Home base
Games in the Sanctuary
Pool and snooker, poker, chess, the casino tables and the Climb: what to do between runs.
Between runs there's more to the Sanctuary than trading. Most games can be played with your party or against skeletons, for banked gold or for nothing.
The Ivory Pocket
A pool and snooker hall through an arch in the courtyard wall: two 9 ft pool tables and a full-size 12 ft snooker table under green glass lamps, with a bar and a fireplace.
- Real ball physics: balls slide, grip and roll; screw, stun and side behave as they should.
- 8-ball and snooker with proper rules: groups, fouls and ball in hand; 6, 10 or 15 reds and re-spotted colours.
- The cue-cam puts you behind the cue ball, with a guide showing where both balls go. Hold to draw the cue back: the further, the harder.
- Skeleton hustlers: Rattlebones, Old Knuckles and The Marker, from nervous novice to unbeaten since the plague.
- Stakes come from your banked gold, up to 1,000. The winner takes both.
Poker
No-limit Texas hold'em in the Gilded Ossuary for up to six, against your party or skeleton card sharps in waistcoats and top hats.
The casino tables
Roulette and blackjack with skeleton dealers in bow ties, and the Moon's Maw slot hall with eight machines and a Grand jackpot. The tables have their own screens so the whole party can follow the game.
Chess
A stone chessboard in the courtyard with carved gothic pieces. Play a friend, or one of four skeleton opponents, each with a rating:
| Opponent | Rating |
|---|---|
| Pip the Pawnbroker | 650 |
| Sister Mortis | 1050 |
| The Bone Bishop | 1450 |
| Grandmaster Ossuary | 1850 |
- Full rules: castling, en passant, promotion, check, stalemate and the draw rules.
- Stakes from nothing to 1,000 gold; the winner is paid double, and a draw refunds both.
- Your rating starts at 1000 and moves with every game, per character.
The Climb
Eight rocks spiral up round a summit stone east of the fire, each a running jump from the last. Step off the start stone (with the rune ring) and the clock runs; reach the pennant on the summit to stop it. Touch the ground and the attempt is off. Your best time is kept. Sprinting overshoots: run, don't sprint.
The training yard
A straw-stuffed training dummy in a kettle helm, with a weapon rack and a tally board, and an archery butt with a scoreboard. Hits here train your Skills at a quarter of the usual rate.