the reeds at
night."
"A 30' man-eating
crocodile lives near
an old boat. "
"There are fist-sized
insects that eat eyes."
"There is a red and
yellow flower that
grows outside caves. It
has powerful medicinal
effects."
Outside: rickety, rotting, moss covered,
suspended on several dead and twisted
trees, small jetty.
Inside: warm, fragrant, flowers, herbs, lit
candles, jars and vials, fireplace, 12' round
table, animals skulls, feathers, bottles and
trinkets hanging from the ceiling (wolf's
blood, bat wings, ground newt, blowfish
poison, several types of rum and whiskey), a
cauldron, human skulls.
In one room: a small herb greenhouse, a
chicken coop.
In the closet: glowing skeleton bones.
Black Coral Reef p.156
Black
Coral 1
Reef
(1 square = 100 feet)
T his vibrant habitat of coral
and aquatic life appears
black as soot due to the millions
of black coral crabs (pg.
102) that swarm its surface.
2
Countless prospectors have won
fortunes—and lost their lives—
diving for giant pearls that
grow in 3' wide darkpoint
oysters, which can fetch
anywhere from 500s to 5,000s
on the open market.
acid jellyfish (pg. 88),
harmless in small quantities,
are common inhabitants... but
it is often said that “once you've
seen one, it's already too late."
Encounters
1 fishermen in a small boat.
2 mermaids. They are
scared of humans, but curious.
3 sirens (pg. 102). 1 of
them doesn't eat “human."
4 black coral crabs. 4
5 black coral crabs.
6 acid jellyfish,
more arriving gradually.
(Keyed reef map on pgs. 156-157.)
Skeleton Point p.158
T
his seaside fortress was built by The
Baron (pg. 132) over a century ago.
Now, he haunts this castle, bound by Claude
Barlette's Curse (pg. 132).
During the day the castle is quiet, sunlit,
overgrown, peaceful, and picturesque. The
Baron appears as a spectral ghost, observing
intruders or watching Veronique (pg. 132).
At night: damp, pitch black, cold, rat
infested, and absolutely terrifying. The Baron
transforms into a 10' armored skeleton.
(Keyed castle map on pgs. 159-161.)
Rooms (78)
1 The Docks Coral Town p.138
A popular place for late
night meetings. There are currently
vessels docked (not including the Eye of
Chaos and the PCs' ship, if they have one).
See opposite page.
2 The Green Kraken Coral Town p.138
If Coral Town
had a heart, this would be it. A seedy
tavern. Jonesy, the barkeep, is gruff and
large enough to prevent a fight. Several
important-looking pirates recruit here,
including Captain Davies (pg. 133),
who has a booth permanently reserved
in the back. Gambling, drinking, and
plotting are all encouraged.
3 The Shipwright Coral Town p.138
Run by a strong,
proud, graceful woman named Helga.
She can offer repairs, upgrades, and
ammo for normal shipwright prices
(pg. 77), but does not respond well
to male attention and jacks up prices if
treated without respect.
4 The Eye of Chaos Coral Town p.138
An old restored
galleon with an ivory skull aftcastle;
Davies's (pg. 133) flagship. His crew are
veteran cutthroats, and are deadly in a
fight. Davies can teach inexperienced
pirates (and players) to sail on board
the Chaos, which is generally regarded as
"the power in these waters". See Carcass
Beach (pg. 142) for more info.
5 Shanty Town & Marketplace Coral Town p.138
Full of
drunk sailors and greedy merchants, this
is where most of the recruiting, buying,
selling, and scheming on the island
happens. Most items under 40s
(pg. 52) can be purchased here.
6 The Treasured Chest Coral Town p.138
Of the several
houses of ill repute on the island,
this is the busiest and most politically
connected. Madam Dubois (wise, stern,
subtle but magnificent) and her staff
are renowned for their services, which
include but are not limited to: sex work,
escorting, spying, distracting, rumor
milling, scandal mongering, sewing,
and wine & spirit sales. Hear rumors by:
listening closely, buying several drinks,
procuring other services, or buying them
outright (10s/rumor).
7 Governor's Mansion Coral Town p.138
Claude Barlette
(pg. 132) and his extremely docile
servants live here (they are almost
zombies). He will receive company if
his daughter is mentioned. He hosts a
masquerade ball once every 3 months.
8 The Old Church Coral Town p.138
Father Wallace (pg.
133), and his altar boy Rupert (skinny,
bumbling, has a crush on Veronique)
run mass on Sundays. Almost no one
attends. The building is in ruins. Wallace
is more concerned about the undead
problem than anyone else on the island.
He recruits people to help (fighting,
exorcism, etc). There is a crypt under
the church with a secret passage that
extends to the graveyard (and further?).
9 The Graveyard Coral Town p.139
Hundreds of graves
and a few mausoleums, one of which has
secret access to tunnels that connect to
the church. Considered unsafe at night,
though the locals wait until the dead have
been killed twice before they bury them.
Grave robbing might result in alerting
Father Wallace (pg. 133), awakening
1 Keeper's Quarters The Old Lighthouse p.141
Unused in years. Dust covers
everything. Fireplace, dinner table,
2 beds (1 recently used and smelly),
kitchen (ruined utensils).
• Cast iron stove: : resting against the wall, a
chimney vents to the exterior. Inside:
» a purple crystal (150s) and a bag with 37
silver.
▶ Bilge Rats (pg. 86).
⮘ Steps
Steps lead into the Lower Tower [2].
2 Lower Tower The Old Lighthouse p.141
The tower looms overhead (moss-
covered stone, rotten wood, cobwebs).
A journal sits on an old wooden desk.
⮚ Steps
Steps to the Keeper's Quarters [1].
⮥ Creaky wooden stairs
Creaky wooden stairs lead up the lighthouse
tower [3].
⮛ Wooden Door
Wooden Door: rotting, leads outside.
Read the journal: It tells the sad tale of a
lighthouse keeper and his estranged
daughter. They quarreled over money
(see opposite page).
3 Mid Tower The Old Lighthouse p.141
Small landing (open to ground floor),
windows overlooking the sea.
Old chair: wooden, dusty, facing the sea.
• Old chair
» Sit in it : The memories of a little girl
scream into your soul. The name
“Famke" enters your mind.
⮥ Broken wood stairs
Broken wood stairs to Upper Tower [4].
⮧ Creaky wood stairs
Creaky wood stairs to Lower Tower [2].
4 Upper Tower The Old Lighthouse p.141
Balcony (striking views: horizon, Coral
Town, jungle, the castle). Strong sea
breeze (cold, smells of brine and decay).
• Beacon : glass, broken (shards everywhere).
» Investigate: The beacon seems to have
been smashed with a hammer.
▶ Scavenging Seagulls (pg.. 98 98). They .
attempt to steal anything metal.
⮧ Broken wood stairs
Broken wood stairs to Mid Tower [3].
The lighthouse keeper smashed
the beacon in a fit of rage when his
daughter ran away.
5 Cellar The Old Lighthouse p.141
Cellar door (locked). Crates, barrels,
jars. Signs of recent use.
• Cage : recently used, pools of blood.
⮚ Rocky passage
Rocky passage (hidden behind bookcase)
presence dr12 to notice.
⮥ Steps
Steps lead to the cellar door and outside.
While the lighthouse is mostly
abandoned beyond the occasional
vagrant, the ritual chamber in
the cellar is often accessed by the
Governor.
At night, there is a 1-in chance The
Governor ( pg. 132) arrives. He is
startled to see others here, but plays dumb.
6 Ritual Chamber The Old Lighthouse p.141
Carved from the bedrock.
• Candles : 8, black wax, partially used,
surrounding a sigil.
• Sigil : carved into the rock, covered in
dried blood.
⮘ Stone passage
Stone passage to the Cellar [5].
Cast a ritual here at night: Add to the roll. .
Automatically pass if human blood is
used in the ritual. Works once per night.
▶ Fail : a shadow in the shape of the
caster appears (don't roll a Mishap):
Shadow Demon
It will never stop hunting its maker.
HP 15 Morale - Immaterial -
▶Claws ▶Screech (2-in chance)
At night, there is a 1-in chance The
Governor ( pg. 132) is here conducting a
ritual.
1 The Beach Carcass Beach p.143
Covered with bones of humans, whales, and
fish. Pirates on shore leave live in a small,
raucous shanty town, and cooking fires burn
constantly.
The bow half of the wreck of the Cagafuego
is washed up on the shore.
What's going on here: The secluded nature
of the beach keeps out most of the undead,
but a night watch guards against The
Drowned (pg. 100), who occasionally
wonder in from the sea.
2 Bow of the Cagafuego Carcass Beach p.143
Originally known as Nuestra Señora de la
Concepción, “The Fireshitter" is the most
famous prize taken by the legendary Sir
Francis Drake. Its bow rests here in ruin.
What's going on here: Every full moon,
the ghost of Sir Francis Drake materializes
and “holds court" inside the wreck. Pirates
gather and listen to his war stories; it is like
church to them.
3 The Store Room Carcass Beach p.143
Assorted cargo from recent prizes: munitions,
crates, barrels, chests. Hammocks, personal
effects, passed-out pirates.
4 Rocky Passage Carcass Beach p.143
Nothing of note, beyond some fresh masonry.
What's going on here: Pirates found guilty
of breaking The Code of the Brethren are
buried alive in the walls.
5 Cenote Carcass Beach p.143
A dark pool of still water. The pirates don't
go here, even though shiny, silvery treasure
can be see at the bottom.
What's going on here: It leads to an
underground network of cenote sea caves that
connects to Black Coral Reef (pg. 156) and
the Underground Lake (pg. 152).
6 The Meeting Hall Carcass Beach p.143
A table made from driftwood fills the room.
Littered with tankards, weapons, dishes,
scraps of food, and miscellaneous cargo.
7 Captain's Quarters Carcass Beach p.143
Captain Davies's living chamber. Fancy
furniture, some treasure locked in chests.
1 Main Chamber Shrine Of The Nameless Skull p.149
Stone columns (10, 2 ruined into rubble), tree trunks
(4, gnarled twisting roots, protruding from the ceiling),
decorative floor (carved from rock tiles, intricate
geometry, 15' skull in the center), stone doors (3, north,
south, west, decorated with glyphs), skylight (50'
above, dust filled streams of sun or moonlight).
In the corners are several pink and turquoise tropical
flowers (useful for alchemy potions, pg. 70).
2 Circular Carving Shrine Of The Nameless Skull p.149
Stone tablet (15' wide, elaborately carved, giant
skull symbol, glyphs, actually a door), stone floor
(crumbling, geometric patterns, covered in dried
blood), 4 bodies (dead a few days, filled with darts,
bags filled with gemstones worth silver each, one
has a journal about searching for the temple).
▶ Step on a tile in front of the door: Trigger a poison
dart trap (Presence DR14 to spot, Agility DR14 to
dodge or take damage & become poisoned).
▶ Open the door: If glyphs are pressed in the correct
order the door rolls out of the way. To decode it as a
group, one PC may test Presence DR16 after an hour of
study. Lower the DR by 2 for each subsequent attempt.
▶ Smash the door: HP 20, Stone -. Very loud!
3 Storage Chamber Shrine Of The Nameless Skull p.149
Crates (newer, filled with expedition supplies:
medical kit, lantern, spoiled rations, torches), vines
(hundreds, hanging from the ceiling, green & brown),
tree trunks, snake skins (3' long), egg shells ().
▶ A palm viper (pg. 86) hisses, hidden in the vines.
4 Entrance Chamber Shrine Of The Nameless Skull p.149
Stone tiles (cracked, moss covered, ancient
symbology), tree trunks & vines, stone doors (north
and south), dark tunnel (west), stone door (north,
barred shut from this side with rocks).
5 Entrance Corridor Shrine Of The Nameless Skull p.149
Masonry (crumbling), cave-in (clearing takes
hours), pit trap (10' wide, damage to those that fall).
▶ Impaled on a spike: A skeleton (eye patch, cutlass,
flintlock, 3 shots). In an eye socket: a gem worth 300s.
6 Rotting Room Shrine Of The Nameless Skull p.149
Stench, muddy, rodent carcasses (rats, possum,half-
eaten), gold idols (, 100s each), mushrooms (in
corners, cause infection and psychedelic effects).
▶ Tripwire trap: Made by Hans (#7). Tripping it triggers
a large rope and stone pendulum from the side. Agility
DR12 to dodge or take damage.
7 Round Room Shrine Of The Nameless Skull p.149
Painted floor (geometric pattern, resembles a solar
system), symbols carved into the rock (hundreds,
made by Hans), make-shift kitchen, bed of leaves.
Hans, a lost explorer gone insane, has made camp
here. He speaks in tongues. The rest of his party was
killed in #2.He knows (but can't easily communicate)
that evil lurks below and in room #8.
8 Cave-In Room Shrine Of The Nameless Skull p.149
Cyan glow (unless the necro-swine is gone or killed),
crumbling masonry & rock (west), tree roots.
▶ A necro-swine (pg. 86) is here. Its cyan glow fills
the room. It fell into room #1 and Hans trapped it here.
The west wall has collapsed. Clearing it takes 1 hour.
9 Well Room Shrine Of The Nameless Skull p.149
Small skylight (well shaft, 2' wide), old bucket
(attached to 20' of broken rope), small shaft (1' wide,
leads down to the lake), cracked floor.
Tucked in the corner is a small crate with bottles of
very fine rum, an obsidian dagger ( damage), and
a small glass vial filled with a glowing purple liquid.
Drink it: learn one random Ritual (pg. 64).
ENCOUNTERS
1 3 pirates (HP 5, Morale 8, Cutlass ) who
1 Entrance Chamber Sanctum Of Nameless Blood p.150
12 columns (stone), lit torches (recently lit, casting
long shadows), stone stairs (down to Ceremonial Hall),
wooden door (west, locked), stone door (east, open).
The muffled cries of gagged prisoners come from #5.
2 Paneled Room Sanctum Of Nameless Blood p.150
48 panels (5'x10', sandstone, covering walls, chiseled
ancient glyphs), stone door (west, open), wooden door
(south, closed).
▶ Study the codex: Test Presence dr14 to learn there is
a tomb behind one panel (opened by pressing a glyph).
4 Encampment Sanctum Of Nameless Blood p.150
Bed rolls (7), campfire, cooking supplies, small wood
chests, wooden door (north), wooden door (south).
▶ cultists (HP 3, Morale 7, Dagger ) camp here.
One carries the key to #5.
▶ In one chest: Mermaid Scales (pg. 62) and a Call of
the Sea scroll (pg. 65, single use, no roll required).
5 Dungeon Sanctum Of Nameless Blood p.150
prisoners (various states of health, all gagged with
rags), manacles, masonry walls (loose blocks in the
northwest corner), stone door (north, covered with
glyphs), wooden door (east, locked).
The prisoners must remain "nameless": they are gagged
so cultists do not accidentally learn their names.
6 Room Of Bone Sanctum Of Nameless Blood p.150
White wall panels (made from bone), plinth
(sandstone), grimoire (bound in dried flesh).
The cultists read scripture to victims prior to sacrifice.
Counts as Pages from the Necronomicon (pg. 62).
7 Mine Tunnel Sanctum Of Nameless Blood p.150
Tight (dusty, close air), wood supports (rotting,
infested with termites), fungus (glows in the dark,
poisonous), continues into darkness.
Carved by former captives. There are several forks, a
few have collapsed (buried skeletons, random loot).
▶ Following these tunnels: leads to a cave that exits
deep in the jungle. GM Tip: It can also lead to additional
dungeons, encounters, and treasure.
8 Ceremonial Hall Sanctum Of Nameless Blood p.151
Skeleton statue (carved from obsidian, holding a long
spear, right hand extended with open palm), alcoves (4
sets of 3, filled with clay jars), ascending steps (north),
descending steps (10' down, east), descending steps
(1o' down, west), cave opening (south, 30' tall, cool
draft, natural formation, stalactites), stone-carved
steps (south, down 150' through cave's opening).
▶ In the jars: the ashes of cremated sacrificial victims.
count as ASH (pg. 10).
▶ Place an offering on the statue's hand: randomly
swap two of the character's ability scores. Effect lasts
for hours, and only works once per character per day.
9 Blood Pool Sanctum Of Nameless Blood p.151
Unsettling aura (ominous, cold, pitch black), pool
of fresh blood (15' wide, dripping from ceiling), skull
carvings (one on each wall, relief carved from rock),
steps (up 10', east).
The Xoth's (pg. 147) hive is here, attached to the
ceiling. It is a grotesque amalgamation of bones, flesh,
and scraps of wood.
10 Ziggurat Chamber Sanctum Of Nameless Blood p.151
Ziggurat (stone, 3 levels, 20' x 20' base), weird air
(crackling, ozone smell), decorative head carvings (on
all walls), stairs (up 10', west), door (north, to stairs up).
The cultists use a ritual that opens a green portal,
connecting the top level of the ziggurat with the jungle
~50' above. At night they bring new gagged victims.
11 Omega Chamber Sanctum Of Nameless Blood p.151
Natural cave (75' tall), 12 obsidian columns (75' tall,
carved with different gods), the Omega Stone (25' wide
disk of solid gold, symbol of skull sticking out tongue),
recessed channels (12, one for each column, caked with
dried blood), stone steps (up and north, leading to the
tunnel, bordered with decorative carvings of 12 gods).
▶ 25% chance The Wretched are here: 12 cultists (one
of which is a priest or Clementius, pg. 147)and 12
prisoners conducting a sacrificial ritual. They drip
blood from the 12 channels down to the Omega Stone
(then down into the lake). See below for their stats.
▶ Move the Omega Stone: 2 or more PCs must each
test Strength DR16 ( for each additional PC past
2). Everyone pushing must succeed for it to move,
and each PC may only test again after resting for 10
minutes. Below: darkest, foul stench, dripping water.
ENCOUNTERS
1 Ledge, Scaffold, Steps Lake Of The Nameless One p.152
Ledge (easy to jump to, extremely difficult to climb
back up without a rope), hanging wood planks (3
in total, hanging from stalactites via rotting ropes),
steps around cave wall (some natural, some carved,
descending 100' to #2).
▶ Jump to a plank: Agility DR6 or fall 100' into the water
(see above if someone falls).
2 Landing Lake Of The Nameless One p.152
Plateau (15' x 60', 5' above water line), water (eerily still).
3 Bone Pile Lake Of The Nameless One p.152
Pile of ancient bones (hundreds of sacrificial victims),
covered in blood (shiny, fresh), cresting from the lake.
▶ Among the bones: 2,000s in gold & silver antiquities.
4 Stepping Stones Lake Of The Nameless One p.152
Stepping stones (~20, each a few feet across, flattened
tops of stalagmites), a underground chasm (vast,
foreboding in size and age), still water surface (black
as night), leads to a rocky island (50' across).
▶ Jump from stone to stone: Test agility DR10 once for
the entire crossing to avoid touching the water. Clever
methods like using a plank or rope circumvent testing.
5 The Island Lake Of The Nameless One p.152
30' wide, stalagmites (huge, over a dozen, one 15' tall),
steps up (carved from rock), landing area (flat, two
rusting iron manacles bolted to the ground), carved
runes & glyphs.
▶ Read runes: Test Presence DR14. Topics: an
extraterrestrial calendar, blood & sacrifice, the
changing of the seasons, lunar eclipse, the sea, a portal
to the underworld, a nameless god.
6 The Lake Lake Of The Nameless One p.152
Vast, black, eerie, still, quiet, brackish, stale.
7 The Wreck Lake Of The Nameless One p.152
Spanish galleon (at the bottom of the lake, split in half,
over 100 years old, how it got here is a total mystery),
cargo (floating, ruined), bodies (floating, bloated).
▶ The Drowned (pg. 100) lurk in the wreck.
They float silently among the cargo, but attack if
disturbed.
▶ In the cargo hold: A golden statue (10' tall, 700 lbs,
Mesoan origin, a god raising its hands to the sun).
▶ Touch the statue. Test Spirit dr12:
Pass: Permanently improve one random
ability by . Fail: Roll a Mystical Mishap
(pg. 66).
8 Cavern Lair Lake Of The Nameless One p.153
100' underwater, crystals (pulsing purple from in the
rock, chunks worth 100s each), glowing spheres
( weird egg sacks, translucent, faint green glow,
unfathomable abominations grow within).
If not yet awakened, the Nameless One (pg. 147)
rests here in deep slumber.
9 Cenote Entrance Lake Of The Nameless One p.153
Mouth-shaped cave (10' x 20', sharp "teeth", too small
for the Nameless One), underwater (50' down).
10 Cenote Lake Of The Nameless One p.153
Underwater, endless network of caves (leading to
Carcass Beach, pg. 142 and The Reef,pg. 156).
▶ Air pockets: near the ceiling of the cave provide air
every 75' or so.
▶ Eldritch Eels (pg. 88) hunt the caves for
living creatures.
ENCOUNTERS
1 Accursed, maddening silence.
2 A drop of water falls, rippling the lake's surface.
3 "An icy, terrifying chill washes over you."
4 swarms of bats (HP 1, Morale 5, Bite 1).
They swarm then flee via H.
5 eldritch eels (pg. 88) disturb the lake's
surface, appearing like glossy tentacles.
6 The Nameless One (pg. 147) awakens. All
will end soon.
1 Lagoon Black Coral Reef p.157
Hundreds of tropical fish
(and a few schools of brine
piranhas, pg. 88) swim
through crystal clear waters.
2 Shipwreck Black Coral Reef p.157
The stern half of the wreck of
Cagafuego (pg. 143). Its hold
is full of treasure.
A deep one (pg. 100)
named P'fhor'kik'ri runs a
high-stakes eel fighting club
that meets here once a week.
She trains them on off days.
3 Kelp Forest Black Coral Reef p.157
An acre of lush, dense kelp.
Countless corpses, tangled
in the seaweed, sway with
the current. Many are the
3
drowned (pg. 100).
4 Sea Caves Black Coral Reef p.157
A network of caves that connect
to Carcass Beach (pg. 142)
and the underground lake (pg.
152). A coral shoggoth
(pg. 103) hibernates here,
disguised in the rocky wall.
If awakened, it attacks Coral
Town in days.
5 Sunken Ruins Black Coral Reef p.157
Ancient, made of bismuth
5
(metallic, iridescent shimmer).
Its unworldly, non-euclidean
geometry is extremely
unsettling. A group of teenage
merfolk often hang out here.
6 Escarpment Black Coral Reef p.157
A steep cliff, and a primer in
thalassophobia. Lots of sharks.
6
1 Portcullis & Courtyard Skeleton Point p.158
Dozens
of corpses and skeletons impaled on pikes.
• One skeleton has random loot (end papers).
▶ At Night skeletons come to life and
attack anyone nearby. Their bodies are
restrained on the spikes.
⮙Portcullis is open and rusted in place.
2 Foyer Skeleton Point p.158
Opulent. Old. Dusty with a few
recent footprints.
• Landscape Painting: of a stormy mountain
range. Beautiful and haunting. Painted by
Veronique (pg. 132). Worth 500s.
⮥ Elaborate double staircase to Dining hall [3].
⮥ Crooked stairwell to Rookery [4].
⮙Passage to Kitchen [11].
⮛Portcullis is open and rusted in place.
3 Dining Hall Skeleton Point p.158
Long dining table and
chairs. Dust on everything. Suits of armor.
• Floor to ceiling stained glass windows:
Some broken. Colorful, depicting flowers
and nature scenes.
⮧ Double staircase to Foyer [2].
⮚Servant's passage down to Kitchen [11].
⮥ Stairwell to Library [7].
4 Rookery Skeleton Point p.158
bird cages hang from the
rafters of a conical roof.
▶ Rooks: Large black birds (use Carrion
Gulls, pg. 87) nest here. They don't like
to be disturbed, but love fish.
⮥ Gaping Hole in Ceiling: Leads to the
Galleon [5]. Climb (strength dr14 or fall:
test toughness dr12 or take damage)
or use the ladder from the Storage
Chamber [16] or from up in the Galleon [5].
⮧ Stairwell to Foyer [2].
5 Galleon Skeleton Point p.158
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
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.
⮥ Ladder to deck & Captain's cabin [6].
⮧ Hole in hull to top of Rookery [4].
6 Captain'S Cabin Skeleton Point p.158
Fine woodwork and
textiles, all ruined from weather. Smells
like a monkey cage.
• Paper & cargo: scattered, useless.
▶ Three Headed Monkey, pg. 86: Lives
here. Hates idiots. Jumps around when mad.
• Locked chest: hidden by the monkey,
contains relics (pg. 62) and 250s.
⮧ Ladder to Galleon [5].
7 Library Skeleton Point p.158
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 DR14)
reveals an occult section. One PC can
test Presence DR12 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.
⮥ Stone Stairs to Baron's Chambers [8].
⮥ Wooden Stairs to Laboratory [10].
⮧ Stairwell to Dining Hall [3].
8 The Baron'S Chambers Skeleton Point p.159
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 Relics (pg. 62).
⮥ Stone stairs to the Studio [9].
⮧ Stone stairs to the Library [7].
9 Studio Skeleton Point p.159
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.
⮧ Stone stairs to Baron's Chambers [8].
10 Laboratory Skeleton Point p.159
Filled with bottles, vials,
alembics, and books. Caked in dust. An old
leather tome rests on a table.
• Potions cover the dusty
shelves. of them are usable
(see Alchemy, pg. 70).
▶ Open the book: Test spirit
dr12 or to all stats for 24
hours. It contains 1 random
Ritual (pg. 64) decipherable
by anyone who passes.
⮧ Wooden Stairs to Library [7].
11 Kitchen Skeleton Point p.160
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].
⮥ Servant's passage to Dining Hall [3].
⮧ Stone stairwell to the Locked Door [14]
and the Storage Chamber [16].
12 Butler'S Chambers Skeleton Point p.160
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.
⮚Doorway to Servant's Quarters [13].
⮛Passageway to Kitchen [11].
13 Servant'S Quarters Skeleton Point p.160
Beds (10,
stuffed with hay, moldy sheets and
blankets), 4 sea chests (all empty), a
broom, some rope, empty tankards.
• 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.
» Search the beds: one has a random
treasure map (pg. 119), roll on the Loot
the Body table (pg. 3) for others.
⮘Doorway to Butler's Chambers [12]
14 Locked Door Skeleton Point p.160
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 DR20 test. Check for
random encounters every hour.
⮛Vault door to Treasure Vault [15].
⮥ Stone stairwell to Kitchen [11] and Storage
Chamber [16].
15 Treasure Vault Skeleton Point p.160
Antiquities hoarded
from all over the Dark Caribbean.
• Silver pieces of eight: x 1,000.
• Gold doubloons: x 10 (worth 16s each).
• Artifacts: , priceless, 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.
16 Storage Chamber Skeleton Point p.160
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].
17 Crypt Skeleton Point p.160
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 x 100
silver can be found. Finding more than
half awakens a Sea Wraith (pg. 101).
▶ 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].
18 Mausoleum Skeleton Point p.160
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.
▶ 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].
19 Dungeon Skeleton Point p.161
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 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
paintings.
▶ Tripwire: Triggers sleep darts from holes
in the wall. Presence DR12 to spot, Agility
DR16 to dodge.
▶ Deep Ones: A small band of 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].
20 Secret Cave Skeleton Point p.161
Natural tunnel that
leads to the sea. 50% chance this area is
underwater with the tide.
• Rowboat: With oars, fits 2 comfortably.
▶ Eldritch Eels: At hide tide, 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
DR12 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].