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  VILLAGE BACKDROP: 
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  BEACON PROMONTORY
  OSR
  
  	
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  VILLAGE BACKDROP: BEACON PROMONTORY 
  Beacon Promontory arose from the watery grave of Beacon Cove after a ferocious storm submerged the village. The handful of doughty 
  survivors rebuilt their homes around Beacon Lighthouse, which lights the way for passing ships, many of which used to make the former 
  village a port of call. Many consider the holdouts insane for staying, considering over half their neighbours left or were killed in the storm, but 
  they feel they have a duty to seafarers who become stranded along the remote stretch of coast. However, the truly insane person may be the 
  lighthouse keeper who believes the deluge that destroyed Beacon Cove was a precursor to an invasion from beneath the waves. 
  C RE DI TS 
  Design: Mike Welham 
  Development: Creighton Broadhurst  
  Art: William McAusland, Matt Morrow and Maciej Zagorski (The 
  Forge Studios). Some artwork copyright William McAusland, 
  used with permission. 
  Cartography: Maciej Zagorski (The Forge Studios) 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  ©Raging Swan Press 2020. 
  CONTENTS 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress 
  Credits 
  1 
  ....................................................................................................
  Contents 
  1 
  .................................................................................................
  Beacon Promontory At a Glance 
  2 
  .........................................................
  Village Lore 
  2 
  ......................................................................................
  Villagers 
  2 
  ...........................................................................................
  Whispers & Rumours 
  2 
  ......................................................................
  Notable Locations 
  3 
  ...........................................................................
  Life in Beacon Promontory 
  4 
  ...................................................................
  Trade & Industry 
  4 
  ..............................................................................
  Law & Order 
  4 
  ....................................................................................
  Customs & Traditions 
  4 
  .....................................................................
  Village Dressing 
  4 
  ..............................................................................
  The Surrounding Locality 
  5 
  .....................................................................
  In Your Campaign 
  5 
  ...........................................................................
  Notable Locations 
  6 
  .................................................................................
  1: Promontory Bridge 
  6 
  .....................................................................
  2: Hooks and Gaffs 
  6 
  .........................................................................
  3: Sea Queen’s Blessing 
  7 
  .................................................................
  4: General Supply and Salvage 
  7 
  .....................................................
  5: Sea Bounty Inn 
  7 
  ............................................................................
  6: Makeshift Dock 
  7 
  ...........................................................................
  7: Lighthouse Entrance 
  8 
  ..................................................................
  8: Lighthouse Ground Floor 
  8 
  ..........................................................
  9: Hidden Storage 
  8 
  ..........................................................................
  10: Lighthouse Lamp 
  8 
  .....................................................................
  OGL V1.0A 
  9
  .............................................................................................
  OSR
  
  BE ACO N PR OMONTORY AT A GL ANCE 
  Ruler: Vilina Koira 
  Population: 19 (11 humans, 2 dwarves, 3 half-elves, 3 halﬂings) 
  Alignment: N 
  Languages: Aquan, Common 
  Resources & Industry: Fishing, safe shipping 
  The following items are for sale, when the characters arrive at 
  Beacon Promontory: 
  •
  Consumables: potion of water breathing (900 gp), scroll of 
  continual light (900 gp) 
  •
  Miscellaneous: ring of water walking (5,000 gp)  
  Additionally, the following services are available: 
  •
  Crafting: Fishing gear, nets and water-related weapons 
  (ﬁshing spears, harpoons and tridents). 
  Situated north of the Picaroon Peninsula and southwest of Ashlar, 
  the village of Beacon Cove was once a prosperous ﬁshing village 
  and served as a port of call for large ships sailing along the 
  otherwise remote and isolated stretch of coastline.  
   
  Three years ago, when the autumn rains arrived, ferocious 
  storms dumped an unprecedented amount of water on the village 
  while leaving the rest of the region relatively unscathed. When the 
  rainy season should have ended, instead of drier weather 
  supplanting the storms, the rain kept falling. The waters rose, and 
  the village sank; most of the now homeless villagers ﬂed northeast 
  to the Duchy of Ashlar. A few hardy folk, however, retreated to the 
  highest location, the rocky ground around their lighthouse. Thus, 
  Beacon Promontory arose from the watery grave of Beacon Cove, 
  just as the weather returned to normal. Now the residents wait for 
  the water to recede, so they can reclaim their sunken village. 
   
  Most villagers are hopeful Beacon Promontory will rebound 
  from its dire situation. However, lighthouse keeper Filppu Koira is 
  convinced the deluge was a harbinger for a far worse evil. He 
  stands vigil against an invasion from the deep, but his wife, Vilina, 
  is concerned her husband’s vigilance borders on paranoia. His 
  open distrust of visitors hurts business, so she works to keep him 
  away from such folk. As Filppu’s paranoia worsens, he suspects 
  fellow villagers of being enthralled to the invaders or clever 
  doppelgängers waiting until the time is right to strike. 
  VILLAGE LORE 
  A character may know something about Beacon Promontory, its 
  history and surrounds. Determine how knowledgeable the 
  characters are and then impart some (or all) of the information 
  below: 
  •
  Beacon Promontory is a remnant of a previous village, Beacon 
  Cove that stood on the site. Beacon Cove’s lighthouse still 
  stands and is more important than ever in warning ships’ 
  crews about the dangerous shoreline. 
  •
  An unnaturally powerful deluge wiped out Beacon Cove, 
  about three years ago. 
  •
  Some of the villagers drowned when powerful storms 
  destroyed Beacon Cove. Tales from ﬂeeing villagers speak of 
  tentacled beasts lurking in the night, and other unnatural 
  horrors. 
  VILLAGERS 
  Most of the population are nothing more than ordinary 
  individuals.  
   
  Appearance: All the locals are proud of their weatherworn 
  skin and calloused hands—wearing them as badges of honour. 
   
  Dress: Villagers dress for the weather but often wear raincoats 
  even when the sun is shining. 
   
  Nomenclature: male Filppu, Jalmari, Yrjänä; female Cecilia, 
  Hilppa, Magdeleena; family Koira, Toiva, Tuntia. 
  Some of the inhabitants, however, are notable:  
  •
  Cass Dever (location 1; N female human) maintains and 
  guards the rickety Promontory Bridge. 
  •
  Felgrim Colvin (location 8 and 10; N male dwarf ﬁghter 3) 
  fanatically tends the lighthouse’s light, and watches for the 
  invader he knows will soon come. 
  •
  Maggie Turkel (location 2; N female halﬂing ﬁghter 2) works 
  diligently as the village’s blacksmith. 
  •
  Vanya Colvin (location 3; N female dwarf cleric 6) serves as 
  the village’s spiritual leader and is also the leader of Beacon 
  Promontory in temporal matters. 
  WHISPERS & RUMOURS 
  While in Beacon Promontory, a character may hear one or more 
  rumours. The PC can learn this information in several ways: 
  perhaps by overhearing two locals gossiping, chatting with 
  regulars over a few drinks at the local taverns and so on. Use the 
  table below, to determine which rumours the character learns. 
  *False rumour 
  D6
  RUMOUR
  1
  Most ﬁsh from recent catches have been half rotten.
  2
  I swear I saw a tentacle pop out of the mouth of one of 
  the ﬁshermen who arrived recently.
  3
  The rainy season is soon upon us; Vilina has been 
  praying fervently to keep the downpours to a minimum.
  4*
  I saw a ghostly ship hovering above the lighthouse, at 
  dusk a few days ago.
  5*
  Filppu is looking for an apprentice to eventually take 
  over as lighthouse keeper, so he can help his wife, Vilina 
  with her duties.
  6
  Even on cloudless days, lightning strikes the lighthouse 
  at the same time of day.
  2
  
  NOTABLE LOCATIONS 
  Most of Beacon Promontory comprises locations of little interest 
  to adventurers. A few locations, however, are notable: 
  1.
  Promontory Bridge: This hastily-built wooden bridge is the 
  only safe way to approach Beacon Promontory by land. It is 
  rickety and only usable by pedestrians; it is not strong 
  enough to support horses, wagons and the like. 
  2.
  Hooks and Gaffs: Magdeleena Tuntia spends most of her 
  time here crafting ﬁshing gear and the occasional weapon or 
  suit of armour. Hooks and Gaffs stands on the highest and 
  driest spot in the whole village. 
  3.
  Sea Queen’s Blessing: Everyone from Beacon Promontory 
  comes to the church to at least pay lip service to the Sea 
  Queen, who impacts their livelihood with her savage, 
  impulsive nature. 
  4.
  General Supply and Salvage: This store serves the crews of 
  the now-rare ships anchoring offshore. Prices are low, as 
  business is slow. 
  5.
  Sea Bounty Inn: Optimism (and more than a little bit of hope) 
  prompted the rebuilding of the Sea Bounty Inn, a near-
  identical replica of the business of the same name that stood 
  in Beacon Cove; it stands mostly empty due to lack of visitors. 
  The inn has no permanent staff—all the villagers lend a hand 
  when the inn has guests. 
  6.
  Makeshift Dock: Although business has trailed off since the 
  ﬂood, enough ships stop near Beacon Promontory to require 
  this dock. The dock cannot accommodate full-sized ships, but 
  can moor rowboats. Larger vessels drop anchor further 
  offshore to avoid the many sunken perils lurking just under 
  the cove’s calm waters. 
  7.
  Lighthouse Entrance: Paranoia surrounding the events 
  around Beacon Cove’s fall, and Filppu’s proclamations of 
  impending doom, prompted the remaining villagers to set a 
  guard at the lighthouse’s entrance. 
  8.
  Lighthouse Ground Floor: During the day, when Filppu isn’t 
  making repairs or assisting Vilina, he is here sleeping,  eating 
  or counting his supplies. 
  9.
  Hidden Storage: A secret door, known only to Filppu and 
  Vilina, hides a store of staple goods and a few weapons. If 
  Beacon Promontory comes under siege from sinister forces, 
  the Koiras plan to shelter the residents in this hidden area. 
  10. Lighthouse Lamp: Arguably the most important feature of 
  Beacon Promontory, Filppu has ensured the lamp’s light has 
  remained constantly lit ever since be became keeper. 
  3
  
  L IF E I N B EACON P ROM ONTORY 
  Before disaster befell Beacon Cove, life was already rigorous for 
  the villagers, who made their living by ﬁshing. The village’s mass 
  desertion left a handful of residents who work hard to maintain 
  and improve the buildings they hastily erected during their retreat 
  to higher ground. Fortunately, the weather has returned to a 
  semblance of normalcy with the recent summer mostly free of 
  rain, allowing proper construction to take place.  
   
  Several villagers also put to sea to harvest ﬁsh for the others 
  who can’t leave the lighthouse and its immediate surroundings. 
  With ﬁsh becoming less plentiful in the surrounding waters, the 
  ﬁsherfolk are traveling increasingly further away to ﬁll their nets.  
   
  The increasing frequency of shipwrecks also adds an element 
  of stress and danger to the inhabitants’ lives, since they do what 
  they can to rescue sailors foundering in the freezing water and 
  fending off increasingly aggressive marine life. Those who remain 
  in the village feel a sense of duty to one another and to the ships’ 
  captains and crews who rely on them to maintain the lighthouse 
  and its light. 
  TRADE & INDUSTRY 
  Beacon Promontory’s primary trade good is ﬁsh, notably sea trout. 
  The rains didn’t diminish the local ﬁsh stocks, but the catches have 
  been demonstrably worse than beforehand.  
   
  Before the ﬂood, the village was a famously safe port, mostly 
  due to its powerful lighthouse. The ﬂooding, which has yet to fully 
  subside, renders Beacon Promontory less useful, as its main dock 
  remains submerged. 
  LAW & ORDER 
  The villagers look after themselves and make no trouble for each 
  other, except for the occasional ale-induced brawl which 
  neighbours immediately break up before ushering the brawlers to 
  their homes. The villagers collectively police Beacon Promontory 
  and turn out any visitors who disrupts the peace. 
   
  Vilina indulges Filppu’s paranoia regarding visitors and has set 
  a pair of guards at the lighthouse. The guards, along with villagers 
  who come to their aid, forcibly remove anyone ignoring their 
  warnings to leave the grounds or who break into the lighthouse. 
  CUSTOMS & TRADITIONS 
  Beacon Promontory has resumed the annual holiday marking the 
  end of the rainy season, giving thanks to Serat for sparing the 
  village for another year. If anything, the recent celebrations are 
  more fervent, as many villagers believe the endless rain was a sign 
  of the Storm Mistress’s displeasure. 
   
  Newborn children are set adrift for a day in a covered, 
  watertight basket so they can become accustomed to the sea. 
  Villagers believe Serat claims those who don’t survive the trip. 
  VILLAGE DRESSING 
  While the characters are at Beacon Promontory, one or more of 
  the below events may occur. Choose or determine randomly: 
  D20 DRESSING/EVENT
  1
  A glowing green pearl washes up on the beach.
  2
  Several lacedons emerge from the sea and approach the 
  village in search of food.
  3
  Writhing tentacles surround Promontory Bridge and 
  threaten to smash it to kindling.
  4
  At night, a cargo ship ignores the lighthouse’s warning 
  light and will imminently smash onto the rocks, unless 
  something is done.
  5
  The lighthouse’s light begins to ﬂash intermittently.
  6
  Hundreds of dead ﬁsh ﬂoat near the dock.
  7
  A ﬁsherwoman, presumed drowned, washes up onshore 
  with no memory of how she got there.
  8
  Sea gulls encircle the lighthouse and attack anyone who 
  approaches the building.
  9
  A small octopus crawls along the makeshift dock. Villagers 
  beat it to death with oars.
  10
  A ﬂock of birds bursts from the neighbouring forest. The 
  culprit for the disruption appears to be an antlered boar.
  11
  A sailing ship barely makes it to the dock before it begins 
  sinking. The villagers rush to the aid of those who jump 
  overboard and those stuck on the submerging vessel.
  12
  Rain descends from the cloudless sky, provoking much 
  concern among the villagers.
  13
  A pair of terriers swim ashore and shake themselves 
  vigorously upon reaching dry land. One of the dogs has a 
  collar with a tag reading “Snippy.”
  14
  At midday, the sky to the west turns a deep red.
  15
  At night, a bright glow appears from the sea, apparently 
  answering the light emanating from the lighthouse.
  16
  As a disembarking sailor traverses the dock, a plank gives 
  way, dumping her into the water.
  17
  A waterspout appears half a mile from the village, moves 
  threateningly toward the lighthouse, and then dissipates 
  100 feet from shore.
  18
  Simian howls, loud enough to disrupt normal 
  conversation, sound from two distinct directions in the 
  forest and give the impression of communication between 
  two groups of apes.
  19
  A trio of muscular sailors carry a contraption looking like a 
  replacement for the lighthouse’s lens.
  20
  The sky darkens above the forest before unleashing a 
  torrent of rain. The rain sweeps across the forest toward 
  the village but ceases when it reaches the forest’s edge.
  4
  
  T HE S UR ROUN DIN G LOCALIT Y 
  The waters of the secluded cove by which Beacon Promontory 
  stands make the village an ideal place for ships to put in for 
  repairs or to take on supplies. Very few predatory creatures lurk in 
  the cove. Sea lions are the most aggressive natural predators. The 
  locals claim to have noticed an increase in octopodes and squids 
  among the cove’s fauna, but no one has dived into the water’s 
  depths to verify their claims.  
   
  Of more worry to ship’s captains putting in at Beacon 
  Promontory is the increased hazard of underwater obstacles 
  brought on by the ﬂoods three years ago; several ships have been 
  wrecked in recent months, despite the villagers’ best efforts. 
   
  The Forest of Gray Spires is Beacon Promontory’s sole land-
  based border. Gifted with the bounty provided by the sea, the 
  villagers rarely ventured into the forest, rumoured to contain 
  demonic elves, one-eyed giants and worse. Certainly, the 
  occasional shrieks emanating from the forest, whether from 
  sacriﬁces made by the elves or the supposed hyper-intelligent 
  apes living on the forest’s eponymous spires dissuade exploration. 
  The forest and Beacon Promontory exist in an uneasy equilibrium. 
  The forest’s fecund trees never encroach upon the village’s 
  bounds, and the villagers quickly learned not to clear the forest to 
  expand into it.  
   
  Though the forest has plenty of game animals, the residents 
  learned not to hunt them. Taking the life of even a squirrel living in 
  the forest seemed to result in bad catches, strange accidents and 
  the like. Travellers into the forest who never returned added to the 
  notion that it is a forbidden, dangerous place. 
  IN YOUR CAMPAIGN 
  Beacon Promontory serves as a bastion on an isolated coast. It is a 
  lonely place, all but cut off from the rest of civilisation because of 
  the ﬂooding and the near-impenetrable Forest of Gray Spires. A 
  party could be forced to travel here because of shipwreck, leading 
  them to rescue themselves or receive assistance from Beacon 
  Promontory’s residents, and then become involved in the ﬁght 
  against the strange beings Filppu Koira claims have behind the 
  villages plight. Alternatively, the characters might be forced to 
  oust the entrenched dwarf whose delusions have begun to 
  adversely affect his ability to carry out his job. 
   
  With slight tweaks, a GM can move the lighthouse to a warmer 
  location, beset by an unusually long monsoon season or affected 
  by a persistent tropical storm. 
  5
  
  N OTA B L E L OCATION S 
  Beacon Promontory is a wet, muddy place. The buildings—except 
  the lighthouse—are obviously both new and not particularly sturdy, 
  unless otherwise noted. There is little joy or value in the village, 
  after the ﬂoods of the three years ago. 
  1: PROMONTORY BRIDGE 
  Promontory Bridge provides the only safe landward passage to 
  Beacon Promontory, although the bridge is not much used these 
  days as many fell rumours and legends hang over the nearby 
  Forest of Gray Spires. The inhabitants of Beacon Cove worked 
  together to scavenge wood from houses submerged by the 
  deluge to fashion the bridge. It is only suitable for foot trafﬁc and, 
  even then, travellers only cross a pair at a time as the bridge 
  creaks audibly under their weight. Despite the return of normal 
  weather to the area, the ﬂoodwaters refuses to recede, making the 
  bridge the only (dry) way of reaching the mainland. 
   
  Cecilia Toiva (N female human) has undertaken the task of 
  bolstering the bridge and watches the approaches for invaders. 
  (Filppu Koira has partially convinced her about otherworldly 
  beings plotting to take over the land they ﬂooded). Cecilia’s skill at 
  carpentry made her the best candidate to work on the bridge, and 
  she did most of the work on the modest house standing nearby. 
  Cecilia is welcoming toward visitors, but observant folk note a hint 
  of sadness in her eyes. She uses her inherent charm to allay 
  concerns about the many questions she asks about a visitor’s 
  business. 
  2: HOOKS AND GAFFS 
  Occupying the highest and driest spot in Beacon Lighthouse, the 
  forge tended by Magdeleena Tuntia (N female halﬂing ﬁghter 2) 
  and a pair of teenage helpers (N human) produces metal ﬁshing 
  gear (mostly hooks, poles and suchlike). Of late, however, Filppu 
  has insisted Magdeleena shift her focus to weapons and armour, 
  since he is convinced of an imminent attack from the sea. He also 
  procured a shipment of silver and asked her to expedite harpoons 
  for his use. During normal days, Magdeleena provides equipment 
  to her neighbours for free and sells ﬁshing gear to visitors for a 
  ten percent mark-up. She sells weapons and armour produced at 
  her forge at a ten percent discount to other residents, with 
  apologies for having to charge so much to recoup the cost of 
  materials. She is reluctant to sell armaments to visitors, since such 
  equipment is in such short supply. However, those who convince 
  her of their desire and ability to protect Beacon Promontory can 
  pry items from her at only a 25 percent hike. 
   
  Silver Cache: Magdeleena believes pirates pretending to be 
  legitimate merchants stored a supply of silver ingots in a nearby 
  cave. When authorities from Ashlar hunted the pirates down, they 
  abandoned their stash. The severe rainfall and subsequent 
  ﬂooding happened almost immediately afterwards, so she never 
  got the chance to retrieve the ingots. She promises armour or 
  weapons to those who collect the valuable metal on her behalf. 
  6
  CECILIA TOIVA 
  N female human 
  This red-haired woman’s tanned and weatherworn face tells the 
  tale of someone who spends a great deal of time outdoors. Tools 
  hang from her patched overalls. 
  Mannerisms: Cecilia periodically interrupts conversations to 
  hammer an errant nail or replace a cracked board. 
   
  Personality: Despite her distracted nature, Cecilia is friendly 
  to those she meets. She hasn’t fully embraced Filppu’s notion 
  the otherworldly threat is using humanoid vessels to inﬁltrate the 
  village, but this doesn’t stop her from surreptitiously observing 
  visitors to the village. 
   
  Background: Cecilia was not raised in Beacon Promontory. 
  Instead, she served as a sailor aboard a ship anchored at the 
  village to make repairs. After the ﬂood, Cecilia stayed in the 
  village despite losing her spouse, who was carried out to sea 
  while trying to rescue ﬁsherfolk wrecked near the lighthouse. 
  She decided to stay and help the remaining villagers out of 
  devotion to her loved one, who would have done the same. 
   
   
  Hook: Cecilia becomes suspicious of the characters’ 
  activities and interest in the village. Wherever they go, they 
  bump into the carpenter diligently repairing this or that.
  VILINA KOIRA 
  N female dwarf cleric 6 
  This blond dwarf has blue eyes the same colour as the sea. 
  Dressed in simple garb, her most prominent item is her holy 
  symbol which resembles a cresting wave. 
  Mannerisms: Vilina absentmindedly ﬁdgets with her holy 
  symbol. When faced with a serious question, such as the future 
  of the village, she grips the symbol and utters a brief prayer. 
   
  Personality: The dwarf spends much of her time focusing 
  on the villagers’ well-being, but she makes time for visitors. She 
  invokes Serat’s name many times during conversations and 
  tolerates no dissension toward the deity. Though her focus is on 
  Serat, she takes time away from worship and proselytising to 
  help with village repairs or even to manage the inn when able-
  bodied villagers are required elsewhere. 
   
  Background: Vilina was born and raised in Beacon Cove. 
  When she was young, she took a dare to swim away from shore 
  for 30 minutes before returning. She nearly drowned as a result, 
  but a vision of the Storm Mistress goddess guided the dwarf to 
  shore, and her faith was born. 
   
  Hook: Vilina grows increasingly worried about her 
  husband’s state of mind. She asks the characters to placate 
  Filppu by searching the surrounds for any signs of sinister 
  activity. If they ﬁnd even a hint of such, Filppu ﬂees to the 
  lighthouse and begs his wife to join him.  
  
  3: SEA QUEEN’S BLESSING 
  Three years ago, when it became clear the rain wouldn’t stop, the 
  people of Beacon Cove prayed and made offerings to the deity 
  they revered as the Sea Queen (more widely known as the 
  Mistress of Storms). When she seemingly refused to respond to 
  their pleas for aid, many villagers turned away from her worship 
  before abandoning the village altogether. Vilina Koira (N female 
  dwarf cleric 6) was resolute in her adherence to the Sea Queen 
  and managed to rally the remaining villagers with promises of 
  great rewards for those who passed the goddess’s tests.  
   
  Shortly after Vilina relocated the Sea Queen’s temple nearer to 
  the lighthouse, sunlight broke through the clouds and the rain 
  stopped. Vilina took this event as a sign of the goddess’s favour 
  and used it to begin restoring faith among her people. As the 
  unifying force for Beacon Promontory Vilina because the mayor 
  after the incumbent ﬂed the village. Fortunately, the close-knit 
  nature of the community and the decrease in arriving ships make 
  her job easier, allowing her to devote much time to worship. 
  4: GENERAL SUPPLY AND SALVAGE 
  The General Supply was the largest building in Beacon Cove, as 
  brisk trade forced the store to keep items in stock and to store 
  goods brought in from the sea. With fewer ships arriving, and the 
  lack of space around the lighthouse, the supply store is now one-
  quarter its former size. Hilppa Sarijoutsi (N female human) 
  manages the place, taking over from her parents whose ill-health 
  forced them to ﬂee the village’s damp environs. 
   
  Hilppa sells goods unavailable from Hooks and Gaffs and 
  ensures she gives a fair price to villagers and travellers alike, 
  except for those with odious personalities. She keeps her prices 
  low because of her side business—salvaging shipwrecks—she and 
  her brother Tommo (LN male human) have started. In cases where 
  all crew were lost, she claims rights to all material goods wash 
  ashore, which she sells for the good of the village. For survivors 
  who have no stomach to reclaim their property, she offers a hefty 
  recovery fee (25 percent of the bounty’s worth). 
  5: SEA BOUNTY INN 
  Another casualty of the ﬂooding, the Sea Bounty Inn once 
  provided accommodations for up to 30 visitors but can now 
  comfortably sleep only ten.  
  •
  Food & Drink: Meal (typically ﬁsh soup with bread, 
  vegetables and bread) 2 sp, ale 3 cp, wine (pitcher) 1 sp. 
  •
  Accommodation: A standard room costs 2 gp a night. The 
  room is draughty and has no lock on the door. Guests are 
  welcome to cram as many people as they like into their room.  
  No single resident manages the inn; villagers ﬁll in to serve guests 
  during the day. At night, if the inn has guests, a villager stays in the 
  common room to question anyone coming and going, and usually 
  give such folk a warning about frightful monsters emerging from 
  the cove at night. 
  6: MAKESHIFT DOCK 
  With ships arriving outside the now submerged rocky boundary to 
  the cove and sometimes coming to grief on those same rocks, 
  Beacon Promontory required some way to receive visitors or 
  launch rescue and salvage operations. A handful of boats are 
  moored here, and several spots are open for rowboats or skiffs to 
  deliver visitors and goods.  
   
  Two boats bob in the water just beyond the dangerous rocks 
  to warn ship’s captains about the threat and guide smaller boats 
  to the dock. This vigil ends one hour before dusk, so the boats’ 
  crews are on the open water after dark. 
   
  After Cecilia Toiva completes upgrading Promontory Bridge, 
  she intends to improve the dock to allow additional light 
  watercraft to moor here. A month ago, the dock was destroyed, 
  apparently by a powerful wave, diverting Cecilia’s attention from 
  the bridge for almost two weeks. It was this latest destruction 
  which helped Filppu convince Cecilia of a greater threat to the 
  village’s residents. 
  7
  FILPPU KOIRA 
  N male dwarf ﬁghter 3 
  Weariness touches all this dark-haired dwarf’s features, giving 
  him bloodshot eyes and a slumped stature. 
  Mannerisms: Filppu stares at those he converses with, focusing 
  on facial oriﬁces. If he is not within his lighthouse, he nervously 
  looks toward the building. 
   
  Personality: Gripped by paranoia, the dwarf treats everyone 
  with suspicion. Until recently, he reserved his odd behaviour for 
  visitors to the village. He now treats villagers the same way. 
  Fortunately, Filppu still trusts his wife, Vilina, giving her an 
  opening to talk sense into her husband, which has proven to be 
  an ever-increasingly losing battle. 
   
  Background: Filppu is the only child of dwarves who came 
  from a line of keepers of the lighthouse. He readily took to the 
  trade much to the relief of his parents, who instilled in him a 
  strong sense of responsibility for the lighthouse and the vessels 
  relying on its promise of safe passage. 
   
  Hook: The night after the characters arrive in the village, 
  Filppu comes to a sudden realisation the characters are agents 
  of the dark forces moving against the village. He denounces 
  them loudly in the Sea Bounty Inn. Only Vilina can calm him, and 
  her reaction to her husband’s accusations depend on how the 
  characters have been acting during their brief stay in the village. 
  
  7: LIGHTHOUSE ENTRANCE 
  The lighthouse entrance is guarded day and night by a two 
  villagers. The door into the lighthouse requires a 20-foot-tall 
  ladder to reach, and Filppu Koira (N male dwarf ﬁghter 3) has the 
  only ladder of such length in the village. He pulls it into the 
  lighthouse when he enters, to keep himself safe. For the past two 
  months, he has rarely emerged from the lighthouse and only 
  allows Vilina to enter. When he leave the lighthouse, he only does 
  so to perform “inspections” of the guards, asking them bizarre 
  questions and examining their mouths. Most of the residents are 
  convinced Filppu is overly stressed because of the lighthouse’s 
  increased importance to ward off ships from the dangers of the 
  transformed shoreline, so they put up with his strange behaviour. 
  8: LIGHTHOUSE GROUND FLOOR 
  Filppu Koira spends most of the daylight hours here when he isn’t 
  repairing the lighthouse’s lamp or fastidiously reviewing the stores 
  in his hidden storage. He keeps a journal of ships he sees, but he 
  has hidden it under a hatch to keep it away from prying eyes. The 
  past couple of months’ entries also contain scrawled “evidence” 
  of an attack from the sea carried out by creatures not of this 
  world. The ramblings have grown more severe, and refer 
  to inhabitants and travellers hosting tentacled mind-
  controlling creatures within their bodies. 
  9: HIDDEN STORAGE 
  This storage area holds enough supplies to feed the 
  villagers for a week. Filppu added this hidden space as 
  part of his growing paranoia induced when the area 
  ﬂooded. Finding the secret door is difﬁcult and Filppu 
  has warded it with a sophisticated lock (-10% chance to 
  open locks).  
   
  The storage area contains crates ﬁlled with 
  hardtack, dried ﬁsh and skins of fresh water, along 
  with a stockpile of weapons and barrels ﬁlled with 
  lamp oil. A ladder leads from the storage area to 
  an even more difﬁcult to ﬁnd trapdoor beneath 
  the lighthouse lamp. Filppu’s duty to the ships 
  passing near or travelling to Beacon Promontory 
  outweighs his mania. 
  10: LIGHTHOUSE LAMP 
  Filppu obsesses over Beacon Promontory’s most 
  vital feature. When he took over as lighthouse 
  keeper he vowed to never let the light go out, and he 
  has kept that vow even when the land around the 
  lighthouse ﬂooded and many of the inhabitants ﬂed. The 
  ﬂoods made the nearby waters even more treacherous, as 
  the formerly dry ground and ruined buildings lurk just 
  below the surface, waiting to rip apart the hulls of ships 
  coming too close to shore. 
   Even when Filppu hadn’t given in to his paranoia, he 
  refuses to grant admittance to this part of the lighthouse. 
  Figuring he would outlive most of the residents anyway, 
  he intends to pass on his knowledge of the 
  lighthouse’s inner workings to his child. 
  8
  
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  Places of Power: Beacon Promontory. ©Raging Swan Press 2017; Author: Mike Welham.   
   
  Village Backdrop: Beacon Promontory. ©Raging Swan Press 2020; Author: Mike Welham. 
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SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan Gloamhold/Raging Swan Town, Village Backdrops/Raging Swan Village Backdrop Beacon Promontory 2.0/Raging Swan Village Backdrop Beacon Promontory 2.0.pdf