Description of the Velen Peninsula Lighthouse - Dragon's Head Peninsula, Tethyr, Sword Coast

The lighthouse on the Velen Peninsula is the culmination of the combined efforts of the Coberal Trust Company and the leaders of Borderdale. Late in 1364 DR, Gregor decided to establish another outpost for the Coberal Trust Company so he could expand his operations along the Sword Coast. After hiring scouts and surveyors, it was decided that Banshee’s Point on the western end of the Velen Peninsula would serve as an ideal location for this new project. Gregor and several of his officers from the Blazing Cutlass battled and slew the banshee that gave the point its name and laid claim to the area.

The Velen Peninsula Lighthouse is built atop a fifty-foot bluff overlooking Asavir’s Channel. It is a massive structure with its tallest structure reaching a soaring height of seventy feet. The exterior walls of the lighthouse and keep are an average of 10’ thick, being thicker at the bottom and thinner near the top of the lighthouse tower itself. Crenellations surround the walkways on the third and fifth levels providing cover for archers and artillerists should the fortress ever come under attack.

Additionally, catacombs have been carved out of the stone beneath the keep itself to provide storerooms and coastal defense batteries that face out into the Sea of Swords to the west. A breakwater and pier have been built along the bottom of the bluff to provide shelter for Gregor’s growing fleet of ships.

The facility boasts a training center for the Seafarer’s Development Group and now serves as the central headquarters for the Coberal Trust Company.

Unless otherwise noted, all ceilings are 10’ high. All public access areas of the facility and sub-levels are lit by Continual Flame spells and all other areas are illuminated by natural methods (windows, lamps, lanterns, etc). Every stairway in the keep can be “dropped” from the level it leads up to by means of a hidden lever at the top of each stairway (Search DC30, Disable Device DC25, Climb DC15 when stairs are down).
  • Exterior Walls: Reinforced Masonry Wall: 10’ thick: Hardness: 8, Hp: 3,600; Burst DC55
  • Interior Walls: Masonry Stone: 1’ thick: Hardness: 8; Hp: 90; Burst DC35
  • Partition Walls: Hardwood: 1-1/2” thick: Hardness: 5, Hp: 40; Burst DC18

Level One



Most visitors to the lighthouse never make it beyond the public area of the structure. This area, which is open to the populace of the nearby village, was designed with the needs of the community in mind. A visitor’s center, a guard post, money exchange, civic office and the Office of Maritime Affairs are all located here.

1. Entrance Chamber: The main entrance to the lighthouse is located at the easternmost end of the building. Double doors that open inward are located on both ends of this room. The doors are 8’ tall and made of 2” thick iron plate (Hardness 10; 60 hp; DC28 to break down).
A pair of 6’ long steel bars is located along the floor on the south end of this room. These are used to bar the first door in the event of attack by hostile forces (+2 circumstance penalty to break down door). This area is normally unguarded but the quarterdeck beyond is manned at all times.

2. Quarterdeck: The quarterdeck of the Velen Peninsula Lighthouse is located just beyond the entrance chamber in the public access section of the keep. The quarterdeck is manned 24 hours a day by students from the Officers’ Academy who logs in visitors and important events. This student is assisted by one of the enrollees in the Vocational School who acts as his messenger. Completed logs are moved to the fortress library where they are retained for historical purposes. A small bell is located beside the door and is rung every half-hour to denote the time of the day (except from 2200-0530).

3. Civic Office: This office serves as the point of contact at the lighthouse for the citizens of the area. This is where they pay their taxes, enlist in the militia, and make requests concerning the future of the community.

4. Guard Station: This chamber is normally unmanned. When important dignitaries are present in the lighthouse or if hostile forces or pirates are known to be operating in the area, this chamber is used as a staging area for the fortress’ defenders. The troops will vary from one watch to the next but will normally consist of sailors and marines stationed aboard the visiting ships.

5. Jakes (x 5): There are fives jakes on the first level of the lighthouse keep. The first is located just to the north of the entrance chamber in the public access area of the compound. The next two are built into the sheltered corners of the stairways in the grand hall. The fourth is located between the rig locker and weight handling equipment storeroom. The fifth is found just outside the dining hall. All of these rooms are 10’ x 10’ and identical in design. Built-in cupboards contain towels, soaps, and other items needed to maintain personal hygiene. Water and bodily wastes are piped out via metal tubing that eventually feeds out of the cliff face and then into the Sea of Swords below.

6. Visitor Center: The visitor center is where tours are arranged for dignitaries and other visitors to the lighthouse. Recreational activities for visiting ships are planned here as well. This room is furnished with a pair of desks and chairs for each and couches line the walls. Lodging for the crews of Gregor’s ships is arranged here with assistance from the Service Department.

7. Office of Maritime Affairs: Work for ships scheduled to visit the port is planned here. The Maritime Office serves as the point of contact for the ships’ captains in the event that they need to lodge a complaint or request service from the repair facility. Also, crane operations are scheduled here for the ships as well.
Additionally, the school headmaster receives potential students to the training facility here by appointment.

8. Currency Exchange: This area is sub-divided into two sections. The forward half of this chamber is where the customer service portion of the daily operations take place. It is made up of an open lobby and a long counter. The rear portion of this room is the “day vault” and is where exchanged currencies are stored until they can be moved to the main vault on sub-level one of the fortress. The door to the day vault is made of two-inch thick iron reinforced with an Arcane Lock spell (Hardness 10; 60 hp; Open Lock DC40; DC38 to break down) and a Greater Glyph of Warding (password protected) that erupts into a 15d6 Blade Barrier if anyone attempts to physically force the vault open.
The currency exchange is where the crews of visiting ships can trade their money for Tethyrian currency. This area also serves as the pay office for the entire facility. The money exchanger also serves as a pawnbroker for Banshee’s Point Village so the day vault often has a few unusual household items stored within.

9. Grand Hall: The grand hall is a large open chamber. Although in theory the term “grand hall” officially refers to the 70’ wide x 60’ long area just beyond the public access area of the complex; in practice, it has come to encompass the training facility along its west end as well. Two stairways at the east end of the room lead up to the second floor. This is where the leaders of the port host social functions for the entire community, important visitors, and graduation ceremonies for the students in the Vocational School and Officers’ Academy.

10. Training Facility: As in the SDG headquarters in Baldur’s Gate, once again a massive replica of a caravel has been built as the centerpiece of life for students enrolled in the sailor’s school recently established on the point. Unlike the facility in Baldur’s Gate, the mock-up is made up of both sides of a ship.
The ceiling rises all the way to the top of the fourth floor. The room itself is an extension of the grand hall to its east. The school headmaster, one of his instructors or a senior student who has proved him or herself knowledgeable and trustworthy instructs younger, less experienced students in various facets of shipboard life. The simulation of the ship has working capstans for tending lines or raising the anchor, rigging identical to that found aboard an actual vessel and an internal layout identical to the passenger deck and cargo decks of the Blazing Cutlass. The only exceptions are the addition of a hatch in the floor of the cargo hold which, when opened, leads down to the catacombs beneath the fortress. The other difference is a dumbwaiter used for the raising and lowering of supplies to and from the sub-levels located below.

The individual compartments on the ship’s passenger deck are unfurnished. These rooms are used to store supplies used in the daily operations of the keep. The captain’s cabin of the simulation is furnished in a manner similar to its equivalents on the Trust Company‘s seagoing vessels.

A sunken area (6’ deep) surrounding the replica is filled with water where students are given swimming lessons.

11. Crane Storage: A large pair of iron doors (Hardness 10; 60 hp; DC28 to break down) open out of the south end of this wing. The ceiling here is twenty feet high to accommodate a large traveling crane. A pair of steel rails bolted to the floor provides a track for the crane to ride upon. The track runs out to the overlook at the southwest end of the bluff. The design for the crane and its railway system were copied from the priests of Gond in Baldur’s Gate. The boom of the crane has a maximum reach of 50’, a cable length of 450’ and can lift or lower a maximum of 10,000 lbs. Ships are charged 1 sp/lift made with this crane.

12. Weight Handling Equipment Storage: This storeroom contains straps, rope and other devices used to attach loads to the crane’s hook. Harnesses used to climb along the cliff or the exterior of the building are stored here as well. Various tools that are used to perform maintenance on the crane or move bulky objects through the interior of a ship are kept here as well.

13. Rig Locker: This room serves as the office for the crane operator/lead rigger and his four assistants. They perform all work involving use of the crane or the handling of cargo on the pier below. The lead rigger also instructs students in the Vocational School in the use of shipboard booms and cargo handling operations. A large book that is used to record the use of the crane and maintenance on both it and its related equipment is kept on the desk in this room.

14. Kitchen: The kitchen is a 20’ long x 30’ wide room located on the east side of the building. A massive fireplace fills all but five feet of the east wall. Tables for food preparation, cupboards for storing flatware and eating utensils line the walls. A deep sink is located in the southeast corner of the room. Gregor has hired a cook named Angus Bonehammer to supervise the galley. A staff of eight other cooks assists him.

15. Dining Hall: The mess decks are located at the north end of the ground floor. Two doors lead into the mess decks, one from the galley and the other from the large open area across from the ship replica. Meals are served from 0600-0700 (Morningfeast), 1100-1230 (Highsun meal), 1530-1630 (Eveningfeast) and 2330-0030 (Midnight rations a.k.a. Mid-Rats). Fare is identical to that served aboard ships at sea and Mid-Rats consists of the day‘s leftovers that are reheated by one of the assistant cooks. Long tables run lengthwise with the mess decks. The northeast corner of this room is taken up by the scullery where three members of the Vocational School wash dishes, pots and pans in preparation for the next meal.

16. Overlook: This promontory overlooks the harbor below. The crane track ends here at a stout sawhorse-shaped barrier. Four stone pillars have been driven nearly 30’ deep into the ground here with heavy iron rings bolted to them. These pillars surround the track to provide anchor points for the crane to keep it from toppling over the edge of the bluff while lifting weights close to its maximum capacity.

17. Shrine to Shaundukal: This area of the bluff has been shaped by Maurith to serve as a shrine for her deity, Shaundukal. The shrine contains a stone throne facing west atop a low dais. Six low pillars pierced with holes that the sea breezes constantly whistle through flank the throne.

18. Turtle Shell Gazebo: A gazebo made from the shell of a dragon turtle stands in the center of the walk, approximately 60’ from the main doors to the lighthouse. Six thick wooden pillars, each the stump of a cypress tree harvested in Chult, support the massive shell. The shell is the same one Gregor once had mounted over the coxswain’s flat on the Blazing Cutlass.

Level Two



1. Balcony: The western wall of the lighthouse keep is open to the elements, forming a balcony that provides a view of the seacoast, the shrine to Shaundukal and the overlook where the crane lowers cargo to and from the pier below. The balcony has a waist high railing that serves as crenellations should the balcony need to be manned by archers in the defense of the fortress. Two doors (Hardness 5; 15 hp; DC25 to break down) provide an entrance to the keep and are located at either end of the balcony itself. These doors are normally locked (Open Lock DC20) and barred from the inside to prevent easy intrusion (+2 circumstance penalty to break down door).

2. Classroom: This classroom is used to provide instruction in simple shipboard procedures to the students of the vocational school before attending a practical examination aboard the mock-up on the ground floor. Small desks and chairs fill the west end of the room. The east wall contains a blackboard that is used to illustrate the procedures being discussed. The north wall is really a partition shared with the officers’ classroom that can be rolled away to make one large combined classroom on days that the subject matter is similar.

3. Classroom: This room is identical to the other classroom on this floor except its south wall serves as the partition with its adjoining classroom.

4. Chapel to Valkur: The chapel of Valkur plays an important role in the lives of everyone who works or lives within the Lighthouse of Cape Velen. Located directly above the grand hall, the chapel has an excellent view of the training ship on the first level of the fortress. The lectern from which the presiding priest delivers the daily service is the wheel from a ship that has long since been retired and is no longer used. The dais upon which the wheel is mounted has been carved and shaped to resemble the sterncastle of a sailing vessel. Two rows of six pews stand before the sterncastle pulpit. Blue-green carpeting with white trim runs between the rows of pews and along the walkways that lead into the confessional and sacristy.

Two stairways located against opposite walls of the chapel lead up to the archers’ galleries on the third floor (roof of this level).

A Hallow spell (which also grants the effects of Bless to all worshippers of Valkur while they are in the area) has been centered on the floor ten feet in front of the pulpit. This magical effect encompasses the entire chapel plus the sacristy, confessional and chapel jakes.

5. Sacristy: The clergy of this chapel keeps their vestments and other religious items used during worship services dedicated to Valkur in this chamber.

6. Confessional: One of the chapel priests sits in this partitioned chamber on the fifth and tenth days of every tenday. This is where the local lay worshippers of the sailing god come to confess their sins and receive penance for their transgressions. More commonly, they come to seek advice at the beginning of a voyage or encouragement in their daily lives.

*Note*: In an effort to become increasingly self-sufficient, four small workshops were established within the lighthouse. These shops were dedicated to providing minor repairs to visiting ships. With the construction of the new drydock and piers in Banshee’s Point Village, these workshops have been moved closer to the waterfront. The former workshops are now offices and living quarters for the lighthouse’s department heads. The only exceptions are Takka Knumber from the Office of Maritime Affairs and Stern Transom of the Temple Department. Both men live in Banshee’s Point Village with their wives and children.

A partition wall has been erected along the center of each room, dividing the chamber in half. The “rear” potion of the room serves as living quarters for the department heads.

7. Department Head Office/Living Quarters (Service Dept): Lathes and drills have been replaced with bookshelves and leather chairs. From this chamber, Marlin Windfellow coordinates the staff of maids, cooks, groundskeepers and grooms employed by the lighthouse. A tall cabinet located beside the door to the castellan’s quarters hold copies of food orders, performance reviews of the lighthouse support staff and similar paperwork.
Marlin‘s living quarters are an example of his frugal lifestyle. The castellan was once the heir apparent of a minor noble family in Damara. The war with the forces of Zhengyi the Witch-King bankrupted the family and resulted in the loss of their lands. The room is simply furnished with a small bed, nightstand and writing desk. An armoire holds the castellan’s clothing and personal items. Marlin spends about every other night in the lighthouse, often choosing to stay with his mother and sister in the modest home they share in the village proper.

8. Department Head Office/Living Quarters (Training Dept): Corbin Hullsplitter maintains a very neat office. Unless he is present and working on something, everything is locked in a wooden filing cabinet (Open Lock DC30). This is where the school headmaster keeps track of student progress, training schedules and employment offers for prospective graduates. A small sofa is located just inside the door. A low table is directly in front of the sofa, which is also flanked by a pair of end tables. Corbin has no desk, choosing to use a slightly larger writing table to conduct his duties from. Three chairs surround the table, one in front of the door to Corbin’s living quarters and the other two on the opposite side.
Corbin’s living space contains a full-size bed flanked by a pair of nightstands. A sea chest is located at the foot of the bed. There is a large, slightly battered overstuffed chair and footstool located against the partition wall.

9. Department Head Office/Living Quarters (Civil Service Dept): Despite repeated cleanings, the ceiling of this room still shows signs of soot and ash stains. Marsala Stonebritches, the halfling overseer of the Civil Service Department, doesn’t much care about something like that. The halfling’s office looks like a small tornado hit it. Papers are scattered all over the numerous tables, causing some to wonder how Marsala can find anything.
Most of these papers are designs and other notes. A rough map of the developing town with lines, circles and other cryptic annotations highlighting future projects for the construction crews has been tacked to the wooden partition. Other papers include reports from the treasurer, watchbills and requests from the Visitor Center Supervisor.
Marsala’s living quarters resemble his office. What little furniture there is is covered with more reports and plans-in-progress. A drafting table located next to the bed has a large bin filled with blank parchment, inks and pens directly underneath. The floor of the room and the halfling’s bed are covered with clothing, some clean, some not.

10. Department Head Office/Living Quarters (Security Dept): Robus D’Ambrose maintains a casual office. A padded rocking chair with an end table sits beside the door. The desk in the center of the room is made of sturdy wood and has five drawers. The drawers contain watchbills, an inventory of the armory, and notes from meetings of the Counsel of Standards of Practices. Four padded chairs are placed in pairs or singularly about the office and a small cart holds a modest selection of liquors.
Robus’ living quarters are no more formal than his office. Robus has a full-size bed, another rocking chair, end table, and an armoire for his uniforms to hang in. Wyrm-crusher (Dragon-bane Maul of Throwing +3), the weapon that has been declared the badge of office for the captain of the guard, hangs from a pair of hooks above the bed when not in use.

11. Jakes (x 4): There are four jakes on the second level of the lighthouse. One is located directly outside the two classrooms next to the stairs that lead down to the first floor. Two more are located on either side of the chapel and the last is found at the end of the hallway that runs between the workshops. As is the case on the first floor, metal piping carries water and waste away. All are stocked in a similar manner as the ground floor jakes.

Level Three



1. Catwalk: A 10’ wide balcony runs along the inner perimeter of the lighthouse tower at a height of 20’. This walkway provides access to the tower’s fourth level, the archers’ gallery and all three barracks on this level. Waist-high railing designed to prevent someone from falling onto the floor surrounding the training replica below runs along the outside edge of the catwalk.

Note: Both of the Visiting Ship Barracks are 30’ wide x 70’ long. They have three doors. One opens onto the archers’ gallery and the other two into the catwalk in the center of this floor.

2. Visiting Ship Barracks #1: Also referred to as the south barracks, this chamber is used to house the crew of ships remaining in the lighthouse’s harbor for an extended repair period. Bunks stacked three high and equipped with coffin lockers similar to those found in the passenger cabins of the Blazing Cutlass fill the interior of the room. A maximum of 138 personnel (the entire combined crew of any two of Gregor’s ships) can be berthed in this large open bay room although the conditions are somewhat cramped.
A stairway located against the east wall leads up to the private staterooms on the fourth floor of the keep. There is also a jake complete with bathing facilities located in this barracks.

3. Visiting Ship Barracks #2: This barracks is a mirror image of the one found at the south end of this structure. The only difference is an additional stairway descending to the third floor. This stairway is located to the south of the stairs leading up to the fourth floor.

4. Seafarer’s Development Group Students’ Barracks: A 30’ wide x 80’ long open bay barracks runs west to east on this floor of the lighthouse complex. One door opens out onto the catwalk and another at the east end onto the archers’ gallery. There is a jake located on both sides of this barracks, both complete with bathing facilities. A five-foot wide stairway located against the south of this chamber leads up to the private staterooms in the south wing of the fourth floor. This dormitory is used by the students enrolled in the Seafarer Development Group’s training program.
Unlike the Baldur’s Gate facility, normal vocational students and officer candidates are not segregated here. All share the same living space. Up to 156 personnel can be housed here. During the winter months, sailors serving aboard the Trust Company’s ships share the barracks with the students.

5. Jakes (x 4): The four jakes on this floor are located within the three barracks. Waste is disposed of in the same manner as throughout the rest of the keep.

6. Ballistae Emplacement: Three ballistae are located at the east end (landward side) of the archers’ gallery on this level. All have limited ability to rotate to either side and can achieve a slight degree of elevation.

3 Ballista
Crew: 1 Hardness: 5 Hp: 75 Dmg: 3d8 (19-20/x2) Range: 120’
  • A Medium creature takes a -4 penalty on attack rolls when using a ballista (-6 for Small creatures). It takes a creature smaller than Large 2 full-round actions to reload a ballista after firing.

7. Archers’ Gallery: This defensive platform lines the outside of the second floor roof at a height of 20’. The gallery is accessed by two different stairwells that begin in the Chapel to Valkur below and another door in the western end of the complex that leads out of the lighthouse tower. Crenellations run along the perimeter of the gallery and provide cover for defenders against attacks from below.

Level Four



1. Inner Walkway: The inner walkway on level four of the Velen Peninsula Lighthouse is a 10’ wide ring-shaped passage that runs along the interior of the highest “base” of the lighthouse tower itself and overlooks the training vessel far below. It is surrounded by a waist high walkway designed to keep people from falling to the hard floor just over 30’ below. It has four doors that lead onto the outer walkway (providing access to each of the three wings of staterooms) and two stairways that lead up to the structure’s fifth floor.

2. Outer Walkway: The outer walkway is a 10’ wide ring like the inner walkway but, as its name implies, is located on the outer arc of the inner walkway’s circumference. It has two stairways that lead down to the catwalk on the third floor of the fortress, one door leading into each wing of staterooms and one more door that lead into a jake in the east wing.

3. Jakes (x 6): There are six jakes on this level of the fortress, two in each wing of staterooms. They are furnished in the same manner as all other jakes found in living spaces of the keep. Also, waste is disposed of in the same manner here as throughout the remainder of the lighthouse.
One of these jakes is private, a consolation for the occupant of the smallest stateroom in the east wing.

4. Linen Closets (x 3): There are three linen closets on this floor of the lighthouse. Each is located in one of the wings and hold cleaning gear used by the maids and stacks of clean linens for the staterooms on this floor.

Note: All staterooms in the Velen Peninsula Lighthouse are 10’ wide x 20’ long except for the North Wing Stateroom #2 and East Wing Stateroom #6, which are reserved for Gregor Coberal and the Fortress Administrator, respectively (10’ wide x 40’ long). Each stateroom has a Superior Quality lock (Open Lock DC40). Each resident has the key to their room and only the Fortress Administrator has a key to all of the rooms.

5. South Wing Stateroom #1 (Ghett Loasd): Ghett’s room is relatively austere. As such, most of the room seems unfurnished with only a coffin rack and stand-up locker filling the northeastern wall of the room. A small shrine dedicated to Valkur is located directly across from the bed and is made up of an altar case, several altar cloths (white, sea green, and blue), a few tiny candles, and a flask of seawater. A wooden rack in the northwest corner of the room holds the priest’s weapons and armor.

6. South Wing Stateroom #2 (Jack Skuat): A large canopied bed complete with feather mattress and thick quilts stands just left of center against the east wall. Thick rugs decorated with floral designs cover the floor. A handcrafted teak stand meant for holding armor and weapons stands next to the interior door. A tall chest-of-drawers, a writing table with chairs, a desk, and several beautifully molded lamps combine to present an image of peaceful relaxation.

7. South Wing Stateroom #3 (Won Knumber): Won Knumber has claimed and furnished this room according to his personal tastes. The room appears to be furnished in a manner befitting any merchant of modest successes. However, all of the furniture is handcrafted and was shipped here from Won’s home city, Waterdeep. Simple, but elegant in design, each piece has been engraved with waves, representations of marine animals, merfolk, or ships. A large bed complete with a plush mattress and silken sheets is located against the north wall. A small table suitable for private gatherings stands in the center of the room and is surrounded by four high-backed armless chairs. A large rocking chair is located near the door to the balcony and on pleasant days, Won often brings it outside where he can doze in the sun or read. The mantle of the small fireplace in the south wall serves as a bookshelf and holds perhaps half-a-dozen books, all of which are related to Won’s life at sea.

8. South Wing Stateroom #4 (Blanc Hemplock): Blanc Hemplock has finally had this room furnished. Despite their differences, the old bos’n has offered to share this room with Kravin Wood and the child they have together. A large canopied bed, bassinet, two armoires, and a writing desk with chair fill this room.

9. North Wing Stateroom #1 (Raven and Maurith Straightbow): This is decorated tastefully in subdued earth tones, mostly browns and greens. It is furnished with a comfortable four-post bed, a writing desk made of dark mahogany wood and carved with an elaborate floral design, a table with a pair of chairs carved to match the desk and an owlbear-skin rug in front of a cozy fireplace. Thick tapestries have been hung on the west wall to keep out the noise of the ocean and seagulls. The tapestries, like the rest of the room, are reminiscent of the beauty of an untamed forest.

10. North Wing Stateroom #2 (Gregor, Alia, and Aliza Coberal): Gregor selected this room as his own because of the view it provides him of the Sea of Swords to the west of the keep. It was also Gregor’s idea to include the balcony that surrounds the exterior of this floor. Like the stateroom reserved for him in Raven Keep, these quarters are furnished and decorated in a manner similar to his cabin aboard the Blazing Cutlass.
The floor and the walls have been paneled with oak to simulate the interior of a ship captain’s cabin aboard ship. A large, comfortable bed has been furnished but hooks for a sailor’s hammock are concealed behind small niches in the northeast corner of the room. Several teak and brass sea chests have been modified to serve as chests-of-drawers. Hurricane lanterns filled with kerosene stand atop a bedside nightstand and a writing desk near the door to the balcony.
A dressing screen embroidered with a nautical motif conceals a large brass bathtub molded to resemble a large oyster shell. Ceramic tiles surround the area around the tub to prevent damage to the floor’s paneling. Lastly, a large fireplace is built into the center of the south wall and is flanked by a matched pair of leather chairs. A small table stands between the chairs.

11. Nursery: Formerly a stateroom, this chamber has been converted to a nursery in response to the large number of expectant mothers currently residing in the lighthouse. Bright reds, blues and greens replace the more drab colors that originally covered the walls in this room. Several bassinets, all carved of teak or mahogany and filled with soft blankets, have been arranged against the walls. A changing table, washtub, and several bins filled with small stuffed toys have replaced the heavy granite furniture and a thickly padded carpet now covers the floor.

12. East Wing Stateroom #1 (Martin Eck): A simply designed chandelier hangs from the ceiling of this room. The room is furnished with a canopy bed large enough for a couple to share. The walls are hung with tapestries. There is a dressing curtain concealing a private bathtub, two window-seats and a fireplace. A large rug is in the center of the room. Two chairs, a small table, and a footstool stand before the fireplace. A clothes press is located next to the balcony door. A desk and chair complete the furnishings.

13. East Wing Stateroom #2: The focal point of this room is a collection of about one dozen or so glass cattle statuettes. None are larger than 4 to 5 inches across, most are simply cows standing like they would in a field on any farm anywhere but some are more frivolous. There is a set of three cows performing as part of a jug band and another cow with large bat-like wings growing from its back like some sort of deranged griffon. The remainder of the room is furnished in a fairly normal fashion and has a single bed, a stuffed leather chair and footstool, and a writing desk.

14. East Wing Stateroom #3: This room is filled with furniture that is fairly standard for most living spaces on this level of the fortress. There is a medium-sized canopy bed with a smaller trundle bed stored beneath it. Two chest-of-drawers stand near the bed. A larger table makes up for the lack of a writing desk and is surrounded by six comfortable high-backed chairs with padded armrests. Another “collection” room, this one is filled with weapons dating back to before the founding of the Netherese Empire. Stone daggers, bronze hand axes, and iron spearheads rest in glass cases that hang like portraits upon the walls. A pair of shields, so badly battered and faded that their coats-of-arms can no longer be read, hang on the wall to either side of the hallway door.

15. East Wing Stateroom #4: Padded stools upholstered in brightly colored fabrics replace the chairs found in other rooms for this chamber. A long divan is placed in front of the chamber’s fireplace. An easel stands in the center of a canvas drop cloth before the window that looks out onto the balcony. Several movable dressing screens lean against the walls and can be used to divide this stateroom into different sections to suit the whims of the occupant.

16. East Wing Stateroom #5: The last stateroom of this particular wing is furnished in a manner identical to the first but its color scheme tends to run toward blue and green tones. Additionally, the large bed is covered with a thick wool blanket weaved (so it is said) by a band of wemics that roam the plains of Halruua.

17. East Wing Stateroom #6 (Phillip McHoald): Phillip McHoald has taken this room as his own. While many of the sailors aboard the ships think of the mage as stuffy and only concerned with financial figures, this room is surprisingly filled will all kinds of trinkets and baubles gathered on the mage’s travels along the Sword Coast. Various pieces of artwork, most of which have been taken from pirates Phillip has fought while serving aboard the ‘Cutlass, adorn the walls. The room is cluttered with furniture, ranging from ornate coffee tables to barrels stood on end to an elaborate collection of pillows arranged in a Calishite fashion to form a bed of sorts for the wizard and his familiar. Books are stacked atop every flat surface available with narrow twisting paths leading throughout the room.

18. Balcony: There is a 10’ wide balcony that runs around the entire perimeter of the keep, providing a veranda for stateroom residents. The balcony has a door that opens into each stateroom. Defenders on the archers’ gallery below can use the balcony as shelter from aerial assaults, receiving cover against attacks from above.

Level Five


1. Library and Chartroom: Bookshelves line the walls of this chamber. Copies of the logs from Gregor Coberal’s ships are kept here in addition to all the charts and tomes his company has come to possess. There are also copies of the guidebook to navigation and rules of the road for the major harbors on the Sword Coast in this room. Additionally, there is a copy of the instruction that provides the guidelines for operating the lighthouse. (The original is kept in the lighthouse keeper’s quarters). Phillip has also prepared copies of selected spells from his personal spellbooks and the ones purchased from Mirrie the Sea-Mum in Baldur’s Gate. Six comfortable leather chairs form a rough circle about the center of the room. These chairs sit on a thickly padded rug imported from Calimshan. This room is magically lit with multiple Continual Flame spells that have their areas of effect overlapping, making this room very brightly illuminated.

2. Lighthouse Keeper’s Quarters: This small room has a bed and writing desk with chair. A small rug is laid on the floor in front of the door. Shelves containing several books concerning rules of navigation and the formal instructions providing guidelines to operate the lighthouse are kept here.

3. War Room: The name “War Room” is a bit of a misnomer. This chamber is more commonly used as for briefing ship captains and their first officers for upcoming voyages. The Counsels of Standards and Practices also meet here on a regular basis. The walls of the room are lined with lead sheeting (which is hidden behind wood paneling) to prevent scrying magic from penetrating within. A large rectangular table which can comfortably seat up to twelve people dominates the center of the room.
A small desk is set of to the side of the cart for use by the scribe on hand to record the proceedings. A nearby cart holds decanters of water, liquor, and drinking glasses.

4. Jake: The jake on this level is identical to all other jakes found throughout the fortress.

5. Cleaning Gear Locker: This small room contains the buckets, brooms and mops that are used to clean the lantern room above.

6. Ballistae Emplacement: Two ballistae are located on the rooftop area of all three wings of this level. Each has a limited ability to rotate to either side and can achieve a slight degree of elevation.

2 Ballistae
Crew: 1 Hardness: 5 Hp: 75 Dmg: 3d8 (19-20/x2) Range: 120’
  • A Medium creature takes a -4 penalty on attack rolls when using a ballista (-6 for Small creatures). It takes a creature smaller than Large 2 full-round actions to reload a ballista after firing.

7. Catapult Emplacement: A heavy catapult has been built atop the roof of the fourth level and looks out over the land approach to the lighthouse’s citadel. It is used to reinforce the defensive network provided by the three ballistae below. Unlike the ballista however, it is relatively immobile and cannot be repositioned easily. The catapult here can fire only directly ahead and to about 5 degrees to either side of its centerline. Changing the mass of the load can vary range. The catapult can also be loaded with small stones, lengths of chain or even gravel for use against massed troops but doing so makes it useless against structures.

Heavy Catapult
Crew: 4 Hardness: 5 Hp: 200 Dmg: 6d6 Range: 200’ (100’ min)
  • Requires a special check (DC15) to fire using the BAB, Int bonus, range increment penalty and appropriate modifiers (provided below). If the check succeeds, the catapult stone hits the target it was aimed at, dealing damage to any object or character struck (characters make a Ref save DC15 for 1/2 damage). Subsequent shots from the catapult strike the same square unless it is re-aimed.
  • If the catapult stone misses, roll 1d8 to determine where it lands (with 1 being back toward the catapult and 2 thru 8 counting clockwise around the target square). Then count 3 squares away from the target for every range increment of the attack.
  • Loading a catapult requires a series of full-round actions. It takes a Str check DC15 to winch the throwing arm down. A Profession (siege engineer) check DC15 latches the arm in place. Another Profession (siege engineer) check DC15 loads the catapult ammunition. It takes 4 full round actions to re-aim the catapult. Multiple crew can perform each of these full-round actions in the same round, so it would take a crew of four only 1 round to re-aim the catapult.
  • Catapult Attack Modifiers: No line of sight to target (-6); Successive shots, can see where most recent miss landed (cumulative +2 per previous miss - max +10); Successive shots, cannot see where most recent miss landed but observer is providing feedback (cumulative +1 per previous miss - max +5)

8. Archers’ Gallery: This defensive platform lines the outside of the fourth floor’s roof at a height of 40’. It is accessed from three different stairwells that begin on level four. Crenellations run along the perimeter of the gallery and provide cover to defenders against attacks from below.

9. Water Towers (x 2): These water towers collect rainwater and channel it to different areas of the lighthouse complex. Each tower has a pair of ball valves located at their base. Opening or closing these valves directs water to either the cisterns beneath the keep or into smaller containers that are used to sluice waste through the drain pipes for the jakes. Smaller pipes direct water to other rooms for bathing, cleaning or cooking purposes.

Level Six

1. Watch Room: The room immediately below the lantern room is where fuel and other supplies are kept when the keeper prepares the lantern for the night. Two duty lighthouse keepers stand watch here from sunset to sunrise and other periods of low visibility. The clockworks for the rotating lens are also located here.

2. Visual Communication Storeroom: Everything the person on watch atop the lighthouse needs to signal ships at sea, the keep’s defenders or those approaching the fortress by land is stored here. There is a field glass that allows improved scrutiny of visitors, a book of known heraldic symbols, flags of various colors and patterns, signal arrows that will whistle (daytime) or whistle and burn with various color fires (nighttime).

3. Bellows Room: On some nights, the fog enshrouding the Velen Peninsula is so thick that it obscures the light from the lantern room and ships need an alternate method of locating the port. This room contains a large bellows pump that forces air through a massive horn, creating a deep droning blast that can heard for miles. Signals made on the horn vary in length and intensity depending on what information the lighthouse keeper wishes to transmit.

4. Jake: This jake is like all the jakes found throughout the remainder of the fortress.

Level Seven

1. Lantern Room: This area is a glassed-in housing at the top of the lighthouse tower containing the lamp and lens. The lens used within the lantern room is a Fresnel lens. It consists of a convex lens and many prisms of glass which focus and intensify the light through reflection and refraction. The astragal (metal bars dividing the lantern room glass into sections) are made of cold iron and have hinges built into them. These hinges allow the glass to be tipped into or out of the room for easy cleaning.

2. Parapet: A ten-foot wide walkway surrounds the lantern room at a height of sixty feet. Two doors lead into the lantern room. A pair of ladders leads up onto the roof allowing maintenance to be performed on the ventilator ball. The ball services the lantern room below by removing excess heat and fumes.

Sub-Level One



The landing on each sub-level of the fortress is serviced by a dumbwaiter that is used to transport goods between floors. The dumbwaiter’s shaft is roughly 5’x 5’ around and has rungs built into its north wall. These rungs are used to provide access to the dumbwaiter should it become stuck between levels for some reason. The dumbwaiter doors open onto both the landing at each floor and into the bombard emplacements.

1. Bombard Emplacement #1: This massive chamber has rough-hewn walls on three sides. The west wall is open to the sea, providing the bombard here a view of the harbor and the sea beyond.

Bombard
Crew: 3 Hardness: 10 Hp: 280 Dmg: 6d6 Range: 300’ (100’ min)
  • A cannon deals its damage to anyone within its 20’ blast radius (Ref half DC20). A cannon takes 4 full rounds to reload and fire.

2. Storeroom: Flour, potatoes, rice and other root vegetables are stored on shelves in this 20’ x 30’ room. Spare cookware, firewood and cleaning supplies for the kitchen are kept here as well.

3. Storeroom: This room is used to store perishable foods for the kitchen above. Walls of Ice line this room and keep the air in here near freezing. Small drains in the floor remove water from the room as the ice slowly melts and funnel it to the cisterns below.

4. Vault: This chamber is used to store the monies collected in harbor fees, shipping transactions, school enrollments and the money exchange. This currency is also used as the payroll for the keep’s inhabitants and employees. The money exchange draws its daily funds form here and transfers them to the day vault found within that space. The door and walls of the vault are made of three-inch thick adamantine reinforced with an Arcane Lock spell (Hardness 20; 120 hp; DC38 to break down). A Superior quality lock (Open Lock DC40) secures the door and a thin sheet of lead lining blocks most scrying magic.

5. Alchemist’s Laboratory: A large enclosed oven stands against the west wall of this room. The stacks for this massive oven lead out through the cliff face to prevent polluting the atmosphere within the lab. Shelves along the remaining walls contain various reagents and powders used in making a variety of alchemical substances. The most common substance created here is the smoke powder used in the bombards.

Sub-Level Two

1. Bombard Emplacement #2: This massive chamber has rough-hewn walls on three sides. The west wall is open to the sea, providing the artillerists here a view of the harbor and the sea beyond.

1 Bombard
Crew: 3 Hardness: 10 Hp: 280 Dmg: 6d6 Range: 300’ (100’ min)
  • A cannon deals its damage to anyone within its 20’ blast radius (Ref half DC20). A cannon takes 4 full rounds to reload and fire.

2. Cistern #1: The southern water tower on the roof of the fifth level of the keep drains to the cistern in this room. A huge tank here holds 500 gallons of water. A good quality lock is built into the stone door (Open Lock DC30). The door is trapped, both mechanically and magically. Anyone attempting to pick the lock is targeted by a Fusillade of Darts and blasted with a Greater Glyph of Warding.
Fusillade of Poisoned Darts (CR5); mechanical; location trigger; manual reset; Attack: +18 1d6 darts in a 10’ x 10’ area centered in front of door; Search DC19; Disable Device DC25.
Greater Glyph of Warding: 7d6 acid damage, Ref half DC21; Search DC31; Disable Device DC31 - password protected.

3. Storeroom: This area holds folding tables, chairs, dinnerware for large parties, and crates filled with new uniforms for the keep’s forces. A wide variety of sundry goods are kept here as well. The reset and disable levers for the dart traps protecting the cisterns are located behind a hidden panel (Search DC20) in the back wall of this room.

4. Cistern #2: The northern water tower on the roof of the fifth level of the keep drains to the cistern in this room. A huge tank here holds 500 gallons of water. A good quality lock is built into the stone door (Open Lock DC30). The door is trapped, both mechanically and magically. Anyone attempting to pick the lock is targeted by a Fusillade of Darts and blasted with a Greater Glyph of Warding.
Fusillade of Poisoned Darts (CR5); mechanical; location trigger; manual reset; Attack: +18 1d6 darts in a 10’ x 10’ area centered in front of door; Search DC19; Disable Device DC25.
Greater Glyph of Warding: 7d6 sonic damage, Ref half DC21; Search DC31; Disable Device DC31 - password protected.

Sub-Level Three

A guardian patrols this level of the fortress. Its sole task is to protect the landing from invasion from below. Only a handful of people know of his existence.

Thwait: male Spectator (Beholder-kin)
CR: 6 Medium-sized Aberration HD: 4d8+4 Hp: 22
Init: +6 Spd: 5’, fly 30’ (good) AC: 19 (+2 Dex, +7 natural); touch: 12; flat-footed: 17
Attacks: +5 (ranged touch) Eye Rays (special), -2 Bite: 1d4
SA: Eye Rays
SQ: All-Around Vision; Create Food & Water; Flight; Plane Shift; SR15; Spell-Turning; Telepathy
Align: LN Saves: Fort +2 Ref +1 Will +7
Str: 10 Dex: 14 (+2) Con: 12 (+1) Int: 15 (+2) Wis: 17 (+3) Cha: 15 (+2)
Skills: Intimidate +6; Knowledge (Arcana) +9; Listen +9; Search +13; Sense Motive +10; Spot +16
Feats: Alertness; Improved Initiative

  • All-Around Vision (Ex): Gain a +4 bonus to Spot and Search checks. Cannot be flanked.
  • Create Food & Water (Su): The fourth eyestalk can Create Food and Water (as the spell), providing nourishment for up to 8 medium-sized creatures.
  • Eye Rays (Su): Three of the four small eyes can produce a magical ray 1/rnd, even if the spectator is attacking physically or moving at full speed. The creature can aim all of its rays in any direction (the fourth eye is not used in combat - see above). Each eye’s effect resembles a spell cast by a Sor 13 but follows the rules for a ray. All eyes have a range of 150’.
Inflict Serious Wounds: 3d8+13 (Will half DC16)
Hold Monster: as the spell (Will negates DC17)
Suggestion: as the spell (Will negates DC15) with the activity to “depart and turn oneself
in to the watch”.
  • Flight (Ex): Naturally buoyant. This buoyancy allows the spectator to fly as the spell at a speed of 30 (good maneuverability) and grants it a permanent feather fall effect with personal range.
  • Plane Shift (Su): If blinded and no longer able to defend its treasure, it flees to another plane to recover. This ability resembles the plane shift spell but only affects the spectator. The creature returns once the blindness has been cured.
  • Spell Turning (Su): Central eye continuously produces a spell turning effect within a 150’ long cone extending straight ahead from the central eye. It is otherwise identical to the spell cast by a Sor 13 and can reflect one spell of any level per round (chosen by the spectator).
  • Telepathy (Su): Communicate telepathically with any creature within 100’ that has a language.

1. Bombard Emplacement #3: This massive chamber has rough-hewn walls on three sides. The west wall is open to the sea, providing the artillerists here a view of the harbor and the sea beyond. The bombards here were purchased in Lantan during a return trip from Chult. However, a new innovation being tested here is called a hot furnace. This furnace is used to heat the shot before it is fired at approaching ships. When the hot shot is used, less powder is loaded into the bombard, reducing its velocity. When the heated cannonballs strike the target ship, the hot metal causes the ship’s sails and timbers to catch fire.
Three men are required to man the furnace. The first loads the cold shot and tends the fire. A second man removes the heated shells. The last man cleans them by placing them on an iron rack and rubbing off any loose scales with a rasp and wire bristle brush. A large ladle is used to transfer the hot shells from the furnace to the stand and from the stand to the bombard itself.

1 Bombard
Crew: 3 Hardness: 10 Hp: 280 Dmg: 6d6 Range: 300’ (100’ min)
  • A cannon deals its damage to anyone within its 20’ blast radius (Ref half DC20). A cannon takes 4 full rounds to reload and fire.

1 “Hot Shot” Bombard:
Crew: 3 + 3 Hardness: 10 Hp: 280 Dmg: 3d6 + 1d8 fire Range: 300’ (100’ min)
  • A cannon deals its damage to anyone within its 20’ blast radius (Ref half DC20). A cannon takes 4 full rounds to reload and fire. Items struck must succeed a Fort save (DC12) or item struck bursts into flame.

2. Storeroom: A cache of weapons is stored here to include longswords, shortswords, longbows, shortbows, daggers, crossbows and literally hundreds of flight and sheaf arrows. Spare suits of leather armor and small wooden shields are kept here as well.

3. Storeroom: This chamber simply serves as an additional storage space for furniture, linens, cleaning supplies, and other items used in Velen Peninsula Lighthouse. Seasonal gear (rain jackets, thick fur-lined boots, and snowshoes) is stored in the dungeon level of the keep are kept here as well.

4. Storeroom: Casks of ale are stored here along with a winepress located in the southwest corner of this room. Racks that hold numerous wine bottles line the walls.

5. Storeroom: This storage room is 20’ long x 30’ wide and is used to store barracks residents’ personal gear. Shelves line all walls of this room and beams overhead form additional storage space.

Sub-Level Four

1. Waterfront Workshop: This area is used to provide a sheltered area for the craftsmen performing repair on shipboard components. Spare sails, mooring lines and other shipboard items that must be replaced on a regular basis are stored here as well. A tunnel leads out to the breakwater pier via the banshee’s cave.
A massive iron gate (Hardness 10; 60 hp; DC28 to break down), which is usually kept closed and barred blocks the entrance of the tunnel. A portcullis (Hardness 10; 60 hp; DC35 to lift) beyond the gate provides further security for this sub-level. The double gate can be opened while the portcullis is still in its lowered position to confirm the identity of anyone seeking to access the lighthouse from below.
One last doorway is located at the bottom of the stairwell leading up to sub-level three.

Waterfront Level



The descriptions for the waterfront level apply only to the private docking area maintained for the use of Gregor Coberal’s ships. There are seven berthing areas in the private harbor.

1. Breakwater Wharf: This was the first construction completed at the lighthouse. Repeated castings of Wall of Stone spells by Romulus the Mage formed this barrier. The Blazing Cutlass and the Siren’s Reach were then able to offload building supplies and workers without being dashed to bits against the rocky bluff.
The breakwater extends from the mouth of the banshee’s cave for a distance of just over 30’ before turning 45 degrees to the south and running an additional 30’. The last section of breakwater then turns another 45 degrees further south and runs out to a length of 160’. The breakwater is 20’ wide and equipped with handrails on both sides to allow for passage during heavy weather. Ground tackle (bitts, cleats and bollards) has been built onto the breakwater, enabling it to serve as a pier for visiting ships. Up to seven ships can moor alongside the breakwater at once.
Plans have also been made to establish a crane on the breakwater to provide cargo-handling services to the ships moored here.

2. Pier: An additional pier made of wood has been built along the base of the cliff and has moorage for two caravel-sized ships but it is narrower than the breakwater, being only 10’ wide. The harbormaster’s office stands halfway down the 150’ length of this pier and extends partially into the face of the bluff.

3. Harbor Master’s Office: This office stands close to the center of the wooden pier. It is a one-story wooden structure with a steep, slate shingled roof. It is built directly against the face of the rocky bluff that stands over the pier and breakwater. The office is sub-divided into smaller sections than its 20’ x 20’ dimensions would seem to indicate. As expected, there is a lobby separated from the office itself by a long wooden counter.
The lobby has a coupled of battered chairs and a few sickly potted plants. There are two doors behind the counter. The first is a 10’ x 10’ office. It is filled with a massive desk and chair. Filing cabinets stand along the walls and contain copies of shipping manifests and listings of payment fees received from the captains of ships visiting the port. The remainder of the rear portion of the small building contains a small living space consisting of a cot, pot-bellied stove with cooking gear, a wash basin and a pair of sea chests. The first contains clothing and personal items. The second, much smaller chest contains linens.

4. Pilot Vessel Moorage: Two small vessels used to service the ships inport are moored here. Small lockers built as part of the pier contain rope, grapnels, boat hooks, oars, lightweight anchors, tar paper and other materials that can be used to affect repairs on a variety of small craft. The Felonious Chum and Star’s Kiss are moored here when not in use.

5. Harbor: The harbor has been dredged to a depth of 50’. The mouth of the harbor extends from the end of the pier 180’ across to the far end of the breakwater.

6. Banshee’s Cave: The cave where Gregor, Blanc, Phillip and Ghett had discovered the remains of the banshee’s slain children. A shallow niche has been carved into the back wall of the cave. A newer tunnel has been carved out of the bedrock to the waterfront level workshop.


Banshee’s Point Lighthouse Staff

Fortress Administrator: Overall responsible for all operations within the Lighthouse Fortress; Reports to Gregor Coberal.

Service Department:

Castellan: Responsible for the day-to-day operations of the housekeeping staff, kitchen staff, heralds, grooms, and porters. Reports to the Fortress Administrator.
  • Marlin Windfellow: LG Human male Aristocrat 5/Rogue 1; older brother of Sylvia Marie Windfellow

Chief Steward: Supervises the kitchen staff and food preparation. Responsible for the ordering and storage of the fortress’ food and fresh water supply. Reports to the Castellan.
  • Angus Bonehammer: NG Shield Dwarf male Expert 4/Fighter 1

Head Landscaper: Supervises the ground staff. Responsible for tending the lighthouse’s private gardens. Reports to the Castellan.
  • Kelly O’Florra: LG Half-Moon Elf male Expert 3

Master Groom: Supervises the care and feeding of the lighthouse’s domesticated animals. Reports to the Castellan.
  • Bushell De Merde: NG Human male Expert 1/Warrior 1

High Herald: Ensures proper etiquette is followed when entertaining dignitaries. Teaches heraldry to students enrolled in the Officers’ Academy. Serves as a member of the Standards and Practices Board. Reports to the Castellan.
  • Sylvia Marie Windfellow: LG Human female Aristocrat 3; younger sister of Marlin Windfellow

Housekeeping Staff: Staff of 10 maid/serving girls.

Kitchen Staff: Staff of 8 cooks.

Grounds Staff: Staff of 5 groundskeepers.

Grooms: Staff of 5 stable hands.

Heralds: Staff of 4 heralds/scribes.

Training Department:

School Headmaster: Prepares the training curriculum for students enrolled in the Officers’ Academy and Vocational Schools. Works in conjunction with the senior priest in the Chapel of Valkur, the High Herald, the Lead Rigger, the Lighthouse Keeper and the training department of the Baldur’s Gate facility to schedule training on topics in the respective areas of expertise. Is assisted by the Maritime Officer and Treasurer in collecting enrollment fees from students. Supervises the teaching staff and fortress’ library. Reports to the Fortress Administrator.
  • Corbin Hullsplitter: LG Human male Expert 4/Cleric of Valkur 1

Librarian: Responsible for the care, restoration and organization of the fortress library and charts. Serves as a member of the Standards and Practices Board. Reports to the School Headmaster.
  • Velma Hasenpfeffer: LN Rock Gnome female Expert 4/Wizard 1

Teaching Staff: Staff of 8 teachers who provide instruction in accordance with the lesson plan prepared by the School Headmaster.

Department of Maritime Affairs:

Maritime Officer: Manages the Waterfront and Repair Divisions. Plans and schedules repair work requested by ships in the port. Processes complaints from ships’ captains. Assists the School Headmaster by collecting fees from enrollees in the Officers’ Academy and Vocational Schools. Reports to the Fortress Administrator.
  • Takka “Stormbreaker” Knumber: NG Human male Expert 4/Rogue 1; father to Won Knumber

Lighthouse Keeper: Oversees operation of the lantern room and other navigational aids. Supervises students from both schools in the proper completion of duties performed in the Watch Room. Serves as a member of the Standards and Practices Board. Reports to the Maritime Officer.
  • Doloff “Ol’ Nightowl” Stonespinner: NG Shield Dwarf male Expert 4

Assistant Lighthouse Keepers: Staff of 5.

Waterfront Division:

Harbor Master: Collects fees from ships entering port. Acts as liaison between the ships and the Lead Rigger in scheduling crane services. Reports to the Maritime Officer.
  • Jobin McTallow: NG Human male Expert 3/Rogue 1

Harbor Pilots: Staff of 2. Escort ships into and out of the harbor. Provide transit services as necessary. Report to the Harbor Master.

Dockhands: Staff varies with season - from a winter low of 4 to a summer high of 20. Provide manual labor on the docks. Serve as members of line-handling details. Serve as crews for the pilot boats guiding ships in and out of the breakwater. Load and unload cargo for ships. Report to the Harbor Master.

Repair Division:

Production Manager: Responsible for the completion of repair work scheduled by the Maritime Officer. Serves as the point of contact for ships receiving repair services. Reports to the Maritime Officer.
  • Garbo “the Sealion” Plankbender: NG Human male Expert 4/Fighter 1

Floor Supervisor: Each workshop in the repair facility (Woodworking, Metalworking, Sail Repair, and Rope-making) has a supervisor who oversees work done within his shop’s area of cognizance. Report to the Production Manager.

Craftsmen: Perform maintenance and repair work within their shop’s area of cognizance. Number varies per workshop: Woodworking Shop - 12; Metalworking Shop - 8; Sail Repair Shop - 16; Rope-making Shop - 4. Report to the appropriate shop’s Floor Supervisor.

Lead Rigger: Operates the crane atop the overlook. Supervises the rigging team in performance of their duties. Works in conjunction with the rest of the repair facility to provide assistance while installing completed components aboard ship. Instructs students in the Vocational School and Officers’ Academy in various aspects of cargo boom operations. Has the same authority over the riggers as the Floor Supervisors have over craftsmen. Reports to the Maritime Officer.
  • Milton Rhymes: LN Half-Moon Elf male Expert 2

Riggers: Staff of 4. Assist in crane and cargo handling operations. Perform maintenance on the crane. Report to the Lead Rigger.

Civil Service Department:

Civic Administrator: Responsible for developing and supervising programs needed to establish a community in support of the lighthouse. Monitors the administration of the local police force. Works in conjunction with the Master-at-Arms to provide combat training for the militia. Reports to the Fortress Administrator.
  • Marsala Stonebritches: NG Halfling male Expert 4/Warrior 1

Treasurer: Serves as pay officer for the fortress employees. Accounts for income and expenditures of the treasury. Supervises the money exchange. Generates a budget for the keep’s operations. Serves as a member of the Standards and Practices Board. Reports to the Civic Administrator.
  • Felonia Houndsbellow: LN Human female Expert 4

Money Exchanger: Operates the money exchange. Issues pay to employees. Has limited authority as a loan agent and pawnbroker. Reports to the Treasurer.
  • Pence “the Piece Counter”: LN Shield Dwarf male Expert 3/Warrior 1

Visitor Center Supervisor: Arranges tours for visiting dignitaries. Plans recreational events for the sailors visiting the port. Works in conjunction with the Castellan and Chief Herald in planning events and ceremonies. Supervises the operation of the visitor center. Reports to the Civic Administrator.
  • Lady Dorene Windfellow: LG Human female Aristocrat 2; mother of Marlin and Sylvia Marie Windfellow

City Watch Supervisor: Supervises the members of the civilian police force. Works in conjunction with the Master-at-Arms to provide security for the fortress. Reports to the Civic Administrator.
  • Pomales Hardnose: LG Rock Gnome male Warrior 3

City Watch: Staff of 12. A civilian police force that patrols the town and enforces the fortress’ regulations. Provide assistance to the Master-at-Arms in providing security for the fortress. Turn individuals accused of crimes over to Fortress Security for holding. Report to the City Watch Supervisor.

City Services Coordinator: Plans work projects designed to develop the community surrounding the fortress. Supervises the Civic Office. Assists the Treasurer in the collection of taxes. Assists the Master-at-Arms and Watch Supervisor in organizing training for members of the volunteer militia. Annotates requests of the population concerning the future development of the community for presentation to the Fortress Administrator and Board of Standards and Practices. Reports to the Civic Administrator.
  • Pendleton Brauschwagger: NG Human male Expert 3/Warrior 1

Civil Services: Staff of 24. Perform maintenance work within the boundaries of the town. Duties vary but all are related to the development of the town growing around the fortress. Report to the City Services Coordinator.

Security Department:

Master-at-Arms: Serves as Captain of the Guard within the walls of the fortress. Supervises the artillerists and guards. Serves as Chief Justice for offenses committed within the town or fortress. Supervises the operation of the brig. Chairman of the Standards and Practices Board. Reports to the Fortress Administrator.
  • Robus D’Ambrose: LN Human male Warrior 4/Rogue 1

Chief Artillerist: Responsible for the correct maintenance and operation of artillery used in defense of the lighthouse. Trains artillery teams and students enrolled in the Vocational School and Officers’ Academy in the performance of their duties. Reports to the Master-at-Arms.
  • Jarghelm Meadmaker: LN Shield Dwarf male Expert 3

Security Force: Staff of 48. Provide security for the fortress and harbor. Perform duties as bailiffs and brig guards. Serve as members of artillery teams. Report to the Master-at-Arms.

Temple Department:

High Priest: Supervises temple staff. Conducts services, performs blessings, acts as chaplain for the lighthouse complex. Acts as surgeon and healer as required. Advisor to the Standard and Practices Board. Reports to the Fortress Administrator.
  • Stern Transom: CG Human male Cleric of Valkur 4

Temple Staff: Staff of 2. Perform duties as directed in keeping with the religious teachings of Valkur. Report to the High Priest.

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