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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