The Baldur's Gate Training Facility
One of my players and I sat down one afternoon, brainstorming ideas for ways to recruit crewmembers for his character's growing fleet of ships and we decided that instead of Shanghai-ing them, we would make them. Thus, this school was born. The mock-up vessel is based on the Marlinspike at the US Navy's recruit training center (boot camp) in Great Lakes, IL and was used again in the lighthouse that he eventually built as well.
The Baldur’s Gate Training Facility (BTF) was established as part of the Coberal Trust Company in late 1362 DR. The Seafarer’s Development Group (SDG) is composed of three distinct units. The combined purpose of these units is to meet the training, development, and crew staffing needs of the seafaring community.
The Baldur’s Gate Training Facility (BTF) was established as part of the Coberal Trust Company in late 1362 DR. The Seafarer’s Development Group (SDG) is composed of three distinct units. The combined purpose of these units is to meet the training, development, and crew staffing needs of the seafaring community.
The Seafarer’s Vocational School
specializes in the short-term training of individuals in the arts of
seamanship in order to prepare them for a career aboard merchant
vessels. The Seafarer’s Officers’ Academy is a formal education
environment which provides instruction for youths who desire to
become shipboard officers. Lastly, the Seafarer’s Staffing
Services works in conjunction with the two schools to place trained
and qualified graduates as crew members and officers aboard ships.
The SDG is based in Baldur’s Gate
with all three aspects of the SDG operating out of the same
four-story wooden building on Baldur’s Gate’s waterfront. The
building, referred to as “The Sailor’s School” by students and
locals alike, is located on its own private pier. Cranes on iron
rails load and unload cargo from ships safely and quickly, serving
this pier like all others in Baldur’s Gate. There is enough room
on the SDG’s pier to berth four different ships without breasting
outboard of each other. Just south of the SDG building is a large
open area the school uses as a training field for hand-to-hand combat
and training with missile weapons. This training field also serves
as a staging area for cargo going on or coming off of the ships
berthed here. A fence is located at the head of the pier to restrict
access to casual passersby. There is also a 20’ long x 10’ wide
stable located at the southwest corner of the SDG building.
Normally, the Siren’s
Reach uses berth one and
the Blazing Cutlass
uses berth two. The two remaining berths are rented out at a cost of
1 gp/10’ length of ship/day. School fees are as follows: a
six-month enrollment in the Vocational School costs 12 gp. This fee
includes room and board, the issue of a standard uniform package
(breeches, tunic, sash, belt and knife) and the training itself
(payment plans are available). The Officers’ Academy charges 100
gp for a six-month enrollment. This fee includes the cost of
classes, room and board, a standard uniform package (2 pairs of
cannons, 2 chemises, 2 doublets, an oilskin cloak, a weapon’s belt,
and a pair of hard, low boots), a cutlass, and a field glass. Only
twenty students are accepted per class for both schools. The
Seafarer’s Staffing Services receive 4 gp for graduates from the
Vocational School and 12 gp for its officers.
The Vocational School provides
instruction in marlinespike seamanship, cargo handling and storage
procedures, swimming, fresh water conservation, hand-to-hand and
missile combat aboard ships, boating, signaling/basic heraldry, and
shipboard life and protocol. The top 10% of the Vocational School’s
graduating class is offered placement in the Officers’ Academy
(entrance fee waived in exchange for serving as a Graduate
Instructor).
The Officers’ Academy’s first
six-months is identical in scope to the Vocational School. During
the second half of the year, teachers demonstrate leadership
techniques, navigation and rules of the road, reading and writing,
deck logs, shipboard damage control, supply procedures and
accounting, the use of artillery, and practical religious
observations for both Umberlee and Valkur. Trust Company wizards
sometimes teach exceptionally intelligent students basic spellcraft
for a modest apprenticeship fee after graduation from the Academy.
The length of this apprenticeship period varies greatly from one
student to the next.
The ceiling of each level of the
SDG building is 10’ high unless otherwise noted. Common spaces are
lit by mundane means (windows, oil lamps, candles, etc) except for
the stairways, which are illuminated by Continual
Flame spells.
Exterior Walls: Masonry Wall 1’
thick: Hardness: 8; Hp: 90; Break DC35; Climb DC20
Strong Wooden Door: Hardness: 5; Hp:
20; Break DC33
Level One
1. Quarterdeck: The quarterdeck is
the main entrance to the SDG building. Located in the center of the
west wall of the ground floor, the quarterdeck looks out even with
the quarterdeck of the ship in Berth One (usually the Siren’s
Reach). The quarterdeck
is manned 24 hours a day by one of the students in the Officers’
Academy who logs in visitors and important events. 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). A cloakroom is located
directly north of the quarterdeck and the SDG offices are found
directly south of this area.
2. Cloakroom: The cloakroom is a
10’ x 10’ closet used to store foul weather gear (boots, rain
cloaks, and gloves) and the cloaks of visitors to the building’s
office.
3. Mock-up: This massive area is
the centerpiece of life in both schools during the first three months
of their curriculum. The ceiling rises all the way to the top of the
fourth floor and the room itself is 80’ long x 40’ wide. Two
rows of benches line the south wall of the room, with the door in the
center of the wall providing the only means of access to this
chamber. The north wall of the mock-up boasts a replica of the
starboard side of a caravel.
The school headmaster or a senior
student who has proved him or herself knowledgeable instruct 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 of the
Siren’s Reach.
A sunken area (6’ deep) also surrounds the replica and is filled
with water where students are given swimming lessons.
4. Jakes (x 2): Both jakes on the
ground level of the SDG building are 10’ x 10’.
5. Mess Decks: The mess decks are
located along the east side 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 shrine to Valkur. 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 south end of this room is taken up by the scullery where dishes,
pots and pans are washed in preparation for the next meal by three
members of the Vocational School.
6. Galley: Referred to as “Mum’s
Kitchen”, the galley is run by the wizened matron of the school,
Mirrie Hullspeeder. Mirrie is an older woman, believed to be in her
late-forties to early fifties with silvered hair and several missing
teeth. She claims to have given birth to eight children (including a
set of twins) and now mothers her young charges with a mixture of
iron-handed discipline and maternal advice and has no qualms about
“roughing up” unruly students.
Mirrie was married to a ship’s
mage of some renown who disappeared several years ago while on a
voyage from Baldur’s Gate to Calimshan and recently sold several of
her husband’s tomes to the school. “Mum” is a skilled cook
with a small degree of healing skills learned while tending to her
brood of children. Gregor pays Mirrie a salary of 5 gp/month.
Rumors have begun to circulate that Mirrie has become involved with
Blanc Hemplock on an intimate basis but as the subject has not been
broached to either of them, these rumors are unsubstantiated.
The galley has a shipping door
located in its south wall for deliveries and another door in its
north wall that opens into the clear area in front of Valkur’s
shrine. A door to the east leads into the mess decks and another in
the west wall opens into the galley’s storeroom. The galley has a
baking oven, a large fireplace, several tables and cabinets and a
wide variety of pots and pans. Tables for food preparation,
cupboards for storing flatware and eating utensils line the walls. A
deep sink is located near the southeast corner of the room. The
galley is supervised by Mirrie who is responsible for the preparation
of all meals. She is assisted by two other cooks and the three
students who work in the scullery.
Mirrie “the Sea-Mum”
Hullspeeder: Human female Monk 3
CR: 3 Medium-sized Humanoid
(Human) HD: 3d8+6 Hp: 21
Init: +1 Spd: 30’ AC: 13
(+1 Dex, +2 Wis); touch: 13; flat-footed: 10
Attacks: (BAB +2; Grap +5); +5
(+3/+3
flurry of blows)
Unarmed Strike: 1d6+3 or +6 Masterwork Cutlass: 1d6+3 (19-20/x2)
SA: Unarmed Strike; Stunning Attack;
Flurry of Blows
SQ: Deflect Arrows; Evasion; Still
Mind
Align: LN Saves: Fort +5 Ref
+4 Will +5
Str: 16 (+3) Dex: 12 (+1)
Con: 15 (+2) Int: 16 (+3) Wis: 14 (+2) Cha: 10
Skills: Balance +5; Climb +7; Craft
(Cooking) +9; Gather Information +2; Heal +5; Jump +6; Listen +7;
Move Silently +6; Profession (Sailor) +7; Read/Write and Speak
Alzhedo, Chondathan, Common, Damaran and Illuskan; Swim +6; Tumble +3
Feats: Expertise; Martial Weapon
Proficiency (Cutlass); Sea Dog
Gear: Artisan’s Outfit; Cook’s
Apron; Cooking Utensils; Masterwork Cutlass; Potion
of Cat’s Grace (3rd
lvl)
7. Galley Storeroom: The galley
storeroom is a 20’ x 20’ chamber that contains dried meats, flour
for making hard biscuits, fruit and vegetables, replacement cookware
and flatware, clean linens for the staterooms, and cleaning gear for
the rest of the building.
8. Seafarer’s Development Group
Office: The office for all three branches of the Seafarer’s
Development Group is located within this 20’ wide x 30’ long
room. Directly to one’s left as he enters this room is a desk
manned by one of the students from the Officers’ Academy. This
student is responsible for scheduling appointments with the school‘s
headmaster (or Mirrie, if the headmaster is away).
An “L” shaped couch runs along
the west wall of the room and forms a partition from the area set
aside as an office. Another couch is set directly across from the
first. A pair of filing cabinets stand in the southwest corner of
the room and contain students’ records, pending and filled requests
from ships for graduates, ledgers containing the financial activities
of the SDG, completed deck logs from the quarterdeck, and another log
that contains a running tally of supplies on-hand for use in the
galley.
9. Shrine to Valkur: Valkur the
Mighty is a sailor’s god, a demipower who intercedes to protect
ships against the cruel natures of Umberlee and Talos. The shrine to
Valkur is a 10’ wide x 30’ long semi-enclosed area located
directly across from the door to the mess decks. Students are
encouraged but not required to pay homage to the Captain of the Waves
here. Small offerings are often left by students departing upon
graduation and sometimes before getting underway aboard the Siren’s
Reach, which serves as a
training vessel for the school. Ghett and other priests tend the
shrine as part of the daily devotions to their god.
Level Two
1. Artillery Instruction: This open
area is located at the top of the stairs leading up to the second
floor. Life-sized working models of a light catapult and heavy
ballista are located here. Members of the Officers’ Academy are
instructed in the use and maintenance of these artillery pieces.
Long racks containing ammunition for both models are located against
the east wall of this area. The wall in the north end of the room
contains a balcony that overlooks the replica of the caravel in the
mock-up room on the ground floor.
2. Classroom: Similar in layout to
the other classroom on this floor, this room is used to teach members
of the officers’ academy in the many aspects of their education.
The north wall of this chamber slides away as part of a partition to
combine this classroom with the vocational school. The south wall
has a large window that provides a view of Baldur’s Gate’s harbor
and the training field and staging area to the south of the building.
3. 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 open to provide a view of the mock-up below. The
south 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.
Level Three
1. Officers’ Academy Dorm: The
officers’ academy dormitory is a 40’ long x 30’ wide room. All
bunks are stacked three high. The bottom and middle bunk open
coffin-style to reveal a locker within to simulate life aboard ship.
The top bunk has a standing locker assigned to it. The school
headmaster inspects the berthing on the first and sixth day of each
tenday. A maximum of 78 personnel can be berthed here.
2. Vocational School Dorm: The
vocational school dormitory is a 60’ long x 20’ wide room. All
bunks are stacked three high. The bottom and middle bunk open
coffin-style to reveal a locker within to simulate life aboard ship.
The top bunk has a standing locker assigned to it. The berthing is
inspected every day by a member of the teaching staff. A maximum of
114 personnel can be berthed here.
3. Jakes (x 3): The jakes on this
floor are 10’ x 10’. The students in the vocational school are
responsible for the cleanliness and material condition of these small
rooms.
4. Storage: The storeroom on this
floor of the SDG building is 10’ wide x 20’ long. It is lined
with shelves that contain fresh linens and cleaning supplies. The
class leader of the officer’s academy is responsible for
inventorying all contents (due at the end of each school day) and
issuing supplies to the residents of this floor. The door to this
room is kept locked (Open Lock DC20) at all times.
Level Four
1. Library: The library is a small,
cozy room that often serves as a private meeting room for the
officers of the Coberal Trust Company. Bookshelves line the walls
and contain copies of the completed deck logs of the Siren’s
Reach. Other books found
on the shelves are almost universally of a maritime nature and
include treatises on celestial navigation, histories of the Sword
Coast, novels about the deeds of famous heroes and villains, and the
collected myths of Valkur the Mighty. Phillip also keeps copies of
his spellbooks here so Ghett can surreptitiously monitor the magical
potential of his students. Soft leather chairs form a circle in the
center of the room. A window in the south wall provides a view of
the harbor.
Mirrie recently sold several of her
late husband’s tomes to the school. Most of these included
navigational charts and a journal from the sea-mage’s journeys but
one was a partial copy of his spellbook (see below).
1st: Buoy, Far Sight, Sea Fins
2nd: Current, Current Sensing,
Drown, Scholarly Perusal
3rd: Body of Water, Calm Air, Proof
Against Combustion, Shield Bubbles
4th: Shape Waves
2. Ghett Loasd’s Stateroom: The
Wavetamer’s stateroom is filled with simple furniture. A canopied
double bed stands against the west wall just beneath a window that
overlooks berth one on the pier below. A pair of nightstands flanks
either side of the bed. A desk and chair have been placed against
the north wall. A chest-of-drawers against the east wall of the room
contains Ghett’s day-to-day clothing. A stand in the southwest
corner of the room holds the priest’s armor and weapons. A small
idol of Valkur is located in the southeast corner of the room.
3. Gregor Coberal’s Stateroom:
The chairman and owner of the Coberal Trust Company uses this room
when visiting Baldur’s Gate. The room has windows that look out
onto the pier below and the mock-up of the ship on the ground floor.
The chamber is furnished nearly identically to Gregor’s cabin
aboard the Blazing
Cutlass. A king-sized
bed dominates it and a large sea chest is located at the foot of the
bed. The floor of this room is the only one in the building with
carpeting. The carpet is burgundy and extends from wall to wall. A
mahogany and teak desk is located against the east wall. Closets
built into the remaining walls hold Gregor’s clothing and
adventuring gear.
4. Won Knumber’s Stateroom: This
room is used by Won whenever he is in port. The room is furnished
with a large bed, a nightstand, a desk and chair, and a
chest-of-drawers. An open area in the north wall looks out over the
mock-up of the training ship below.
5. Blanc Hemplock’s Stateroom:
Bos’n’s stateroom is filled with simple furniture. A single bed
stands against the east wall just beneath a window that overlooks
berth four on the pier below. Another window in the north wall
provides a view of the training ship below. A desk and chair have
been placed against the south wall. A chest-of-drawers against the
west wall of the room contains Blanc’s day-to-day clothing. A
stand in the northeast corner of the room holds the sailor’s armor
and weapons.
6. Jakes (x 2): The jakes on this
floor are 10’ x 10’. The students in the vocational school are
responsible for the cleanliness and material condition of these small
rooms.
7. Phillip McHoald’s Stateroom:
Phillip uses this stateroom when in Baldur’s Gate. Due to his
infrequent visits to the city, he has furnished his room in an
identical fashion to Won Knumber’s stateroom.
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